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PATCHv1.2.8· October 10, 2026

Game Wipe Update: Changes, Additions, Fixes

A series of updates for the new wipe.

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Combat Changes

  1. Stat Points: Fixed a bug with various new special races getting special reincarnation bonuses which are meant for NONE special races such as +10 Stat Points. Which resulted in some special races having much more stat points then expected.
  2. Static Power Changes: Made several changes to the static power boosts given by various different things and specifically how they stack. Making some players vastly more powerful then others. Static Power has been remade to be more balanced, making it so that your final power isn’t so much higher relative to your actual battle power making bp mod less effective. In cases with races with various transformations, some changes have been made to make non transformation races still compete.
  3. Damage Scaling: Modified the damage scaling of various skills for balance.

Other Changes

  1. Daily Quest Counter: Fixed a bug with Daily Quest Counter in both the old and new Ui saying 0/0. Even when you have daily quests to complete.
  2. Grab Absorb: Fixed a bug with being able to abuse grab absorb to gain extremely large battle power.
  3. Weapon Effects: Fixed a bug with reconnecting requiring you to take off your special items and artefacts and re-equip them back to get the bonuses. This affected some other items like Armor and Sword.
  4. Wrestler Passive: Fixed a bug with Wrestling’s Status Effect passive making them take less status effects not applying to all status effects and not being as effective as needed.
  5. Grab Absorb: Grab Absorb can no longer over cap health, stamina and energy. It now caps it out at 100%. For energy, it caps out at 110%.
  6. Cooler: Cooler now has better immunity to more types of beam locks including the suck in from extremely large beams.
  7. Rank: Fixed a bug with obtaining the King Of Saiyans rank, it should now work as intended.
  8. Dragon Balls: Moved Dragon Balls also onto it’s own timer, this will make dragon ball events more frequent like before rather then only being activate-able through world events which might take many reboots to get to.
  9. Telepad: Fixed a bug with specific item being able to scrapped infinitely for endless amounts of cash.
  10. Restore Galaxy: Fixed a bug with the Restore Galaxy achievement. It should now work as intended.
  11. Transformations: Restored Transformation Animations for several transformations and super saiyan forms. Transformations with low levels do the full transformation animation on each transformation. As you progress through the transformation levels, it starts to instantly transform. Super Saiyan forms specifically have the legacy hair twitching transformation animation with rocks, dust and shockwaves among newer effects.

Bug Fixes & Balance Changes

  1. PVP Events: PVP Events now remove people from being counted as in wars or king of the hill. This is because it resulted in them being unable to die in events like FFA. Making the event unfair. If you join an event while during a world event, you temporarily no longer count as part of that event.
  2. Quill Combat: Made several modifications to the Quill Combat technique including increased cool-downs and modified damage scaling due to the technique being too powerful.
  3. Primal Rage: Primal Rage anger mechanic on Primal Titan is now toggle-able. This is due to it interfering with players training as it would knock everybody back unexpectedly making it harder to train. It also disables itself when you have TRAINING BUFF activated.
  4. Grab Absorb: Fixed a bug with the Grab Absorb Module & Hyper Drain not working correctly. It should now grab absorb when you strangle. It also works on X-17.
  5. Gains: Fixed a couple of early wipe issues with certain gains methods being able to be abused even at low gains. This is because while some methods of gaining work perfectly late stage, on early wipe with bp levels being so low, they tend to still give massive gains. They should now scale based on server stage.
  6. Armor: Fixed a bug with not being able to customise and choose the icon of your armor and sword, like you used to be.
  7. Special Ranks: Fixed the special ranks achievement requirements for every special rank. They should all now be achievable. So players no longer need admins when trying to get special ranks. All special ranks should now be obtainable.
  8. Mystic: Fixed a bug with Mystic no longer applying the BP Buff to new super saiyan forms. Players using mystic and super saiyan should now get the buff and hair removed.
  9. Great Ape: Great Ape now has various mastery levels and bonuses. Depending on the level of your mastery of the Great Ape form.
  10. AI Training: Fixed a bug with AI Training Split form no longer fighting back.
  11. Stretchy Grip: Fixed a bug with Beerus being able to learn Stretchy Grip. Which is meant to be exclusive only to stretchy arm races such as Basic Alien, Puranto and Majin.
  12. Rank Quit: Added the ability to quit a special rank. So you are not stuck as a special rank which you do not want to play. Players can now forfeit their rank.
  13. Angels & Beerus: Angels & Beerus race players have the exclusive ability of being able to sense all characters including Androids. Only exception to this is powered down people further then 30 tiles away from you.
  14. Special Rank Dethroning: You can now dethrone players with highly contested special ranks such as God Of Destruction, however this is only if you meet the requirements and manage to start a dethrone event. You can do this by talking to the NPC which hands out the special rank when you meet the requirements. If eligible, and the other player is online it will give you the option to start a dethrone event.

New Unlockable SSP Skills.

Description: The game now has NPC’s which can sell new special skills that cost combat points and some special SSP at specific variants. This lets you progress your character more with higher variation in the skills you can choose to get with Special SP as time goes on. We hope to add more, but for now we have given GT GOKU, Dabura, and Trunks NPC skills they can gift. In the future we hope to add much more, and have some era specific ones, so more skills unlock as time goes on. We’ll test this out this wipe.

Dabura Teachable Skills

Special Skill 1: Evil Blast

Description: Player puts his hand forward at a 90-degree angle and charges a reddish-pink energy sphere. Then, he fires the attack at the opponent, inflicting a lot of damage.

  • Corruption Damage: This technique deals a great deal of corruption damage. Corruption Effect makes players take 30% more damage for a duration while also reducing that players accuracy by 40% for the duration.
  • KI Explosive Damage: This is a force technique which deals massive explosive damage.
  • Energy Drain: Heavy

Special Skill 2: Confusion Blade

Description: The user uses dark energy to conjure an energy blade before performing multiple slices which shoot out energy shuriken ki blasts dealing hybrid damage and bleed to opponents.

  • Damage Type: Hybrid
  • Bleed Damage: This technique deals moderate bleeding damage.
  • Injury: Each type of attack tends to have a small chance of dealing bleed damage.
  • Energy Drain: Heavy

Special Skill 3: Position Shift

Description: This technique shoots a fast moving ki attack which upon impact swaps the position of the user and target, leaving the opponent with heavy stun, disorientation, stamina lockage.

  • Impact Damage: Deals minor impact damage.
  • Stamina Lock: This technique locks the opponents stamina.
  • Stun & Disorientation: This ****technique deals heavy stun and disorients the opponent.
  • Drain: Moderate
  • Stamina Drain: Moderate

Goku Skills

Special Skill 4: Dragon Fist Of Rage

Description: Dragon Fist Of Rage is a high-powered variant of the dragon fist technique. This technique can be charged by tapping the key. It takes up to five seconds to fully charge. While charging you can still move around and fight. Once the technique is ready, tapping it again within short-medium range of an opponent amplifies your power by 40% before appearing as a golden shining dragon. It then dashes in your opponents direction. Opponents you cross take heavy melee damage while taking ki explosive damage. This technique scales heavily based on your anger stat.

  • Impact Damage: Based On Strength + Anger
  • Explosive Damage: Based On Force
  • Stamina Damage: Medium
  • Slowed Movement: This technique applies a slowed movement and brief stun to anybody hit by the technique.
  • Aim Assist: Unlike the other linear dragon fist technique, this one, when used within a short-medium range of players around you, it targets them and dashes towards them.
  • Requirements: 250 Combat Points, Special SP: 15, Power Rank 25, and 50’000 Battle Power.

Special Skill 5: Armoured Boost

Description: The user's body is enveloped by a golden protective aura before they dash away from their opponent. The user is granted skill immunity for 4 seconds while dashing, after dashing away, the user is granted a Ki protective bubble reducing the damage they take from attacks by 35% for 15 seconds.

Special Skill 6: Tyrant Lancer

Description: The user charges energy into their right hand and charges forward with an Energy Punch followed by an energy wave. The energy punch damage is scaled off melee, while the beam is force. After knocking the player back, you instantly fire a massive beam dealing heavy beaming damage.

  • Type: Combo Attack (Melee + Beam)
  • Target: Dashing in faced direction with an energy charged punch.

Trunks Skills

Special Skill 5: Spirit Stab

Description: This technique is a long-ranged variant of the Spirit Sword technique. Unlike the medium ranged linear spirit sword. This technique can be used from long range, your spirit sword extends similar to that of a piercing beam. When facing targets within a linear arc the spirit sword will be shot in their direction.

  • Damage: Hybrid Damage (Melee + Force)
  • Piercing Damage: This technique pierces 40% of the opponents damage resistance.
  • Stamina Damage: This technique deals 20% stamina damage from the opponent.
  • Energy Drain: This technique drains a static 400 Ki from your opponents energy on impact.
  • Requirements: 200 Combat Points, Special SP: 15, Power Rank 30, and 50’000 Battle Power.
  • Injury: Opponents hit by this technique are inflicted with a random injury
  • Bleed Damage: This technique deals heavy bleed damage.

Special Skill 6: Die Die Missile Barrage

Description: This is an extremely rapid fire continuous energy barrage with each blast being significantly more powerful then normal blasts. It’s heavy rate of fire makes it hard to miss. You must continue holding the skill to fire rapidly each blast deals explosive ki damage.

Special Skill 7: False Courage

Description: This technique must be held up to 3 seconds to activate. Once activated the user gets a boost in courage. This results in a bluffing effect. Upon activation, everybody around you is inflicted with intimidation for the duration. Subsequently, during false courage, you take zero knock-back, stun or status effects from any attacks

Race Variants

New Feature: Dragon Universe now has SPR race variants, these are not special races but are positioned as one stage below them. You can get a SPR race variant by special reincarnating from base eligible races and optionally meeting any requirements needed e.g. power rank before you reincarnate. An example of this is if you special reincarnate as any Alien type you are guaranteed to get the option of picking a race variant if you meet the requirements. While you're guaranteed to get one, if you're eligible for multiple it chooses one at random, and that's the one you keep (relogging won't change it). Unlike normal Special Races, here if you meet the requirements you will always get at least one.

Race Variants do not get the +10 Stat points, normal races do on special reincarnation.

Extra Requirements: Servers can also give a race variant extra requirements, like reaching a certain age or power rank before you special reincarnate, and some variants can even be opened up to every race as long as you meet them.

TLDR: In order to get Alien Variants: Jeice, Burter, Recoome, you must special reincarnate as any alien race. You'll guaranteed get one at random. Note: Ginyu Type Alien is a Special Race, not an SPR Variant.

