- 225
- 129
This is primarily to add information to his profile on the abilities already listed. I used a site that carries the info on his card abilities and effects. He should logically have all his DBZ, Xeno, and GT card abilities. He lived through both Z and GT so there's no reason why he wouldn't have those effects in a real battle setting outside of game mechanics. Ones without my own explanation should be pretty self-explanatory. Below are some card effects from the World Mission Game as well as a feat review. I haven't reviewed all of his card effects in this post, but I plan to.
The card effect source: http://carddass.com/dbh/cardlist/index.php?search=true
The Cards
1.
Unwavering belief
"Negate the effect of changing your charge impact speed. [Permanent]"
He can negate the probability manipulations of others, as we know Charge Impact or CI is a probability hax in DBH.
2.
Guard drain
"When the Special Move is activated, the damage done to the enemy can be increased. When it bursts super, it takes 1000 guards of the attacking enemy. [every time]"
Steals durability from the enemy and bolsters damage.
3.
Extreme battle
"At the start of the round, if your team's HP is 50% or less, the damage done to the enemy will be 1.2 times. [Permanent]
Prepared for death
"At the start of the round, if your team's HP is 10% or less, the damage done to the enemy will be tripled. [Permanent]"
5.
Power to accelerate
"If you win with charge impact, the damage will increase. However, it does not increase more than 2.5 times. [every time]"
6.
Super Ki bullet that ignores guards
"If you make an attacker after the 3rd round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. Furthermore, when super-sparking, the attacking enemy's guard-1000. [One time only]"
A heart that never gives up
"At the start of the round, if your team's HP is 30% or less, the damage done to the enemy will be 1.5 times. [Permanent]"
7.
Deadly Super Ki
"If you make an attacker after the 4th round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super sparking quadruples the damage. [One time only]"
The ultimate super saiyan
"In the 4th round, my charge impact speed slows down. [Permanent]
8.
Battle with the strong
"Combat Power At the end of the battle, when the total power of the enemy attacker is higher than the total power of the fellow attackers, your power and guard for that round are tripled, and your team's H energy +1. [every time]
Outburst fighting spirit
"At the beginning of the third round, he fully recovers his energy."
10.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
11.
One move of check
"Only in the first round, the combat power of the enemy team is halved."
12.
Victory declaration
"If you make it an attacker when you can activate a special move, it will attack the locked-on enemy and negate the enemy's guard and damage reduction effect. [One time only]"
Durability negation or at least a defense bypassing ability that also negates attempts at reducing damage.
Transcendental power
"When the Special Move is activated, the Special Move damage given to the enemy is doubled by the "current number of rounds". [One time only]"
A very massive amp he can give himself through his ki to deal more damage based on how much time has passed.
15.
Confrontation with strong enemies
"Combat Power At the end of the battle, add the power of the enemy with the highest power to your power only during that round. [every time]"
He can add the power of the strongest foe to his own pool of power during battle rendering foes with greater attack potency weaker regardless.
16.
17.
Goku's Freeze Attack
"If you make it an attacker after the second round, you will randomly enter freeze mode when the enemy team attacks. If successful, it will prevent the attack of one enemy, damage the enemy, and permanently reduce the enemy's Special Move damage by 50%. [One time only] [Only one freeze can be activated by the team]"
18.
Synchronizing force
"At the end of the first round, your power will increase by "the number of friends (including yourself) of the same battle type as you x 2000". [Permanent]"
A massive buff gained in just his GT SSJ level. He should be able to use this ability in base as he is vastly more powerful in his base than this previous form of his.
19.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
20.
