These are registered techniques that have been created by the players and staff of Live Dragonball Z. To register a technique, use The "Other" Page Form. A double asterisk "**" indicates that something is NOT a Technique. Double asteriked items are usually special items instead of techniques. To create a Custom Technique, you must first describe the technique (and do so using the standard, and very obvious, format); it's appearance, it stats, length of time to learn it, location of where to learn it, and anything else that goes with it. If deemed acceptable your technique will be added to the list below. If deemed unnacceptable it will be up too you to tweak the technique to an acceptable level. We will generally let you know the reasons your technique is not acceptable.

Ki Rotation-The user releases ki energy from various points all over their body while spinning in place rapidly, creating a reflective, rotating ki dome around them. It is the ultimate defense. Requires Superior Ki Block Level 3 and “Energy Shield” (Fusion of Shield and Energy Dan).
KPC-50% of the used KPC for BL 1, 60% for BL 2, 75% for BL 3, and 1.5x for Block Level 0. Take Stamina X 7,500 to find the ki cost for Stamina-based attacks ( Physical Melee type attacks ).
HPD-0
SC-0.0001x KPU
S-Instant
I-40,000
BL-0
Type-Defensive, Special
If you spend 2X more than required, you can redirect the attack with 2X its original speed. Can be learned from Gehn in a 5-day master quest, or on Tuffle in 7 days.

Ki Scar-The user focuses their Ki on the energy signature of the target and identifies a "pressure point" in their energy, which can be seen as a lingering, white bolt of electricity. The attacker is then able to hit this spot to amplify any damage dealt with any attack afterward. Must know Sense Ki to learn.
KPC-75% the target's Power Level
HPD-0
SC-.008% (.00008 times) KPU
S-0
W-25,000
BL-0
Type-Offensive, Attack Modifier
The user must have Sense Ki, or a functional scouter, because you must be able to sense the person's Ki so that you can place the Scar somewhere on their energy signature. This technique allows the user to increase any damage that would be dealt in the next attack (either stamina, Ki or HP depending on attack) b 2x. This attack also raises the BL of the attack by 1 (if it's 3 or 0, the blocking requirement will be doubled). In order to use Ki Scar, you must first use Sense Ki (costing energy but not an OA) or a Scouter in the battle to read their energy, only one attack can be modified by Ki Scar per use. This technique can be learned at the Planet of Darkness during an 11 day training event.

Ki System Strike-The user strikes at their opponent with open palms, pulsing their own ki energy through someone’s internal ki-flow network within their body, decreasing their total Ki Reserves. Must know Sense Ki to learn.
KPC-Any amount up to your maximum.
HPD-0
SC-0
S-0
I-4000
BL-0
Type-Offensive, Physical Melee Technique
In order to use Ki System Strike, you must first use Sense Ki (costing energy but not an OA) or a Scouter in the battle to read their energy. A technique where the user disrupts an opponent’s internal energy stores by forcing an influx of their own energy. It drains 3 KP from the enemy per 1 KP used (KPD = 3x KPU) and can only be blocked by physical defences, costing the opponent .01%.(0001 times) KPU to stop in Stamina. So a one million KP attack would cost 100 Stamina to prevent. This is an Advanced Technique can be learned from Gehn Black during a 5 day RQ or during 7 days of training on Tuffle.

Limb Break-Remember how Nappa chopped Tien’s arm off? Well this is the technique! This is a vicious chop or sledge that can either break or sever limbs entirely. A brutal, debilitating attack.
KPC-10,000x SC
HPD-5% victim's base HP for four posts, if severed.
SC-Any amount up to your maximum.
S-Subtract 10% of your base Speed from this technique.
I-4,500
BL-0
Type-Offensive, Physical Melee Technique
This attack deals 1.6 times the Stamina used in damage. If this attack isn't blocked it severs the limb and therefore lower the enemy’s PL by 10%, with an extra 30% Speed reduction on tails. To block the attack, Stamina used x10,000 KP must be spent, but it carries the risk of having the blocking appendage broken. A referee will roll a die and if it comes up odds, the victim’s arm or leg will be broken. A broken limb will result in half damage being sustained and reduces the opponent's OA by 1 (to a minimum of 1) until their next set of OA rolls or until the damage is healed. To avoid the chance of breaking the limb, Stamina used x20,000 KP must be spent to completely negate the attack without consequence. Takes 12 days to learn at the Universal Market.

Lock In-This technique is a physical restraint against your opponent, such as a grappling or a submission hold.
KPC-0
HPD-0
SC-Target's PL divided by user's PL, is equal to the base % of Stamina required, minimum, for this technique.
S-Negative 10% of your Speed.
I-50,000
BL-0
Type-Offensive, Physical Submission Technique
Upon success of placing target in a hold, both user and opponent are suspended from using any Attacks or Dodges until hold is broken. However, both fighters are capable of performing neutral techniques which might require OAs and Ds. This technique can be blocked in its initiation by spending 20,000 x Stamina to = KPC. Once placed in a hold there is a struggle between user and target; in every post one fighter must pay at least the same amount of Stamina as the opponent in the turn before, but can spend more to increase the minimum for the next post. If target fails to pay appropriate SC in resistance, they'll submit the fight and entre WSM. If user fails to keep a lock on their opponent, they'll suffer both of the afflictions of "sneak attack" the next post; opponent doubles their OA to a maximum of 6/*, AND the user suffers a 10% increase to blocking the first attack in that post. The only teleport available to use to escape the hold by the opponent is Kai kai, but twice the costs must be paid.