New SPR Alien Variants: Burter, Recoome, Jeice. New Special Races: Metal Man, Ginyu Alien, Hatchiyak **

Jeice (Alien Variant)

Base Race: Alien. (Players special reincarnating from any Alien race can get this race.)

BP Mod: 1.65x

Stat Points: 53

Limit Burst: Hyper Armor ** (Activates on Anger or Limit Burst Technique)

Passive Skill 1: Jeice Enhanced Reflexes

Description: Jeice variant alien has enhanced reflexes and accuracy. This manifests in several ways from a large stamina bonus, hit rates and dodge rates.

  • Stamina Boost: Jeice naturally has a high stamina pool, making them take 40% less stamina drain then most aliens.
  • Reflexes: Jeice has a +20% boost to Reflex Stat, and has 20% higher chance to dodge Melee and Ki attacks.
  • Accuracy: Jeice has a +10% chance to land melee attacks. It also has a +10% stat bonus to the accuracy stat.

Passive Skill 2: Pose Dance

Description: When hit by heavy melee techniques or skill traps, Jeice has a small chance to counter the attack by striking a pose. This nullifies the damage and counters with a heavy blow knocking back the attacker leaving them hit-stunned. This has a cool-down.

Passive Skill 3: Natural Hybrid

Description: The user receives a bonus to both melee and force stat depending on how close they are. The closer they are the larger the bonus. This also affects the stat rating of the stats. it’s possible for two high stats to elevate to very high.

  • Melee & Force Damage: In addition to the effect above, if strength and force are both above average. The user receives a +14% melee and force damage bonus.
  • Ki-Explosive Damage: If strength and force are both above average. The user’s melee techniques can be super-charged with Ki. This gives a small chance for melee attacks to deal explosive Ki damage. This effect has a cool-down.
  • Resistance Target: Melee and Force have a high chance to attack the opposite defensive stat on your opponent, if it is weaker then the natural one. For example, a Ki attack may attack the opponents durability if there durability is much weaker then resistance, and vice versa. (Melee attacks may target opponents resistance if it is much weaker as opposed to Durability).

Ginyu Skill 1: N Pose

Description: Jeice is capable of using the N Pose from the Ginyu Fighting Style. This boosts reflexes and gives pseudo-precognition significantly and heals on activation.

Ki Skill 1: Crusher Ball

Description: A powerful energy ball that is Jeice's signature technique. This technique is performed by the user placing one hand above their head and yelling out "Crusher Ball" and throwing their hand to fire the blast to where their opponent is at the current time.

  • Explosive Damage: This technique deals heavy explosive blast damage.

    Variation Ki Skill 1: Crusher Volcano

    Description: Jeice's Ultimate Attack where he fires a barrage of Crusher Balls all at once and finishes it off with a large Crusher Ball.

    Achieved: This is achieved once the skill reaches level 10.

Ki Skill 2: Crusher Cannon

Description: This technique is a charge-able large energy ball dealing heavy impact and explosive damage similar to Big Bang Burst. This technique has a wide radius of attack.

Ki Skill 3: Full Power Energy Beam.

Description: This is a Jeice specific variant of the full power energy wave technique. Unlike the normal technique, this is not a linear beam. It has aim assist and instantly explodes when contacting an opponent. Opponents hit by this are slowed and take more damage for a small duration.

Variation Ki Skill 2: Super Full Power Energy Beam

Description: This is a super beaming variant of the technique. Which has an initial charge up period before firing a massive beam with far bigger radius. It deals multiple ticks of damage before exploding. Opponents hit by this are knocked back heavy with heavy stun. This technique does significantly more damage at low health.

Hybrid Skill 1: Ultra Explosive Wave

Description: A purely offensive variation of the explosive wave technique. This technique can be used to inflict massive damage and knock-back towards those around you. After exploding, Jeice receives a massive speed bonus allowing them to take advantage of the new gained momentum.

Melee Skill 1: Purple Comet Attack

Description: This is a unique spinning rush technique in which Jeice spins around in blazing speeds giving them the movement of a projectile. Moving near players causes you to kick them at rapid speeds dealing moderate impact and stamina damage while slowing the opponent.

Melee Skill 2: Purple Comet Barrage

Description: This is melee barrage technique used within close range of an opponent, it deals multiple hits of punching and kicking damage. Each hit damages the opponent’s health, damage resistance and has a chance to leave an injury, the final attack knocks them back leaving them stunned.

Melee Skill 3: Sauzer Blade.

Description: Jeice uses a special technique which allows them to conjure an energy blade. While the blade is active, continuously tapping the technique deals heavy slicing and bleeding damage to the opponent. Each strike has a small chance to leave an injury.

Sauzer Skill 1: Sauzer Spinning Blade.

Description: Sauzer Spinning Blade isn't a separate skill: it's activated by holding the Sauzer Blade technique while the blade is active, and it's unlocked once Sauzer Blade reaches a certain skill level (level 5). It creates a spinning attack which deals multiple slices of damage to your opponent. This must be used within melee range of an opponent. Operating as a consecutive sauzer blade attack.

Melee Skill 5: Purple Charge

Description: This is a rush technique towards an opponent. Opponents hit by this technique are dealt a massive melee blow which deals heavy knock-back and stun leaving them vunerable for a follow-up attack.

Guldo (Alien Variant)

BP Mod: 1.55x.

Stat Points: 56

**Limit Burst: Paralysis (**Activates on Anger or Limit Burst Technique)

Availability: A race variant offered when special reincarnating from Alien, Kryptonian, Pikkon, Saibamen, Tapion, Ledgic, Hit, Toppo, Dyspo, Ribrianne, Yardrat or Gyren. Male only.

Starting Skills: Fly, Charge, Beam and Chasing Ball.


Passive Skill 1: Weak Body

Description: Guldo’s body is exceptionally weak, and this shows up as both advantages and disadvantages. To make up for the weak body, Guldo has a huge natural stamina pool and punishes anyone he manages to hold still.

  • Stamina Bonus: Guldo has +140 flat maximum stamina, letting him run from attacks and keep casting far longer than most races.
  • Damage De-buff: Guldo deals 10% less damage to an opponent who is free to move. However, this is reversed if the opponent is stunned, frozen in time, ice-frozen or caught in a skill trap: then Guldo deals +20% damage. Normally, frozen players take less damage, but against Guldo they take more than normal (the usual frozen-damage reduction still applies first, then Guldo’s +20% on top).
  • Damage Resistance: Guldo’s weak body means he takes about 10% more damage from everything.
  • Requirements: Innate race passive.

Passive Skill 2: Time Control

Description: Guldo’s mastery of time makes his stuns hit harder, lets him shrug off stuns on himself, and gives him a chance to slip out of traps or stop projectiles before they land.

  • Stun Damage: Guldo deals +30% stun damage and stun length on all attacks. Every landed attack (melee techniques, basic melee and projectiles) has a 15% chance to inflict a short stun (about 0.8 seconds), whether or not that attack normally stuns. This can trigger at most once every 5 seconds.
  • Stun Resistance: Stuns on Guldo are half as effective. It is hard to keep him stunned.
  • Skill Trap Nullification: When Guldo is caught in a skill trap there is a 25% chance he freezes time and slips out: the trap breaks, the trapper is stunned for about 1.5 seconds, and Guldo dashes 8 tiles backwards away from them. This can happen at most once every 25 seconds and breaks any kind of skill trap.
  • Projectile Freezing: Each incoming projectile has an 8% chance to be frozen right as it is about to make contact, nullifying the hit completely (a purple shockwave marks it). This can happen at most once every 10 seconds.
  • Requirements: Innate race passive.

Race Mechanic: Time Meter

Description: Guldo’s time techniques run on a Time Meter shown as a bar on his HUD (the same bar Hit uses). It refills slowly on its own and most of his techniques spend a share of it up front. If there isn't enough meter, the technique doesn't fire and nothing is spent.

  • Regeneration: The meter fills by itself at 2% per second, from 0 up to 100%.
  • Costs: Time Imprisonment 30%, Guldo Special 25%, Guldo Time Freeze 20%, Telekinetic Choke 15%, Psycho Thread / Psycho Pull / Psycho Javelin / Psycho Rock Barrage / Psycho Escape 10% each. Time Stop costs 7% to start and then drains 7% per second while it's on. Telekinetic Light Wave, Punishment of 100 Blows, Eye Lasers and Chasing Ball cost no meter.
  • Refilling: Every Chasing Ball that lands refills the meter (see Chasing Ball).
  • Requirements: Automatic for every Guldo.

Body Passive: Time Meter

Description: A body passive that levels up whenever Guldo spends Time Meter. Each level makes every Time Meter cost cheaper.

  • Mastery: At level 15 every cost is about 29% cheaper, the same as having a 40% bigger meter.
  • Requirements: Automatic for every Guldo; levels with use.

Skill 1: Time Imprisonment

Description: The user zips around their opponent and traps them inside a sphere of frozen time, batting them around inside it before the prison detonates in an implosive blast.

  • Targeting: Picks an opponent in front of you (a narrow cone, up to 16 tiles away). The sphere can be blocked.
  • Tick Damage: About 30 ticks of damage, one every 0.3 seconds, while the opponent bobs helplessly inside the sphere. Uses force damage if your Power is higher than your Strength, melee damage otherwise.
  • Detonation: The prison ends in an explosion on the opponent’s tile.
  • Time Lag: After the detonation the opponent is severely time lagged for about 8 seconds.
  • Cooldown: 36 seconds (not reduced by speed).
  • Requirements: 40 CP. Uses 30% Time Meter.

Skill 2: Guldo Time Freeze

Description: A Guldo exclusive variation of the classic Time Freeze technique. Everything in a frontal arc in front of you, opponents and projectiles alike, is instantly frozen in time for 8 seconds. While they're frozen you can move around and carry out any attacks on them; frozen players see their screen inverted.

  • Frozen: Every opponent and projectile in the arc (up to 16 tiles) is frozen in time, making them vulnerable to any follow up attacks. Frozen projectiles hang in place and can't hit anything.
  • Slowed: When a frozen opponent comes back to their senses (the freeze runs out or they break out), they take light damage, are stunned for 1 second and are severely slowed for 8 seconds.
  • Cooldown: 32 seconds (reduced by speed).
  • Requirements: 90 SSP. Uses 20% Time Meter.

