Big Bang- An energy blast. When learned, starts at 500. 1 turn 5 days, or start with it 2days
Gallet Gun- An energy blast. When learned, starts at 500. 1 turn 5 days, or start with it 2days
Burning Attack- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Death Ball- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Diving 'X'- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Dodonpa- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Final Flash- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Kienzan 'Distructo Disk'- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Kousengan 'Eye Lasers'- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Kuu Kanteni Punch 'Teleporting Punch'- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Makankosappo 'Special Beam Cannon'- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Masenko- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Rocket Punch- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Super Ghost Kamikaze- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Thunder Claw- When learned, starts at 500. 1 turn 5 days, or start with it 2days
Renzoku Senkoudan- You shoot out multiple energy shots eventually causing a huge explosion. When learned, starts at 500. 1 turn 5 days, or start with it 2days
Kamikazi "Jibaku"- A self desruct move, this will kill you and your opponent, cannot be countered or blocked. 1 turn 5 days 2days
Contempt- If your an Earthling and your Karma is - then you have comtempt. With contempt you can kill anyone you want. What this does it refills your endurance when its all the way down. A Sayjin can only learn this after fighting an Earthling, Android, Other, or Namek that has Comtempt. Others and Namekians can also Learn this if their Karma is-. Does't count as a turn. 5 days 3 days
Honor- If your an Earthling with + Karma then you have Honor. This will also refill your endurance when its all the way down. You can only kill people with contempt or a person with - karma. A Sayjin can only learn this after fighting an Earthling, Android, Other, or Namek that has Honor. Others and Namekians can also Learn this if their Karma is +. Does't count as a turn. 5 days 3 days
Taiyoken 'Solar Flare'- Solar flare stuns your opponent giving you 2 turns(after using the solar flare) in a row. Can only be used twice in a fight, and can't be used one after the other. you can either know this or Time Freeze, not both. 1 turn 5 days 3 days
Tail Rip- An move that allows you to rip the tail off of a saiyin, preventing them from turning into Oozaru form, or taking them out of it. 1 turn 5 days 2 days
Split Form- A non-combat move, this allows you to spar with yourself. Not used in battle 5 days 3 days
Dead Zone- This is a good move to dispose of people who are immortal, however it can be used on ANYONE. This move will send your opponent to the Dead Zone. 5 turns 7 days 4 days
Shunkanidou 'Kai Kai'- Allows you to teleport to any planet you've been to(with Kai Kai). Not used in battle 5 days 3 days
Power Ball 'MoonLight'- This allows a saiyin to go Oozaru. 2 turns(1 turn to use, 1 turn to turn into the monkey) 5 days 3 days
Time Freeze- Much like Solar Flare but gives you 2 extra turns instead of just one, so you have 3 all together. You can use this twice in a match. This can only be stopped by a watch. You can either know this or Solar Flare,but not both. If you know Solar Flare and want to begin learing this tech it takes 3 days to unlearn Solar Flare, during which you receive no pts. You can only use this twice in battle 1 turn 7 days. 4 days
Mimmic- This tech allows you to use one of your opponents techs that you dont have as your own for a match (they can still use the tech, but you can too now). This excludes an attack. Depends on what attack/tech you choose 10 days. 5 days
Time Warp- This tech cuts traveling time, learning time for techs, and item building time in half for any traveling, quest, tech, or item. To learn this you must have a speed of 3,000 and intel of 1,000. Not used in battle. Must meet the requirements. Takes 10 days. 5 days
Hikou 'Levetation'- This tech can be used to dodge one attack during battle, but can be canceled by someone with levetation. Once used it brings you to your turn. Does't count as a turn. 7 Days. 4 days
Sai Sei 'Regenerate'- Refills your energy in a fight can be used anytime during a fight. Nameks start with regenerate. 1 turn 5 Days. 2 days
Chou Sai Sei 'Ultra Regenerate'- *Must have Regenerate*, this regenerate is used if you use portal. If you have this tech, once portal is used, you may spend 3 days, and regain your energy to what it was, you get no pts for these days. Not used in combat Takes 10 days 5 days
Barrier- Uses a characters energy to create a sheild that blocks all attacks (even weapons) up to the level that the energy is at. So if your energy is 1,000, the ki shroud uses that energy to block the attack. 1 turn 5 days 2 days
Telepathy: This is an outstanding technique. Only tought to those people who have been to the ND. You are allowed to fight 2 people in the ND but after your second match a spirit-like creature comes and erases this tech from your memory. You then have to re learn it. Not actually used in battle 8 days
Kaioken- Kaio-kenn is an attack that can only be taught by King Kia, It doubles all of your stats. For more details see Death Quest. 1 turn See Death Quest