Predictive Vision-The user flows ki energy into their eyes, for some bulging out the veins on their temples, vastly enhancing their sense of sight to the point where they can accurately predict an opponent's next movement based on the tension of their muscles across their entire body. In this state, the user's pupils overcome their irises and the user gains a 360-degree field of vision.
KPC-7.5% of KP to initiate, 4.5% to maintain
HPD-0
SC-7.5% of Stamina to initiate, 4.5% to maintain
S-0
I-40,000
BL-0
Type-Neutral, Special
With this technique active, the user can tell what the opponent is going to do before they do it, giving greatly enhanced reaction time. This means that whatever the speed of your opponenet and their attacks, you only need to be half as fast in order to dodge or block. Has no effect on Instant attack speeds. Can be learned from Gehn in a 5-Day Master quest or in 7 days on Tuffle.

Pressure Ki Shield-A Defensive type technique used to block incoming orb or wave attacks and stop charging enemies. Ki Pressure Shield requires “Energy Shield” (Fusion of Shield and Energy Dan), as a prerequisite to learn.
KPC-Any amount up to your maximum.
HPD-2.5x KPU
SC-.005% (.00005 times) KPU, per every attack defending against
Speed-Instant
W-35,000
BL-3
Type-Defensive, Special
This technique require a Dodge as payment. Pressure Ki Shield can only be used 1 time per set of OA Rolls. A single KPC payment activates the Ki Pressure Shield and can be used to block a series of attacks, but the minimum KPC must be strong enough to defend against the strongest requirement to defend against. Using Ki Pressure Shield inhibits the user from making any following attacks. Pressure Ki Shield can carry over into the next post provided SC is paid for each subsequent attack blocked, but KP cannot be added into the shield for efficacy. This blocks any Wave or Orb at 150% (1.5 times) of the KPU to defend. Absorbs 30% of KPU used in Beam attacks, but damage still goes through with reduction. Ki Pressure Shield can counter any one Melee Technique if KPC equates to at least the Melee Defense KP required to block—by exploding in opponent’s face dealing this technique’s HPD, but this counter damage may be defended against during opponent’s next post. This is an Advanced Technique and can only be learned during a 12 day Master Quest at Konats, Temple L’Ariate.

Sneaky Bastard-This Technique increases the success rate of your Head On Attack by two times. Thus, a person with a Scouter will need to have 1/4 your PL or LOWER to avoid the sneak attack and a person without one will have to have 1/8 your PL or LOWER. It also voids the immunity from Head On attacks that "Lightening Reflexes" gives.
KPC-0
HPD-0
SC-0
S-0
I-25,000
BL-0
Type-Neutral, Special
This technique can be learned at Earth, Kame House during an eight day training event.

Tainted Blood-By taking small doses of toxins into your body over time, your blood stream becomes a venomous threat to all that are exposed to it.
KPC-0
HPD-10% Base HP when used as a direct attack.
SC-.005% (.00005 times) HP
I-35,000
BL-0
Type-Offensive/Neutral, Special
By covering your hands with your own poisonous blood, your touch infects your opponent. However much blood (HP) you put into the attack is how much damage the target takes in the turn the attack is made. They then take 75% in the next turn, 50% in the next turn and 25% in the turn following that. After that the burn is minimal, and ceases to become relevant. If a player is covered by the tainted blood somehow then the victim suffers 50% of the tainted player's BASE HP as HPD, and this reduces as above. Any up close stabbing type attack against the user of Tainted Blood would cause such a spray of blood, in which case the attacker will take 50% of the opponents base HP as described. This type of attack would not cost the user an OA.
If Blood Suck is used on a person with Tainted Blood, then twice the HP taken from the tainted player is done to the person who sucked the blood INSTANTLY and they will suffer the same slow reduction in damage as above. If the person who ingests the blood survives the fight, they will suffer a further 50% of the sucked HP as damage every day for four days, unless some sort of wide scale healing is performed such as a Rejuvenation Tank or Hospital. Kaifuku techniques cannot stop this effect, but may be used to heal the damage they do. Senzu Beans, as they are ingested, are totally powerless to stop this and are rendered useless, dissolving in the tainted blood, and not even replenishing your health.
If a person with tainted blood is absorbed by another character, then the absorber will fall instantly into WSM. Normal healing services can be used but recovery will always take a base time of 2 days. Only then will the healing processes work, including Senzu Beans. If no healing is undertaken, then the character that absorbed the tainted character will DIE after the five days of WSM, rather than recovering, as normal.
Fully Artificial Androids and "Raised" Characters are immune to all internal effects of this technique. Fully Artificial Androids reduce the HPD of this technique to 75%. If a character knows this technique, reduce all damage done to them by other characters with this technique to 50%.
On top of the 5 days (3 with Wisdom) to learn this technique, there are special requirements that must be met. After spending the required time on Arlia, you must either spend the next 15 days perfecting your blood toxins, during which time you cannot perform any other actions, or you can spend 25 days completing your toxification, during which time you may perform other actions, but in a limited capacity. Namely, Gravity Training/Sparring would cost 150% the normal Stamina Cost, and both Knowledge and Master Quests are increased in length by half (6 days becomes 9).