Skill 3: Time Stop

Description: Guldo's telekinetic ability that allows him to stop time itself by holding his breath. Unlike his other freezes, this technique stops time for everything around you, in every direction: every player, NPC and projectile within view (about 12 tiles) is frozen, and anything that wanders into range while it's active is frozen too. Tap the technique to stop time and tap it again to let it flow. While time is stopped Guldo is free to move and reposition. Everyone frozen sees the world in negative, and so does Guldo while it's on. It can be used as an evasive or offensive technique.

  • Projectile Freezing: Projectiles are stopped dead and can't collide with anyone while frozen. When time restarts they carry on, so Guldo can move out of the way or reposition players to make them hit themselves.
  • Time Meter Drain: Instead of stamina, Time Stop drains the Time Meter (7% per second) and gives out on its own when the meter runs dry. A full meter lasts about 14 seconds, longer with the Time Meter body passive.
  • Breaking Out: An opponent who breaks out of the freeze isn't frozen again for the rest of that Time Stop.
  • Safety: Time restarts if Guldo is knocked out or leaves the area, and after 30 seconds at most.
  • Cooldown: 40 seconds (not reduced by speed).
  • Requirements: 150 SSP. Uses 7% Time Meter to start, then 7% per second.

Skill 4: Telekinetic Light Wave

Description: A telekinetic wave of light that Guldo fires at an opponent. It tracks its target, and on impact it seals the opponent's power and imprisons them in time lag.

  • Damage: A tracking beam with moderate damage, a small explosion on impact, light stamina damage and a short knock-back. Range 30 tiles.
  • Power Loss: The opponent's battle power is lowered by 30% for 10 seconds.
  • Time Lag: For the same 10 seconds, the opponent is time lagged.
  • Cooldown: 30 seconds (reduced by speed).
  • Requirements: 80 SSP. No Time Meter cost.

Skill 4: Telekinetic Choke

Description: This technique can be used within medium-long range of an opponent (up to 16 tiles); you must be facing the opponent. It seizes them in a ball of telekinetic energy and lifts them into the air while choking them, before slamming them back down and throwing them away. The hold can be broken out of.

  • Choke Damage: Six unblockable choke ticks while the opponent is held in the air.
  • Slam: The slam leaves a crater and deals heavy unblockable damage, then knocks the opponent back 10 tiles.
  • Stamina Effects: Upon being slammed back to the floor, the opponent loses 30% of their stamina and has their stamina locked for 8 seconds.
  • Screw: The opponent's movement is scrambled for 4 seconds after the slam.
  • Cooldown: 30 seconds (reduced by speed).
  • Requirements: 35 CP. Uses 15% Time Meter.

Skill 5: Chasing Ball

Description: This race starts with the classic Chasing Ball technique. It summons a large amount of homing balls around a targeted opponent. The balls do light damage individually but combined can be quite powerful. In Guldo's hands every ball that lands also hits harder, drains stamina, briefly stuns and refills his Time Meter.

  • Hit Stun: Each ball has a small hit-stun effect when it hits an opponent (skipped on an opponent who is already trapped, so it never frees them from Guldo's other holds).
  • Damage Increase: Each ball deals a bonus hit of light force damage when used by Guldo.
  • Stamina Damage: Each ball drains 4% of the opponent's stamina when used by Guldo.
  • Time Meter Refill: Each ball that lands refills 3% Time Meter, rising to 6% at Chasing Ball level 5, 9% at level 10 and 15% at level 15.
  • Requirements: Starting skill.

Skill 6: Psycho Thread

Description: This technique fires three wires of psychic energy in a spread towards your opponent. The first thread to hit someone binds them in place for 4 seconds while Guldo holds still to keep them bound. While bound, they are paralysed, take continuous tick damage and lose stamina, and their battle power drops by 25%.

  • Power Drop: While bound, the opponent has 25% less battle power, making them take more damage from each consecutive attack.
  • Tick Damage: A damage tick every 0.5 seconds for the whole bind, draining about 25% of the opponent's stamina in total.
  • Time Lag: Upon release the opponent is flung back 6 tiles and time-lagged for 9 seconds.
  • Cooldown: 26 seconds (reduced by speed).
  • Requirements: 30 CP. Uses 10% Time Meter.

Skill 7: Psycho Pull

Description: A telekinesis technique which force stuns an opponent within range (up to 14 tiles in front of you) before pulling them violently towards yourself. Tap the technique again within 3 seconds, while they're within 2 tiles, to stab them with a bloody wooden plank.

  • Follow Up Attack: The second tap hits them with a bloody wooden plank for heavy melee damage, although it costs 40% extra ki and increases the cool-down by 40%. The follow-up costs no Time Meter.
  • Bleeding Damage: The follow up attack deals heavy bleeding damage and has a 30% chance to give the opponent a random injury.
  • Cooldown: 24 seconds, about 34 seconds if the follow-up is used (reduced by speed).
  • Requirements: 30 CP. Uses 10% Time Meter (first tap only).

Skill 8: Psycho Javelin

Description: The user telekinetically tears up a large stone javelin, charges it, and launches it at the opponent with mild homing. It doesn't explode, it pierces: heavy impact bleeding damage that works for both melee and force characters.

  • Damage: Heavy damage. Uses melee damage if your Strength is higher than your Power, force damage otherwise.

  • Piercing: Cuts through a large amount of the opponent's damage resistance.

  • Stun Damage: Deals a heavy hit stun on impact.

  • Bleed Damage: Deals heavy bleeding damage.

  • Injury: 40% chance to inflict a random combat injury.

  • Cooldown: 28.5 seconds (reduced by speed).

  • Requirements: 40 CP. Uses 10% Time Meter.

    Variant Skill 1: Psycho Rock Barrage

    Description: This technique uses telekinesis to surround the opponent with a ring of 14 small stone javelins. They hang in the air for a moment, then all drive in on the target at once from every side.

    • Damage: Each javelin deals light piercing damage (melee or force, whichever stat is higher) and cuts through a little damage resistance.
    • Bleed Damage: Each javelin deals light bleeding damage and a short hit stun.
    • Cooldown: 40 seconds (reduced by speed).
    • Requirements: Unlocked for free when Psycho Javelin reaches level 10. Uses 10% Time Meter.

Skill 9: Punishment Of 100 Blows

Description: Guldo says "I’ll beat you within an inch of your life!" as he paralyzes the opponent, and punches and kicks the opponent repeatedly, inflicting a great amount of damage.

  • Initial Paralysis: This technique paralyses and hit stuns an opponent within immediate short range (about 2 tiles). It can be countered.
  • Melee Barrage: Guldo holds the opponent in place and carries out a rapid, unblockable barrage of punches and kicks.
  • Slowed Movement: Afterwards the opponent is slowed for 6 seconds and knocked back 8 tiles.
  • Cooldown: 32 seconds (reduced by speed).
  • Requirements: 40 CP. No Time Meter cost.

Skill 10: Eye Lasers

Description: The user shoots fast, piercing laser-like beams from both eyes: three volleys of two lasers, aimed at a target in front of them (up to 18 tiles).

  • Stamina Damage: Each laser drains stamina.
  • Stun: Each laser briefly stuns.
  • Corruption: Each laser applies corruption.
  • Cooldown: 14 seconds (reduced by speed).
  • Requirements: 30 SSP. No Time Meter cost.

Evasive Skill 1: Psycho Escape

Description: Guldo's way out. The user stops time around them with telekinesis to break free and safely retreat from the opponent while they are restrained. It can be used even while stunned, skill-trapped or grabbed.

  • Stun Cleanse: Using it shakes off any stun on you before anything else happens.
  • Skill Trap: Breaks you out of skill traps and grabs.
  • Paralysis: Freezes every opponent and projectile within 10 tiles, in every direction, for 2 seconds. Every opponent caught is then stunned for 5 seconds.
  • Retreat: While time is stopped, you dash 8 tiles backwards (away from the way you're facing).
  • Cooldown: 40 seconds (reduced by speed).
  • Requirements: 40 CP. Uses 10% Time Meter.

Special Skill 1: Guldo Special

Description: First, Guldo curls his fingers and powers up. Then he fires a telekinetic super beam that doesn't knock its target away. If the beam hits, the opponent is frozen in time for a moment and left badly stunned while Guldo hurls a stream of wooden planks at them with his telekinesis. If the beam misses, nothing is thrown.

  • Super Beam: A charged super beam (charges for 4) with no knock-back.
  • Time Freeze: On hit, the opponent is frozen in time for 1 second and stunned for 5 seconds. An opponent who can't be frozen (knocked out or already trapped) isn't followed up.
  • Plank Stream: Guldo then throws a stream of 12 wooden planks at the frozen opponent. Each plank deals damage (melee or force, whichever stat is higher) and bleeding, with a 10% chance of a random injury.
  • Cooldown: 40 seconds.
  • Requirements: 60 CP. Uses 25% Time Meter when fired.

Special Skill 2: Bad Breath

Description: Guldo possesses extremely bad breath. This can be used to his advantage. Tapping this technique lets out a wave of disgusting breath, immediately locking an opponent's stamina and reducing their senses. This makes opponents take 25% more damage for a small duration while being dizzy.

  • Dizzy Effect: Opponents target sensing gets out of whack, reducing their hit accuracy and homing by a substantial amount for the duration.
  • Damage Resistance Debuff: Opponents take more damage for roughly 8 seconds after being hit with bad breath.
  • Damage Debuff: Opponents deal less damage for roughly 8 seconds after being hit with bad breath.
  • Stamina Lock: This technique locks your opponents stamina.

Recoome (Alien Variant)

BP Mod: 1.8x

Stat Points: 48

Limit Burst Type: Hyper Armor (Activates on Anger or Limit Burst Technique)

How to get it: A race variant of the Alien (also offered as a variant of Kryptonian, Pikkon, Saibamen, Tapion, Ledgic, Hit, Toppo, Dyspo, Ribrianne, Yardrat and Gyren). Any of those races who Special Reincarnates can pick Recoome. Always male, can anger.

Starting Skills: Fly, Charge and Beam only. Every Recoome technique is bought from the Recoome learn shop (or unlocked through levelling, see Ultra Eraser Gun).


Passive Skill 1: Enhanced Endurance

Description: Recoome has greater endurance than he should have, capable of withstanding even the mightiest of attacks. This manifests in several ways:

  • Damage Resistance: 15% less damage taken.
  • Knock-back Resistance: 30% less knock-back taken.
  • Projectile Resistance: 20% less damage from projectile attacks.
  • Downsides: -20% PU Cap, -25% Power Up Speeds.
  • Requirements: Innate race passive, active from the moment you become Recoome.