Slicer Beam- This tech is an attack that does damage right to endurance. Toughness can not stop it. It starts out with a base power of 5,000. 1 turn See Super 17 Saga Quest
Fury- This tech is an attack multiplier. When used your attack is multiplied by two(2). This can only be used twice in battle, but not in the same round. Sayjins may only learn it directly from an Earthling, Other, or a Namekian which takes the usual 5 days. Doesn't take a turn See Fury Technique Quest
Mind Control 'Majin'- This is a tech that can only be learned by going on the Majin Quest, it will tripple your stats in a battle. 1 turn See Majin Quest
Dai Kaio-shin's power up 'Mystic Power Up'- This is a tech that can only be learned by going on the Mystic Quest, it will tripple your stats in a battle. 1 turn See Mystic Quest
Kyodika 'Super Namekian'- Nameks ONLY!! Is simular to SSJ but only has one level. See the Quest for more information. Doubles stats for battle 1 turn See Super Namekian
Genki Dama 'Spirit Bomb'- A large attack using the life energy of the planet your on to form a large energy ball. It starts at 1,000 pts and can only be taught by King-Kai. For more details see Death Quest. 1 turn for every 1,000 pts the planet has of energy and 1 turn to fire See Death Quest
Henshin 'Transformation'- This is for others and humans, others start with the ability to go to their 1st, humans however have to go on the Transformation Quest to learn this. It basically doubles all your stats. If you can go to your 2nd, it is 4x your nomral, and 3rd is 6x you normal stats. 2 turns See Transform Quest
Kikoho- When learned, starts at 500. 1 turn See Karma Tech Quest
Energy Suitoru- This allows you to take a persons Energy or 3,000 points, for one fight, and use it against them. You can place this into any of your stats. FOR THAT ONE FIGHT. Doesn't count as a turn See Babidi Quest
DisHonor- This tech is used after you fight an opponent. It cuts their Speed, Toughnedd, Endurance, and Attack in half for their next battle. This also give you an extra 100 points each times used. After being used 3 times, you must relearn it for 8 days un affected by Time Warp. Doesn't count as a turn See DisHonor Quest
Vengeance- This is another power up technique. In order to use you must be defeated in a battle and then this kicks in. Like contempt/honor your endurance and all stats are restored but they are also tripled for this battle. There is one down fall. You may only use this three times before having to re-quest for this tech. Doesn't take a turn SeeVengeance Quest
Ki Flare- Must know Solar Flare. Energy is added and released at the same time the Solar Flare is used. For every 500 energy added to this you gain one extra turn. Up to 3 additional turns. 10 days 10 days 1 turn
Straining Time- Must know Time Freeze. Energy is added and released at the same time the Time Freeze is used. For every 500 energy added to this you gain one extra turn. Up to 2 additional turns. 10 days 10 days 1 turn
Multi Form- Must Know Split Form. Allows you to triple instead of double your training points by doubling your double from Split Form. This is a strain on you and causes you to loose 100 Energy points per day. 10 days 10 days Not used in battle
Ki Kai Kai- Must know Kai Kai. For an expenditure of 500 energy points you ca teleport to any planet you have been on. Unlike Kai Kai you your desired planet does not have to be the last planet you were on. 10 days 10 days Not used in battle
Ki Sword- Must have a sword. Energy is added to your sword, to increase attacks efficency. 10 days 10 days 1 turn
Ki Jump- Must know Levetation. For a loss of 300 points you can completely dodge an attack. For a loss of 200 points you can dodge 50% of an attack. This is good against any and all regular attacks or weapons. 10 days 10 days 1 turn
Must have an intel of 2,000 to learn these.
Chou Galic Gun Allows a two time attack rate for a battle(allows you to attack twice in on round). Starts at 600. 7 days 7 days 1 turn
Chou Gallet Gun Allows you to use one attack four times equalling one half their power.(Incase your opponent has a stock of Senzu Beans). Starts at 600. 7 days 7days 1 turn
Chou Death Ball For every round held it doubles itself. Starts at 600. 7 days 7 days 1 turn Ayatsuri no Majyutsu Majikal attack that allows user to control their opponents next move. Goes like this: Round # You go: I Charge(or what ever) and I use Ayatsuri no Majyutsu YOU GO FOR THEM: You charge. Used once in a battle. 7 days 7days 1/2 turn
Dengeki A technique in which you and Co. surround a character and electrocute them. This is only used in battles with 3 or more people. This allows a team to attack at once causing one huge attack. Who's ever turn it is can allow his ally/allies to join in with out taking there turn(this lets them use this on their turn, not screwing up their speed). Usable once per person in battle. days 7 days Doesn't take a turn
Mafuba 'Demon Incarcerator' An attack used to seal enemies into the Denshi Jar. The user must go through a series of movements, then fire a spiral beam at the enemy. The beam must KO the enemy, and the user must then guide the beam directly into the Denshi Jar. The downside of this attack is, once it's performed successfully, the user will die. 17days 17days 1 turn(battle must last 3 rounds)