Teardrop of the Dragon-A strong Ki attack, in the form of a glowing fire ball, which carries with it a strong Wave of pushing Ki force.
KPC-Any amount up to your maximum.
HPD-5.5x KPU
SC-.008% (.00008 times) KPU to initiate
S-Add 15% of your base Speed to this attack.
I-13,000
BL-2
Type-Offensive, Wave
For every extra 5% base Stamina spent, add an extra 50% (.5 times) to the HPD. In addition, the victim suffers a 20% Speed decrease for their next post. This technique can be learned at Zun during a 9 day training event.

The Thundering Right-A special Physical Melee technique, this attack adds HPD to a stamina draining attack.
KPC-0
HPD-45,000 x SC
SC-Any amount to your maximum
S-Add 25% of your Speed to this technique
W-27,750
BL-0
Type-Offensive, Physical Melee Technique
The Thundering Right not only does 2.5x Stamina Damage, it also does quite substantial HPD. As an added bonus, a connection from The Thundering Right drops your enemies OA movements by 1 OA for their next post only. This is an Advanced Technique and can only be learned during 5 days of training at Konats, Temple L’Ariate.

Thystre Burst-The user keeps both hands in front of them to gather dim, pale blue-white energy in each of their hands, which are then brought together. With the hands slowly expanding outward as the orb of energy grows, the user then thrusts it toward the target, which lets loose a massive stream of “negative lightning” in the form of a large wave. The same dim, pale blue-white energy is released as an aura around the burst.
KPC-Any amount to your maximum KP
HPD-4 x KPU
SC-.00775% (.0000775 times) KPU
S-Add 5% to your Speed
I-25,000
BL-2
Type-Offensive, Wave
This technique also reduces the target’s KP by 75% the KPC if it isn't blocked. If the technique is blocked, the victim still suffers 15% of the HPD and 10% of the KP reduction. This technique can be learned on the Planet of Darkness during an 11 day training event.

Transfer Attack-Remember Goku’s famous Instant Transmission Kamehameha? Well here it is! Transfer Attack allows the user to teleport from one location to the immediate range of his or her opponent. You must know a teleportation technique in order to perform Transfer Attack.
KPC-15% of base KP
HPD-0
SC-15% of base Stamina
S-Add 100% of attack’s Speed to technique
W-17,000
BL-0
Type-Offensive, Attack Modifier
Transfer Attack doubles Speed and raises Block Levels by one point; Block Level 3 and 0 attacks have their Block requirements doubled. To verify, this means that an attack with 1,000 KP will now cost 2,000 KP to block. While Transfer Attack DOES increase the way an attack can be blocked, it does not affect how it can be absorbed or redirected. This is an Afterlife Technique and can only be learned from Goku at King Kai’s planet during a 10 day training exercise.

1. Weapons Beginner-Become a Beginner of Weaponry, enabling you to increase your speed and effectiveness when using weapons.
KPC-Any amount up to your maximum.
HPD-For every 1% of your base KP that you use, you will increase the weapons HPD by 7.5% (.075 times).
SC-.0075% (.000075 times) KPU
S-1 KP will increase the Speed for your weapon based attack by 10.
I-100
Type-Neutral, Weapon Melee Modifier
When using weapons, the user gains a Speed bonus. The user may combine KP to a weapon to deal more damage and gain more Speed. This technique can be learned at Earth, Kame House during an four day training event.

2. Weapons Adept-Become an Adept of Weaponry, enabling you to increase your speed and effectiveness when using weapons.
KPC-Any amount up to your maximum.
HPD-For every 1% of your base KP that you use, you will increase the weapons HPD by 20% (.2 times).
SC-.009% (.00009 times) KPU
S-1 KP will increase the Speed for your weapon based attack by 50.
I-1000
Type-Neutral, Weapon Melee Modifier
When using weapons, the user gains a Speed bonus. The user may combine KP to a weapon to deal more damage and gain more Speed. This technique can be learned at Konats, School of Konats during a six day training event.

3. Weapons Master-Become a Master of Weaponry, enabling you to increase your speed and effectiveness when using weapons.
KPC-Any amount up to your maximum.
HPD-For every 1% of your base KP that you use, you will double the weapons HPD.
SC-.01% (.0001 times) KPU
S-1 KP will increase the Speed for your weapon based attack by 250.
I-10,000
Type-Neutral, Weapon Melee Modifier
When using weapons, the user gains a Speed bonus. The user may combine KP to a weapon to deal more damage and gain more Speed. This technique can be learned at Konats, School of Konats during an eight day training event.

Top of page

Google
 
Live DBZ's Techniques K-Z
The cream of the crop!