Passive Skill 2: Fighting Strength

Description: Recoome has super-human strength dealing heavy blows to opponents with every attack.

  • Melee Skill Strength: Pure melee techniques deal an extra +20% damage.
  • Knockback Damage: Recoome deals +30% knock-back on all attacks.
  • Strength Rating Bonus: Recoome's Strength rating is multiplied by 1.2. This makes it easier to reach the next rating (e.g. EXTREME, Very High), and because the rating feeds rating-based damage it is a real damage boost, not just a label.
  • Basic Melee: Has a 10% damage bonus.
  • Downsides: Ki blasts deal 20% less damage and pure force techniques deal 20% less damage. All skills have a +15% cool-down bump.
  • Accuracy & Reflex Weakness: Recoome's Accuracy and Reflex stats are 10% lower. His attacks (melee and ki) are 10% less likely to hit, and opponents' melee and ki attacks are 10% more likely to hit him.
  • Requirements: Innate race passive, active from the moment you become Recoome.

Melee Skill 1: Recoome Kick

Description: Recoome rockets forward in a flying dash kick wrapped in an orange flight aura, travelling up to 12 tiles in the direction he is facing and stopping on the first opponent in the way. The impact lands with a rock-punch effect, shockwave and dust.

  • Damage: Heavy (18x melee damage, capped). Can be blocked, does not go through shields, and can be countered.
  • Stamina Effects: Drains 30% of the opponent's stamina. There is no stamina lock afterwards; it is a flat drain.
  • Stun Damage: A forced 5-second stun that ignores stun immunity, leaving them open for a follow-up.
  • Slow: The opponent is slowed for 5 seconds.
  • Light Knock-back: Knocks the opponent back 4 tiles, so it sets up a stronger attack.
  • Cost / Cooldown: 280 energy. 24-second cooldown (shortened by Speed).
  • Requirements: 20 Combat Points (Recoome learn shop).

Melee Skill 2: Recoome Boom

Description: A close-ranged slam. Recoome grabs an opponent within about 2 tiles, hoists them into the air and slams them down into a crater with a big shockwave. The impact scrambles their movement and knocks them out of the sky.

  • Damage: Heavy (20x melee damage, capped). Cannot be blocked and goes through shields, but can be countered.
  • Movement: The opponent's movement is scrambled for 5 seconds.
  • Grounding: The opponent is forced to land and cannot fly for 3 seconds ("You've been slammed into the ground").
  • Injury: 50% chance to leave a random combat injury.
  • Cost / Cooldown: 260 energy. 26-second cooldown (shortened by Speed).
  • Requirements: 25 Combat Points (Recoome learn shop).

Melee Skill 3: Recoome Death Driver

Description: A power-bomb technique. Recoome grabs an opponent within about 2 tiles in an unbreakable hold and pins them on top of himself, rockets high into the sky with them, flips them upside down and drives them head-first into the ground with a huge crater, shockwave and dust cloud, resulting in HEAVY HEALTH, STAMINA & BLEEDING DAMAGE.

  • Damage: Health + Stamina (22x melee damage, capped, with a blood effect). Cannot be blocked and goes through shields, but can be countered.
  • Stamina: Drains 40% of the opponent's stamina.
  • Bleed: Inflicts heavy bleeding.
  • Injury: 70% chance to inflict a Brain injury (always a brain injury, not a random one).
  • Stun: A forced 4.5-second stun that ignores stun immunity.
  • Cost / Cooldown: 340 energy. 32-second cooldown (shortened by Speed).
  • Requirements: 100 SSP (Recoome learn shop).

Offensive Skill 3: Recoome Fighting Bomber (Evasive + Offensive)

Description: A self-centred explosion that needs a full charge. Hold the technique while an orange aura builds around Recoome: the charge climbs from 1 to 3 and it only detonates at a full 3-second charge. Let go early and nothing happens, and the skill goes on a short 5-second cooldown. At full charge Recoome detonates his energy in a massive explosion around himself, based on his BP and the average of his Strength and Force.

  • Damage: Hybrid Explosive Damage. A blast on Recoome's tile plus a separate heavy hit (16x hybrid damage from Strength and Force) on everyone within 4 tiles of him.
  • Range: Everyone within 4 tiles in every direction (roughly a 9x9 area).
  • Knock-back: Everyone hit is knocked back 12 tiles away from Recoome, loses 10% stamina, and gets a damage flash and dust burst. There is no stun.
  • Skill Trap: Usable while skill-trapped, grabbed or frozen, and breaks you out of the trap or grab. When it frees you it costs double energy and stamina and the cooldown is 30% longer (39 seconds).
  • Cost / Cooldown: 500 energy + 15% stamina (doubled only when it breaks you out). 30-second cooldown (not affected by Speed).
  • Requirements: 45 Combat Points (Recoome learn shop).

Offensive Skill 4: Super Breathe (Evasive + Offensive)

Description: A deafening kiai shout aimed at whoever Recoome is facing. It locks onto an opponent in a frontal cone (44 degrees either side, up to 16 tiles), turns Recoome toward them and hits them with a rock-punch impact, shockwave and dust, blowing them away. At the same moment every enemy projectile in that same frontal cone within 10 tiles is blown straight back at whoever fired it.

  • Damage Effect: Heavy health damage (14x) plus 30% stamina drain. It cannot be blocked and goes through shields, but it can be dodged. It uses Force instead of Strength if Recoome's Force is higher.
  • Knockback: Knocks the target back 15 tiles.
  • Projectile Reflection: Every enemy projectile in front of Recoome (same cone, within 10 tiles) is turned around and sent back toward its shooter, and can hit them. Projectiles behind or beside Recoome are not affected. Beam streams are not reflected, only projectiles.
  • No Target: If nobody is in the cone the shout still goes off and still reflects projectiles.
  • Stun / Slow: None; the shout is pure damage, stamina drain and knockback.
  • Cost / Cooldown: 220 energy. 22-second cooldown (shortened by Speed).
  • Requirements: 30 Combat Points (Recoome learn shop).

Ki Skill 1: Recoome Eraser Gun

Description: An instant, highly explosive energy blast fired from the mouth. Recoome aims it at an opponent in a wide forward cone (about 55 degrees, up to 16 tiles), or straight ahead if nobody is there, and fires one large beam-style blast that travels up to 30 tiles.

  • Damage: Explosive (large explosion with knock-back). Damages shields.

  • Type: Projectile Beam (single instant blast).

  • Range: Wide forward aiming arc. It only aims forwards; it does not turn around for opponents behind Recoome.

  • On Hit: Drains 12% stamina and slows the opponent for 4 seconds.

  • Cost / Cooldown: 360 energy. 28-second cooldown (shortened by Speed).

  • Requirements: 85 SSP (Recoome learn shop).

    Variation Skill 1: Recoome Ultra Eraser Gun

    Description: A more powerful super beaming variant of the eraser gun. It is a charged super beam that deals multiple ticks of damage rather than one instant explosion, and it tears through shields.

    • Type: Super Beam (charged).
    • Effects: Damages and breaks shields, deals stamina damage and slows.
    • Cost / Cooldown: 460 energy. 32-second cooldown.
    • Requirements: Unlocked for free when Recoome Eraser Gun reaches level 10 (also checked on login). There is no Combat Point cost.

Ki Skill 2: Recoome Renegade Bomber

Description: A tap-to-fire barrage. The first press starts it, and every press after that hurls one heavy explosive energy bomb (at most one every 0.3 seconds). Recoome shows rapid-fire machine-gun-punch arms while the barrage is running. Each bomb is slow and heavy, homes loosely toward an opponent within 16 tiles with a little spread, and explodes in a wide blast. Stop tapping and the barrage ends.

  • Tap Fire: Each tap throws a bomb dealing explosive damage that hits health + stamina and knocks back. Damages shields.
  • Duration: Ends 1.5 seconds after your last tap, or after 8 seconds at most, so it is not endless.
  • Cost / Cooldown: 220 energy to start, then 6 energy per bomb (shots cost energy only, not stamina). 30-second cooldown that starts when the barrage ends (not affected by Speed).
  • Requirements: 100 SSP (Recoome learn shop).

Special Races

Description: Here ****are two new special races added to the game. These special races are normal special races not like the race variants above.

Ginyu-Type Alien

Captain Ginyu

Description: Captain Ginyu is a tall, purple humanoid alien. The top of his head displays prominent veins, similar to that of a human brain. Two black conical horns protrude from the top sides of his head. He is a special race won from a Special Reincarnation, built around power control, the Ginyu Fighting Style and swapping bodies with his opponents.

Limit Burst: Ginyu starts with the Limit Burst technique.

Stat Changes:

  • BP Mod: 2x
  • Stat Points: 44
  • Strength: 15% Bonus
  • Force: 15% Bonus
  • Anger: 30% Bonus (Max Anger x1.3).
  • Stamina: -30% De-buff (a flat -54 stamina, 30% of the 180 base).

Race Choices

  • Non Anger: This race is a non anger race (it gets the normal non-anger compensations), however it can anger when below 50% health. See Passive 3: Anger.
  • Damage Resistance: This race takes 40% less damage and has 40% less energy drain, to make up for the fact that it only has one health and energy bar.
  • Ginyu Fighting Style: The Ginyu Fighting Style is innate. The player can still pick another fighting style on top of it.

Starting Skills

  1. Limit Burst: This technique is not exclusive to the Ginyu-Type Alien race but they get it for free without SSP investment.
  2. Chasing Ball: Ginyu-Type Alien starts with the Chasing Ball technique.
  3. Fly, Charge and Beam: The standard starting skills.

Passive 1: Ginyu Force

Description: This race is extremely adept with the Ginyu Fighting Style. They receive the Ginyu Fighting Style innately while still being able to pick another fighting style.

  • Fighting Poses: Grants access to all the fighting style poses of the Ginyu Fighting Style, even when another fighting style is picked.
  • Milky Cannon & Body Change: Grants access to the Milky Cannon, Self Harm and Body Change techniques (learned from the normal shops), even when another fighting style is picked.
  • Full Nelson Body Change: They are granted a variation of the Body Change technique. This technique initiates a Full Nelson close-ranged melee attack; if successful the opponent swaps bodies. It is an alternative to the beaming one, and using either puts the others on a short cool-down. (Unlocked when Body Change reaches level 5 — see Body Change Skill 1: Full Nelson Body Change below for the full write-up. At level 15 Body Change also unlocks Super Body Change.)
  • Body Change: While body swapped, the Ginyu has +30% battle power, making them more effective while in body change. Body Change also lasts longer than normal: 15 seconds instead of 10 (x1.5).
  • Requirements: Captain Ginyu race passive (granted with the race).

Passive 2: Power Control

Description: Ginyu has exceptional power control abilities. This manifests giving them immense bonuses. The bonuses can be found here:

  • Power Control Speed: Ginyu powers up to maximum power 30% faster than normal.
  • Power Control Cap: Ginyu naturally has a 20% higher power up cap.
  • Requirements: Captain Ginyu race passive (granted with the race).

Passive 3: Anger

Description: Ginyu race gets angry pretty fast. Being angered unlocks extreme bonuses for the Ginyu Race. This race does not traditionally anger and is classified as a NON ANGER race, but when under 50% of health and their anger is not on cool-down they can anger.

  • Body Change: When angered, Body Change lasts much longer: 20 seconds (x2, replacing the Ginyu Force x1.5).
  • Fighting Poses: When angered the duration of their fighting poses lasts longer, and the cool-down to swap between them is shorter.
  • Anger: Ginyu receives a large power bonus from anger.
  • Pose Swap: When angered, the healing effects from pose swap is buffed slightly.
  • Requirements: Captain Ginyu race passive (granted with the race).

Race Weaknesses:

  • Stamina Pool: Ginyu naturally has a low stamina pool compared to others (-30%). This makes stamina extremely hard to manage for the Ginyu. They can attempt to mitigate this by good usage of Ginyu poses.
  • Weak Base Body: Their starting body is not that strong. When not body changed, they take 10% more damage and have 5% lower battle power. In order to utilise the full power of the Ginyu they must constantly body change into other people, which removes this de-buff.
  • Power Loss: Losing health and energy lowers the Ginyu's battle power faster than normal (BP loss from low health/energy x1.1, where a normal Alien is x0.9), making it harder for them to keep control of their power as their health goes down. This effect is entirely removed while body changed: they lose no power from low health and energy.

Ki Skill 1: Galaxy Dynamite

Description: Captain Ginyu puts his hands to his sides, charges purple energy and unleashes a relentless stream of ki blasts at the opponent. Hold the technique to keep firing; release to stop. It trades raw power for precision compared to a wild barrage.

  • Consecutive Energy Blasts: While held (up to about 13 seconds), Ginyu fires a blast every 2 ticks at the nearest opponent within 18 tiles, with only a tiny (±3°) spread. Each blast deals light health damage, a short stun and 1-2 stamina damage, and costs 2 energy.
  • Explosive Damage: 1 in 4 blasts explodes on impact for small explosive damage.
  • Rooted: Ginyu can't move while firing but is immune to stuns.
  • Cool-down: 30 seconds (not affected by speed).
  • Requirements: 100 SSP.

Ki Skill 2: Visionary Attack

Description: A finger beam variation of the Milky Cannon technique. Ginyu fires a rapid volley of 8 homing, piercing purple finger blasts at his target (or the nearest opponent within 16 tiles).

  • Damage: Each blast deals force damage and a half-second hit-stun.
  • Bleed Damage: Each individual blast deals a small amount of bleeding damage.
  • Injury Damage: Each blast has a 10% chance to inflict a random injury.
  • Cool-down: 22 seconds (speed-modified).
  • Requirements: 30 CP.

Ki Skill 3: Eraser Cannon

Description: Ginyu charges pink energy in his mouth and fires it in the form of a large energy wave. It is very powerful, able to practically erase anything in its path and distort part of a planet's region.

  • Skill Type: Instant Beam, aimed at an opponent in front of Ginyu (55° cone, 16 tiles).
  • Damage: Deals heavy damage with a large hitbox and an explosion on impact. Damages shields.
  • Close Range: Deals more damage to opponents at close range.
  • Mastery: Reaching skill level 10 unlocks Super Eraser Cannon.
  • Cool-down: 30 seconds (speed-modified).
  • Requirements: 85 SSP.

Variation Ki Skill (Level 10): Super Eraser Cannon

Description: A charged, super-beaming Eraser Cannon. Ginyu charges a huge pink beam that deals multiple ticks of damage before exploding.

  • Type: Super Beaming Technique.
  • Damage: Heavy multi-tick beam damage, ending in an explosion. Damages shields.
  • Stun: Stuns those caught in it.
  • Cool-down: 30 seconds.
  • Requirements: Unlocked for free when Eraser Cannon reaches level 10. It can't be bought.

Ki Skill 4: Super Milky Cannon (Dynamite Pressure)

Description: Captain Ginyu holds his right- or left-hand forwards and then releases a strong purple energy wave from it.

  • Type: Super Beaming Technique
  • Corruption Damage: Upon impact, the technique applies 15 seconds of corruption, slowing them down and making them take more damage from subsequent attacks.
  • Stun: Stuns those caught in it and damages shields.
  • Execute: Deals 1.35x critical damage to opponents at or below 40% health.
  • Cool-down: 32 seconds.
  • Requirements: 40 CP.

Melee Skill 1: Full Nelson

Description: The technique consists of the user putting their arms over their opponent's shoulders by going under the armpits and either pulling backward or clasping their fingers behind their neck, making the opponent unable to move as freely as usual. While squeezing the opponent it deals tick damage to health and stamina.

  • Grab: Ginyu grabs an opponent in melee range (they can still dodge or counter the grab) and hoists them above his head. They can struggle to break out.
  • Stamina Damage: Opponent takes per tick stamina damage (7 squeezes, 3% stamina each).
  • Health Damage: Opponent takes per tick health damage.
  • Energy Damage: Each squeeze also drains 1% of the opponent's energy.
  • Slam: If the hold runs its full course, Ginyu slams them into the ground, cratering it, dealing heavy damage, stunning them for 2.5 seconds and knocking them back.
  • Slow Movement: After the slam the opponent is slowed for 8 seconds. Breaking out of the hold avoids the slam and the slow.
  • Cool-down: 28 seconds (speed-modified).
  • Requirements: 30 CP.

Melee Skill 2: Strong Jersey

Description: This technique is a short-mid ranged rushing technique. Ginyu dashes at an opponent within 4 tiles in any direction and drives a heavy, powerful kick into them on arrival, dealing immense damage and knockback before stunning the opponent sharply.

  • Damage: Heavy melee damage (can be blocked).
  • Stun Damage: Opponent is stunned for 2 seconds.
  • Knockback: Opponent is knocked back 12 tiles.
  • Charge-up: The kick hits instantly on arrival; there is no charge-up before it.
  • Cool-down: 22 seconds (speed-modified).
  • Requirements: 15 CP.

Melee Skill 3: Dynamite Punch

Description: Captain Ginyu shouts "Dynamite Punch!" and pins an opponent in melee range under a barrage of punches before punching them away with a final blow, inflicting a great amount of damage. Where they land, the ground lights up and moments later explodes.

  • Grab: Melee range; the opponent can counter it and can break out of the barrage.
  • Barrage: 8 punches dealing melee damage.
  • Final Blow: Heavy damage, a 2 second stun and 10 tiles of knockback.
  • Explosion: The area where they land is highlighted for about 1.2 seconds, then explodes (radius 2). Moving off the marked area escapes it.
  • Cool-down: 30 seconds (speed-modified).
  • Requirements: 100 SSP.

Fighting Style Skill: Body Change

Description: Ginyu's signature Ginyu Fighting Style technique. He fires a purple beam; if it hits, Ginyu and his opponent swap positions and appearances for a short time, and the opponent takes damage and bleeding based on their battle power versus Ginyu's.

  • Body Swap: Lasts 10 seconds normally, 15 seconds with the Ginyu Force passive, and 20 seconds when angered. While swapped, Ginyu gets the Ginyu Force and Weak Base Body bonuses described above.
  • No Stacking: No body change can be used while you're already body changed, and nobody can body change someone who is already body changed (both fighters are marked for the length of the swap).
  • Shared Cool-down: Using it puts Full Nelson Body Change and Super Body Change on a short 15 second cool-down.
  • Levelling: Reaching level 5 unlocks Full Nelson Body Change; level 15 unlocks Super Body Change (Captain Ginyu only).
  • Cool-down: 30 seconds.
  • Requirements: 30 SSP. Available to anyone with the Ginyu Fighting Style, which Captain Ginyu has innately.

Body Change Skill 1: Full Nelson Body Change

Description: A close-range take on Body Change. Ginyu locks his opponent in a Full Nelson, hoists them up and squeezes; if they can't break out before the hold runs its course, Ginyu shouts "Body... Change!" and swaps bodies with them.

  • Requirements: Captain Ginyu only. Unlocked for free when the Body Change technique reaches level 5. It can't be bought.
  • Grab: The grab can be dodged or countered, and the opponent can struggle out of the hold. If they escape, there's no swap.
  • Squeeze Damage: Light per tick health and stamina damage while they're held (5 squeezes).
  • Body Swap: A successful hold swaps bodies with the opponent for a normal Body Change duration (longer with the Ginyu Force passive, and longer still when angered). The swap itself deals no extra damage.
  • Shared Cool-down: Using it puts Body Change and Super Body Change on a short 15 second cool-down. No body change can be used while you're already body changed.
  • Cool-down: 30 seconds (speed-modified).

Variation Body Change Skill (Level 15): Super Body Change

Description: A super-beaming Body Change. Ginyu charges and fires a purple super beam; the moment it connects, he swaps bodies with his opponent for twice as long as a normal Body Change.

  • Requirements: Captain Ginyu only. Unlocked for free when the Body Change technique reaches level 15. It can't be bought.
  • Beam Damage: The beam itself deals light damage, corrupts the opponent (12 seconds) and slows them.
  • Body Swap: On hit, the swap lasts 2x as long as a normal Body Change (30 seconds with Ginyu Force).
  • Recovery: Landing it heals Ginyu for 10% health, 10% energy and 30% stamina.
  • Shared Cool-down: Using it puts Body Change and Full Nelson Body Change on a short 15 second cool-down. No body change can be used while you're already body changed.
  • Cool-down: 45 seconds.

Metal Man

Description:

Metalman (メタルマン Metaruman) are an alien, humanoid species that resemble robots in physical appearance, residing in both Universe 6 and Universe 7. The most notable Metalman is Auta Magetta, from Universe 6. Metalmen come from Galactic System 66950.

Despite heavily resembling a robot, he is not one. He has a large build and clunky stature. His chest, lower jaw, wrists, and ankles are all silver in color and the rest of his body is bronze and purple.

  • Race: Its own special race, named Metal Man (not an Alien class). Male only.
  • BP Mod: 2.1x
  • Stat Points: 41

Stat Changes:

  • Durability: 10% Bonus

  • Resistance: 10% Bonus

  • Accuracy: 10% Bonus

  • Speed: -10% De-buff

  • Reflex: -20% De-buff

  • Regeneration: -30% De-buff

  • Recovery: -10% De-buff

  • Starting Skills: Fly, Charge and Beam. Every Metal Man technique below is bought from the race skill shop with Combat Points (or unlocked for free through a level-10 skill).

Limit Burst: Blazing Soul


Passive 1: Enhanced Durability & Extreme Weight

Description: Metal Man possesses extraordinary durability, blocking even the mightiest of techniques. This manifests in several ways:

  • 20% Damage Resistance: Incoming damage is divided by 1.25.
  • 70% Reduced Knockback: Knockback taken is divided by 3.33.
  • 30% Reduced Stun Duration: Stuns on the Metal Man last 70% as long.
  • 30% Lower Beam Lock Duration: Beam locks last 70% as long.
  • 10% Damage Boost: Outgoing damage x1.1.
  • Requirements: Innate race passive (every Metal Man has it).

Passive 2: Temperature Raising

Description: Thanks to his natural magma, Metalman is capable of drastically increasing the temperature in his surrounding area.

  • Power Control: While powering up, every player within 3 tiles takes ticking heat damage once a second (a small force hit, capped low) and loses 1% stamina per tick. It hits every player in range — there is no team or party check.
  • Health Scale: The heat grows as the Metal Man's health drops, up to double strength near death.
  • Anger: While angered, the heat is further scaled by the anger stat.
  • Requirements: Innate race passive (every Metal Man has it).

Damage Skill 1: Lava Beam

Description: A straight beam of magma fired at whoever the Metal Man is facing, leaving a trail of fire behind it. A direct hit leaves a pool of lava with flames on top at the point of impact.

  • Beam: Charge, then fire a linear magma blast (range 30) that aims at a target within 16 tiles in front of you.
  • Fire Trail: Leaves fire tiles along the first 15 tiles of its path.
  • Lava: A direct hit drops a lava pool (radius 3) with fire tiles on top, once per beam.
  • Cooldown: 24s (shortened by speed).
  • Requirements: 50 CP. Reaching Lava Beam level 10 unlocks Super Lava Beam.

Damage Skill 1 (Variation): Super Lava Beam

Description: A super beaming technique utilising the powerful magma in the Metalman's body, dealing heavy impact and burning damage upon contact.

  • Health Damage: Upon impact the technique does a heavy amount of damage (3s charge).
  • Stamina Damage: Upon impact the technique deals 25% stamina damage.
  • Burning Damage: Burns on impact (x1.5 burn).
  • Lava: Creates a large pool of lava (radius 8) with fire on top at the point of impact.
  • Cooldown: Large (45s).
  • Requirements: Unlocked for free when Lava Beam reaches level 10 (checked on level-up and on login). Can't be bought.

Damage Skill 2: Lava Spit

Description: Magetta possesses powerful magma inside his body which he can spit out. The Metal Man spits a single glob of magma that bursts on impact.

  • Magma Glob: A projectile (range 30) dealing heavy melee or force damage, whichever stat is higher.
  • Burst: On hit it explodes on the target's tile, dealing extra damage, burning (x1.33) and slowing them.
  • Molten Lava: Leaves a lava pool (radius 2) with fire tiles (radius 3). Lava lasts about 12s and deals ticking damage every half second (halved while flying) with a 20% chance to burn. The lava itself does not stun or slow.
  • Cooldown: 26s (shortened by speed).
  • Requirements: 40 CP.

Damage Skill 3: Lava Wave

Description: The Metal Man spews a wide wall of lava that rolls forward, leaving a trail of lava behind it. Whoever it crashes into takes a massive, burning lava impact and is heavily stunned.

  • Lava Tide: The wave rolls 10 tiles forward. Tap for a 3-tile wave; hold 2s+ for 5 tiles, or the full 3s for 7 tiles. Any hold costs double energy and adds 30% to the cooldown.
  • Impact: Hits each person once for heavy true damage, a guaranteed burn (x1.3) and a 5s stun (respects stun immunity).
  • Lava Trail: Leaves a lava tile on every tile it passes (about 12s, ticking damage every half second).
  • Facing: Diagonal facing snaps to east or west.
  • Cooldown: 32s (shortened by speed; 30% longer if held).
  • Requirements: 45 CP. Reaching Lava Wave level 10 unlocks Lava Creation.

Damage Skill 3 (Variation): Lava Creation

Description: The Metal Man draws magma up from the planet's core to flood the ground around him with a large pool of lava, which burns anyone standing or flying over it.

  • Channel: Stand still for a brief moment (scaled by speed); moving cancels it.
  • Lava Pool: Floods a large area around you (radius about 7.5) with lava.
  • Cooldown: 40s.
  • Requirements: Unlocked for free when Lava Wave reaches level 10 (checked on level-up and on login). No magic-power requirement.

Damage Skill 4: Lava Tornado

Description: By spinning his body at high speeds Magetta is capable of becoming a tornado infused with magma, steered with the movement keys.

  • Steering & Pull: You become a tornado you steer with your movement keys; it drags in anyone within 5 tiles who isn't blocking.
  • Hot Tornado: Opponents within 2 tiles take repeated light hits with a 30% chance to burn, a 3s slow and a hit stun. Running into the tornado itself hits harder.
  • Continuous Bleeding Damage: Every hit also leaves the opponent bleeding.
  • Fire Spray: Sprays fire tiles in a 3x3 area around the tornado every 0.5-0.7s (tiles already on fire aren't stacked).
  • Cooldown: 54s.
  • Requirements: 40 CP.

Misc Skill 4: Molten Trap

Description: This technique sprays a cone of sticky molten liquid in front of the Metal Man. Anyone who steps on it is stuck fast, leaving them open to a follow-up attack.

  • Cone: 6 tiles long, widening by one tile every 2 rows. The tiles last 12s.
  • Trap Technique: Anyone except the caster who steps on a tile is trapped. It is a struggleable trap: tap your movement keys to break free (about 12 presses at equal strength; stronger victims escape faster, weaker ones slower). It also lets go on its own after 5s, and anything that breaks traps works too.
  • Re-trap Immunity: After escaping, 2s of immunity from being trapped again.
  • Stamina & Health Damage: Small ticking health and stamina damage every 0.5s while standing on the trap.
  • Cooldown: 30s (shortened by speed).
  • Requirements: 35 CP.

Misc Skill 5: Steam Guard

Description: This technique rapidly raises the temperature of the Metal Man, creating an aura of steam whereby the user's temperature hurts attackers who try to close in.

  • Raising It: Hold for 3s to raise the guard; letting go early fails it. It lasts 15s.
  • Attacked: Melee techniques and basic melee hits on you send 30% of the damage back to the attacker (through their own defences), with a 20% chance of burning them. Projectiles and beams are not reflected.
  • Blocking: While blocking, 60% of the damage is sent back, with a 40% chance to burn.
  • Damage Reduction: You take 20% less damage while the guard is up.
  • TRADE-OFF: Your own damage is reduced (x0.85) while the guard is up.
  • Cooldown: 40s after the guard ends (15s if you let go early).
  • Requirements: 40 CP.

Melee Skill 1: Metal Punches

Description: This is a short-ranged melee dashing technique which launches a barrage of boxing attacks towards your opponent, dealing health and stamina damage before knocking them back.

  • Dash: Dashes to a target within 16 tiles in front of you (misses if there is none).
  • Barrage: 7 hits, each taking 3% stamina.
  • Knock-back: The finisher deals heavy damage and knocks the opponent back 14 tiles.
  • Stun: After being knocked back the opponent is fiercely stunned (forced 3.5s).
  • Follow Up Attack: Tapping the skill again within 2s (works during the cooldown) teleports next to the opponent for a grounding slam: heavy damage, a crater, 10% stamina damage and 5s of screwed movement.
  • Cooldown: 28s (shortened by speed).
  • Requirements: 35 CP.

Melee Skill 2: Steamy Uppercut

Description: This chargeable melee technique rapidly raises the temperature of your arms; releasing it within 4 tiles of your opponent closes in and deals a HOT BLOW.

  • Charge: Charge for 1-3s. While charging, your power-up climbs up to 1.5x where it started, then drops back after the blow.
  • Burning Damage: 75% chance to burn on impact.
  • Health & Stamina Damage: Heavy health and stamina damage based on charge length (uses force instead of strength if your force is higher).
  • Slowed Movement: Slows the opponent significantly for 6s, and knocks them back.
  • Cooldown: 18.5s (shortened by speed).
  • Requirements: 30 CP.

Melee Skill 3: Steam Slam

Description: This technique charges towards an opponent; upon impact, grabs them and deals multiple ticks of heat damage before slamming them onto the ground, immediately locking their stamina and dealing heavy damage.

  • Charge: Dashes forward up to 12 tiles and grabs the first person hit (the grab can be countered).
  • Choking Damage: 6 ticks of heat damage while grappling, each taking 4% stamina.
  • Slam: Heavy damage, craters, 20% stamina damage, forced 4s stun and 5s of screwed movement.
  • Locked Stamina: The slam locks the opponent's stamina for 8s.
  • Cooldown: 30s (shortened by speed).
  • Requirements: 45 CP.

Hatchiyack

Hatchiyack

Description:

Hatchiyack is a machine with a unique looking design. What appears to possibly be a skin like substance is pink while the armor that covers him in parts is red. He also has blue oval shaped designs on his arms, chest and head which glow brightly when he is storing up energy. In the remake of the OVA, these were changed to green instead of blue.

  • Race: Hatchiyack (special race, no class). The Tuffle revenge machine, powered by hate.
  • BP Mod: 2x
  • Stat Points: 44
  • Limit Burst: None.
  • Starting Skills: Fly, Charge, Beam, Revenger Charge.
  • Passives: Hate Energy, Power to Resist, Tuffle Vengeance (Iron Grip). All three are given automatically.

Stat Changes:

  • Strength: 10% Bonus
  • Durability: 10% Bonus
  • Resistance: 10% Bonus
  • Accuracy: 10% Bonus
  • Anger: 30% Bonus
  • Speed: -15% De-buff
  • Reflex: -30% De-buff
  • Regeneration: -20% De-buff
  • Recovery: -20% De-buff

Passive Skill 1: Hate Energy

Description: Hatchiyack's primary ability: it stores Hate Energy (0-100%) and spends it to fuel its strongest techniques. The meter is shown on your HUD as "Hate: X%" in the skill/passive meter slot. Stored hate also works as a shield and an auto-counter.

  • Gaining Hate: +4% per melee technique hit, +2% per basic melee hit or projectile hit, +30% for finishing a full strangle (Iron Grip), and the Revenger Charge skill (+4% every half second held). Hate does not regenerate or decay on its own, and it resets when you log out.
  • Hate Shield: The fuller the meter, the less damage you take, up to 30% less damage at a full meter.
  • Hate Reflection: A chance equal to 0.3% per meter point (up to 30% at a full meter) to repel an incoming technique, with a 3-second internal cooldown. A melee technique is nullified and the attacker is bounced 10 tiles away and takes hybrid (strength + force) damage. A projectile is nullified (it is not sent back). Each reflection drains the meter based on the power of the technique.
  • Hate Costs: Ultra Explosive Wave 30%, Revenger Cannon 15%, Full Charge Revenger Cannon 20%, Super Revenger Cannon 25%, Hate Energy Absorption 50%. A skill fails with a message if you don't have enough.
  • Requirements: Hatchiyack race passive (automatic).

Passive Skill 2: Power to Resist

Description: Hatchiyack has an immense ability to resist powerful attacks with shocking efficiency.

  • Block: Blocking is 40% more effective: damage taken while blocking is lowered by 40% and the stamina drained by blocking is lowered by 40%.
  • Stamina Drain: Hatchiyack takes 30% less stamina drain from all sources.
  • Damage Resistance: About 15% less damage taken overall, plus 20% less damage from powerful Ki projectiles.
  • Requirements: Hatchiyack race passive (automatic).

Passive Skill 3: Tuffle Vengeance (Iron Grip)

Description: Hatchiyack's desire for vengeance manifests in extreme grip power, making it hard to break out of its strangle.

  • Grab Power: Opponents struggle half as effectively, so breaking out of Hatchiyack's grip takes twice as long.
  • Strangle Power: Strangling deals 2x health and stamina damage and also drains 1.5% of the opponent's max energy per tick.
  • Finisher: A strangle that runs its full course ends with Hatchiyack hurling the opponent 18 tiles away, a 2.5-second heavy stun and an impact hit, and gives Hatchiyack +30% Hate Energy.
  • Grip Drain: Holding a struggling opponent costs Hatchiyack half the usual stamina.
  • Requirements: Hatchiyack race passive (automatic).

Meter Skill 1: Revenger Charge

Description: Hatchiyack channels its hatred to fill the Hate Energy meter. Hold the skill key: after a 1-second wind-up, the meter climbs while you hold it, stopping when you let go, run out of energy, or reach 100%.

  • Charge Rate: +4% Hate Energy every half second.
  • Energy Cost: 0.6% of your max energy per tick.
  • Rooted: You can't move while charging.
  • Without a hotbar key: Using it from the verb gives a single 3-second charge.
  • Requirements: Starting skill (free).

Buff Skill 1: Hate Energy Absorption

Description: Hatchiyack absorbs its stored hatred for a surge in power. Needs at least 50% Hate Energy. Hold the skill for 3 seconds (you are frozen while holding): on success it spends 50% Hate Energy and grants +30% damage and +30% BP for 20 seconds, shown with a buff timer card. Let go early and nothing is spent.

  • Flat Boost: +30% damage and +30% BP, regardless of how much hate you had.
  • Hate Cost: Needs 50%, spends 50%.
  • Energy Cost: 200 energy.
  • Cooldown: 45 seconds (5 seconds if you let go early).
  • Requirements: 40 CP.

Counter Skill 1: Rapid Charge Counter

Description: Hatchiyack rapidly charges hate energy into itself for a +50% BP boost during a short 1.5-second counter stance (you are frozen in place). If a melee attack lands on you in that window, Hatchiyack teleports around the attacker and drives a heavy grounding blow into them at the boosted power. Ki attacks and projectiles do not trigger it.

  • Grounding Blow: A heavy x18 melee blow that can't be blocked and bypasses shields, leaving a big crater.
  • Charged Attack: The +50% BP holds for 1 second after the window, through the strike.
  • Stun & Screw: The countered opponent is forced-stunned for 3 seconds and their movement is screwed for 3 seconds.
  • Short Window: 1.5 seconds.
  • Energy Cost: 250 energy (no Hate Energy cost).
  • Cooldown: 28 seconds.
  • Requirements: 35 CP.

Melee Skill 1: Ultimate Blow

Description: Hatchiyack dashes at an opponent within short-medium range (a target within 3 tiles around you or 9 tiles ahead; otherwise it dashes 10 tiles forward) and hits them with a massive winding blow to the stomach. The blow hits with strength and force at once.

  • Hybrid Damage: A x10 melee hit plus a x10 force hit, each capped.
  • Stamina Damage & Lock: 20% stamina loss and the opponent's stamina is locked for 8 seconds.
  • Energy Damage: Drains 400 of the opponent's energy.
  • Stun Damage: A heavy 3-second forced (true) stun.
  • Slow Damage: The opponent is slowed for 8 seconds.
  • Impact Explosion: A small explosion on the opponent's tile.
  • Energy Cost: 300 energy.
  • Cooldown: 26 seconds (shortened by speed).
  • Requirements: 30 CP.

Melee Skill 2: Hatchiyack Combo

Description: Hatchiyack dashes in (up to 12 tiles) and traps the target, then each tap teleports around them for another blow in a continuous combination. The combo ends when you stop tapping for 1 second (or after 10 seconds), with a heavy knockback finisher that leaves the opponent hit-stunned.

  • Combo Hits: Each tap deals a x4 hit with a short stun, using strength or force, whichever is higher.
  • Hit Stun: The final x12 unblockable blow knocks them 15 tiles away and leaves them hit-stunned, open to follow-up attacks.
  • Charge: Tapping the skill again within 3 seconds of the finisher dashes after the opponent for a heavier x16 blow that knocks them back and leaves them intimidated.
  • Energy Cost: 400 energy.
  • Cooldown: 34 seconds.
  • Requirements: 35 CP.

Misc Skill 1: Ultra Explosive Wave

Description: A race-exclusive mega explosive wave that works as both an attack and an escape. It can be used even while skill-trapped, grabbed or stunned: it frees you from the trap or grab, clears your stun, cancels a beam lock on you, destroys enemy beams within 3 tiles, and blasts everyone around you.

  • Hybrid Damage: Damage is based on a combination of both strength and force.
  • Offensive: An explosion plus a hybrid hit on everyone within 3 tiles (a 6x6 area), with 10% stamina loss and a 15-tile knockback.
  • Evasive: Clears stuns, breaks out of skill traps and grabs.
  • Beam Breaker: Enemy beams within 3 tiles are destroyed (not sent back).
  • Cost: 30% Hate Energy, 300 energy, 10 stamina.
  • Cooldown: 33 seconds.
  • Requirements: 45 CP.

Misc Skill 2: Mirror Cloning

Description: Hatchiyack is able to multiply into many Hatchiyacks. This technique drops opponents from targeting you while confusing their sense radar and sense arrows for roughly 10-15 seconds. These clones do no damage and are purely for confusion.

  • Target Drop: This technique drops target from everyone targeting you. Combined with several clones, the effect is that opponents waste their techniques on clones rather than you.
  • Clone Effect: Opponents which defeat your clones rather than you are hit with a heavy stun & screwed movement penalty.

Ki Skill 1: Energy Wave Combo

Description: After a brief 0.8-second charge, Hatchiyack throws 8 small green energy bombs in a spread, one after another (you are frozen while firing), creating lots of explosions.

  • Continuous Attacks: Each bomb deals small damage, explodes and stuns.
  • Drain: Each bomb that hits directly drains 50-75 energy and 3% stamina.
  • Damage Debuff: Every direct hit lowers the opponent's damage resistance a little, making them more vulnerable to attacks.
  • Energy Cost: 360 energy.
  • Cooldown: 28 seconds (shortened by speed).
  • Requirements: 25 CP.

Ki Skill 2: Revenger Cannon

Description: Hatchiyack's most powerful technique: a chargeable linear beam with heavy lock power. It is charged in hand: tap once to start charging, and the charge powers you up while you keep moving, fighting and using other skills. Tap again within 15 seconds to fire the beam at the charge you built; if you don't, it fizzles. Tap a third time to stop the beam.

  • Charge in Hand: While holding the charge your power-up cap is raised (x3, like any charging beam), but you move 30% slower, all energy drain is 30% heavier, and you can't fire another beam.
  • Hate Cost: 15% Hate Energy, spent when you start charging.
  • Screwed Movement: The opponent's movement is heavily screwed on impact, and they are stunned.
  • Lock Period: The beam lock lasts 1.6x longer than a normal beam, with ongoing damage (x1.44 beam damage).
  • No generic Super beam: Revenger Cannon does not get the usual level-15 "Super" beam; it unlocks its own variants instead.
  • Requirements: 60 CP.

This technique has variant skills that are unlocked as you level it up.

Variation Skill 1: Full Charge Revenger Cannon (Achieved at Level 5)

Description: A variant charge technique that can be held while moving (no freeze). Hold for up to 4 seconds, then release to fire a smaller Revenger Cannon that homes in on an opponent within a 66-degree arc in front of you (up to 16 tiles). The longer the charge, the harder it hits.

  • Charge Scaling: Damage grows with the charge, up to double at a full 4-second hold.
  • Homing Shot: The shot chases the target it locked onto.
  • On Hit: 5 seconds of screwed movement plus a stun.
  • Cost: 20% Hate Energy, 350 energy.
  • Cooldown: 26 seconds (shortened by speed).
  • Requirements: Unlocked for free when Revenger Cannon reaches level 5.

Variation Skill 2: Super Revenger Cannon (Achieved at Level 10)

Description: A super-charged variant of the classic Revenger Cannon taking form as a super beam. After a charge-up animation that cracks the ground, it fires a super beam with aim assist and an immediate explosive impact.

  • Super Beam: Super beam damage 18, with the standard super-beam aim assist.
  • On Hit: Stun, badly screwed movement and 15 stamina damage.
  • Cost: 25% Hate Energy, 460 energy.
  • Cooldown: 40 seconds.
  • Requirements: Unlocked for free when Revenger Cannon reaches level 10.

Special Skill 1: Exploding Wave

Description: Not to be confused with explosive wave, this technique launches a telegraphed explosion at your opponent (your target within 20 tiles, otherwise whoever you are facing). After a short warning it explodes on their tile, dealing moderate damage and a heavy stun, leaving them vulnerable to a quick follow-up attack.

  • Damage: x1.6 explosive damage.
  • Stun & Slow: A 3-second forced stun plus a slow.
  • Energy Cost: 200 energy.
  • Cooldown: 25 seconds (shortened by speed).
  • Requirements: 30 CP (no Special SP cost).

Burter (Alien Variant)

BP Mod: 1.75x

Stat Points: 50

Limit Burst Type: High Speed Rush (Activates on Anger or Limit Burst Technique)

Description: Burter is the fastest member of the Ginyu Force. Special reincarnating from any of the base Alien races can turn you into this race variant. Burter starts with Fly, Charge and Beam, and all of his race skills are bought or learned from the Burter-only skill list.

Passive Skill 1: Fastest In The Universe

Description: Burter has enhanced speed superior to almost every other race, manifesting in several ways.

  • Movement Speed: Burter naturally moves 30% faster.
  • Time Slow: The player Burter has targeted moves 30% slower while Burter is close by (within 12 tiles and in view). This also works on NPCs he targets. Note: The Dyspo race is completely immune to this effect.
  • Speed Rating Bump: Burter's Speed rating is boosted by 30%, so he reaches higher levels of Speed stat rating more easily.
  • Cooldown Reduction: Skills whose cooldown scales with speed recharge 30% faster. Skills with fixed cooldowns are not affected.
  • Precognition: Burter has 8 precognition charges.
  • Dash & Dash Attack: Dash and Dash Attack cooldowns are 25% shorter. Dash Attack also scales with speed, so it gets the 30% reduction on top of this.
  • Zanzoken Charges: Burter has 50% more Zanzoken charges, and they refill 30% faster.
  • Downsides: -10% damage dealt, -10% damage resistance.
  • Requirements: Innate race passive, given automatically to every Burter.

Passive Skill 2: Hyper Speed

Description: Burter's speed is so extreme that whoever he is chasing simply cannot keep up with him.

  • Speed Stat: Burter's Speed stat is 20% higher than the amount he invested in it.
  • Relative Speed: The player Burter has targeted (within 12 tiles and in view) has 30% longer skill cooldowns and a 30% lower Speed rating, making it harder for them to keep up.
  • Speed Accuracy: The player Burter has targeted is less likely to dodge: their Reflex rating is 30% lower, and Burter's basic melee attacks are 20% more likely to hit them. The accuracy bonus applies to basic melee only; most melee techniques do not roll accuracy.
  • Relative Stamina: Burter takes 30% less stamina drain, while the player Burter has targeted takes 30% more.
  • Note: The Dyspo race is immune to all of Burter's effects on his target (Time Slow, Relative Speed, Speed Accuracy and Relative Stamina), as they might be faster than Burter. If two Burters target the same player, only one of them applies the effects at a time.
  • Requirements: Innate race passive, given automatically to every Burter.

Ginyu Skill: S Pose

Description: Burter holds the skill to strike the 'S' Pose from the Ginyu Fighting Style. Hold it for the full 2 seconds; let go early and the pose fails. A successful pose cleanses your debuffs, knocks back everyone within 6 tiles, heals you, restores 45% stamina and gives a short burst of movement speed. For the next 15 seconds you count as being in the Ginyu S pose, gaining its full bonuses.

  • S Pose Bonuses (15 seconds): Faster movement, stamina costs reduced by 30%, skill cooldowns reduced by 25%.
  • Activation Effects: Cleanse, knockback on nearby players, heal, +45% stamina and about 7 seconds of bonus movement speed.
  • Cooldown: 40 seconds (shortened by speed).
  • Requirements: 200 skill points to learn (no Combat Points). Burter only.

Melee Skill 1: Blue Hurricane

Description: Burter turns into a spinning blue cyclone that he steers with his movement keys, travelling up to 140 steps. The hurricane pulls enemies within 5 tiles toward it (unless they are blocking) and repeatedly shreds anyone within 2 tiles with rapid melee hits.

  • Pull: Enemies within 5 tiles are dragged toward the cyclone unless they block.

  • Rapid Hits: Enemies within 2 tiles take repeated small melee hits (roughly every 0.3 seconds) that cut through part of their damage resistance. Blocking halves the damage but drains their stamina; shields soak the damage instead.

  • Slowed Movement: Each hit slows the opponent for 3 seconds, refreshing while they stay caught in the cyclone.

  • Hit Stun: Each hit causes a very short hit-stun (about 0.13 to 0.18 seconds).

  • Damage Type: Melee.

  • Cooldown: 54 seconds (not shortened by speed).

  • Big Hit Version: The dash-in, single big hit, stun, 10 second slow and speed bonus version is Dashing Blue Hurricane (below), unlocked at level 10.

  • Requirements: 15 CP. Burter only.

    Variation Melee Skill: Dashing Blue Hurricane

    Description: Burter is enshrouded in a blue aura and dashes at the opponent he's facing at blistering speed. If he reaches them, the Blue Hurricane spins around him as he strikes them five times in a row, then a final blow knocks them away. The opponent is left stunned and slowed, while Burter gains extra speed.

    • Dash: A blue aura dash straight at the opponent you're facing (up to 16 tiles). They can still dodge or counter it as you arrive; if they do, nothing follows.
    • Hurricane Combo: 5 consecutive hits with the Blue Hurricane cyclone spinning on top of Burter. Each hit deals health damage and drains stamina, and the opponent is held in place for the combo.
    • Knockback: The final blow deals heavy damage and knocks them away with a dust cloud and a heavy impact effect.
    • Stun Effect: The opponent is stunned for 2 seconds.
    • Slowed Movement: The opponent is slowed for 10 seconds.
    • Movement Speed Bonus: Burter gains a speed bonus for 10 seconds after a successful hit.
    • Damage Type: Melee.
    • Cooldown: 32 seconds.
    • Requirements: Unlocked for free when Blue Hurricane reaches level 10. Burter only.

Melee Skill 2: Mach Dash (Evasive + Offensive)

Description: Burter clears his stuns and debuffs with a burst of energy, then dashes 24 tiles in the direction he is facing, straight through anyone in his path. It works even while stunned, grabbed or caught in a skill trap, breaking him free. Every opponent the dash passes through is hit once with heavy damage, knockback, a stun and a long slow.

  • Damage: Each opponent in the path takes a strong melee hit (can be blocked or dodged with reflexes), 8% stamina damage, a 2.5 second stun and heavy knockback.
  • Slowed Movement: Opponents the dash passes through are slowed for 10 seconds.
  • Movement Speed Boost: After the dash, hit or miss, Burter gets 6 seconds of bonus movement speed.
  • Stamina Bonus: After the dash Burter regains 15% stamina, while the opponents he hit lose stamina.
  • Skill Traps & Grabs: Breaks out of skill traps and grabs. Breaking a skill trap locks the trapper's stamina for 6 seconds. Breaking free doubles the cooldown to 20 seconds.
  • Cooldown: 10 seconds (shortened by speed).
  • Requirements: 30 CP. Burter only.

Melee Skill 3: Space Mach Attack

Description: Burter dashes up to 10 tiles at his opponent. If the dash connects, the opponent is caught in a skill trap and Burter starts attacking at blinding speed, blinking to a new side of them with every punch and kick while you keep tapping the skill.

  • Combo Attack: Each tap blinks Burter to a new side of the opponent for a quick hit with a 1.2 second stun.
  • Stamina: Every hit chips 3% of the opponent's stamina alongside their health.
  • Combo End: The combo ends if you stop tapping for 1 second, the opponent gets 4 or more tiles away, or the trap breaks. Otherwise it runs to its full length.
  • Final Attack: The combo ends in an unblockable finishing blow with heavy knockback. If the combo was sustained to its full length, the opponent is also slowed significantly for 8 seconds.
  • Cooldown: 28 seconds (shortened by speed).
  • Requirements: 35 CP. Burter only.

Melee Skill 4: Mach Kick

Description: Burter locks on to an opponent in front of him (within 16 tiles) and dashes at them for a heavy kick that instantly locks their stamina, scrambles their movement, knocks them back several tiles and leaves them heavily stunned. Tap the skill again within 2 seconds, even while it is cooling down, to teleport around the opponent for a second kick.

  • Kick: Strong melee hit (can be blocked or dodged with reflexes), 3 second stun and knockback. Misses if nobody is in front of you.
  • Follow Up Attack: Tap again within 2 seconds to teleport next to the opponent for a second, slightly weaker kick with the same stamina lock, stun and knockback.
  • Screwed Movement: The first kick screws the opponent's movement for 4 seconds.
  • Locked Stamina: Each kick locks the opponent's stamina for 6 seconds.
  • Cooldown: 24 seconds (shortened by speed).
  • Requirements: 30 CP. Burter only.

Ki Skill 1: Crasher Cannon

Description: Burter extends his arm and fires a blue finger beam that tracks an opponent in front of him (or flies straight ahead if there is none) and explodes on impact.

  • Explosive Damage: Each beam explodes on impact for light health damage with a small knockback. It deals no stamina damage.

  • Several Shots: Fire up to three shots, 0.5 seconds apart, before the skill goes on its 35 second cooldown. If you stop part-way, the cooldown starts anyway 6 seconds later.

  • Slowed Movement: Each hit slows the opponent for 3 seconds, ensuring you keep a speed edge.

  • Requirements: 30 CP. Burter only.

    Variation Ki Skill: Continuous Crasher Cannon

    Description: A variation of Crasher Cannon. After a short 0.5 second charge, Burter leaps 4 tiles backwards while unloading 12 mini explosive Crasher Cannons with trails, spread slightly around an opponent in front of him. Each blast deals light damage and a small stun. Burter can't move while firing.

    • Continuous Shots: Only needs one tap: jump backward and fire all 12 blasts.
    • Mini Blasts: Each blast has a small explosion and a short stun, can damage shields, and deals no stamina damage.
    • Cooldown: 38 seconds (shortened by speed).
    • Requirements: Unlocked for free when Crasher Cannon reaches level 10.

Ki Skill 2: Blue Impulse (Beaming Technique)

Description: Burter strikes a familiar pose while charging a blue orb of ki for about 0.8 seconds, then fires a full power blue energy cannon at an opponent in front of him, dealing heavy impact explosive damage.

  • Stun Damage: The beam deals heavy stun damage on impact.
  • Explosive Damage: On impact it explodes, dealing area health and stamina damage (15% stamina damage from the beam).
  • Speed Bonus: Landing the beam gives Burter 10 seconds of bonus movement speed.
  • Cooldown: 40 seconds.
  • Requirements: 70 CP. Burter only.