Quiet anger
"At the start of the round, if your team's HP is 50% or less, you will fully recover your energy. [every time]"
Scaling + Feats
The collection of my sources:
Dark Dragon Balls Disperse- Super Dragon Ball Heroes Chapter 2 pgs. 1-10. The Dark Dragon Balls much like any other Dragon Ball disperse and fly across distances when they separate. The Dark Dragon Balls are no exception to this rule, again they fly this distance. Mechikabura himself, a very intelligent 75+ million-year-old wizard states that they flew beyond space and time. This is proven by them showing up in different eras infused with different beings. Each of these Dragon Balls individually in their ball forms without a host should be slow compared to demon gods, time patrollers, etc. This is backed up by the balls infusing and amping people yet characters in Heroes are still able to react and overwhelm those characters at times. However, it should be noted that Dark Dragon Ball amps are absolutely massive easily bringing Namek Saga Frieza to somewhat comparable to DBH Goku's base. At the very least the characters infused with Dark Dragon Balls should be able to replicate the speed of the individual balls themselves. An Immeasurable speed rating should be considered for DBH characters as a result. Characters like Old Man Mechikabura can one-shot Dark Dragon Ball characters as well. In addition, Dark Shenron, the being brought forth from all 7 Dark Balls was able to physically swat away base Xeno Trunks, safe to say the balls do amplify power especially when their respective dragon is brought forth. If they amplify power from whatever their "beyond time and space" flight feat is then all characters who had a Dark Ball amp and all who scale to them should have the Immeasurable speed.
The card effect source: http://carddass.com/dbh/cardlist/index.php?search=true
The Cards
1.
Unwavering belief
"Negate the effect of changing your charge impact speed. [Permanent]"
He can negate the probability manipulations of others, as we know Charge Impact or CI is a probability hax in DBH.
2.
Guard drain
"When the Special Move is activated, the damage done to the enemy can be increased. When it bursts super, it takes 1000 guards of the attacking enemy. [every time]"
Steals durability from the enemy and bolsters damage.
3.
Extreme battle
"At the start of the round, if your team's HP is 50% or less, the damage done to the enemy will be 1.2 times. [Permanent]
- Giga pressure unit
- Decrease the charge impact speed of all your teams and increase the charge impact speed of all enemy teams. [One round only]"
Prepared for death
"At the start of the round, if your team's HP is 10% or less, the damage done to the enemy will be tripled. [Permanent]"
5.
Power to accelerate
"If you win with charge impact, the damage will increase. However, it does not increase more than 2.5 times. [every time]"
6.
Super Ki bullet that ignores guards
"If you make an attacker after the 3rd round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. Furthermore, when super-sparking, the attacking enemy's guard-1000. [One time only]"
A heart that never gives up
"At the start of the round, if your team's HP is 30% or less, the damage done to the enemy will be 1.5 times. [Permanent]"
7.
Deadly Super Ki
"If you make an attacker after the 4th round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super sparking quadruples the damage. [One time only]"
The ultimate super saiyan
"In the 4th round, my charge impact speed slows down. [Permanent]
8.
Battle with the strong
"Combat Power At the end of the battle, when the total power of the enemy attacker is higher than the total power of the fellow attackers, your power and guard for that round are tripled, and your team's H energy +1. [every time]
- Resurrection unit
- When KO'd by an enemy team's attack, "Resurrection Chance" is activated. If the input is successful, it will be restored on HP1000."
Outburst fighting spirit
"At the beginning of the third round, he fully recovers his energy."
10.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
11.
One move of check
"Only in the first round, the combat power of the enemy team is halved."
12.
Victory declaration
"If you make it an attacker when you can activate a special move, it will attack the locked-on enemy and negate the enemy's guard and damage reduction effect. [One time only]"
Durability negation or at least a defense bypassing ability that also negates attempts at reducing damage.
- Increases the chance of Miracle Perfect for all of your team. [Permanent]
- Negate the damage-up effect of all enemy teams. However, the damage-up effect of burst cannot be negated. [Permanent]
Transcendental power
"When the Special Move is activated, the Special Move damage given to the enemy is doubled by the "current number of rounds". [One time only]"
A very massive amp he can give himself through his ki to deal more damage based on how much time has passed.
15.
Confrontation with strong enemies
"Combat Power At the end of the battle, add the power of the enemy with the highest power to your power only during that round. [every time]"
He can add the power of the strongest foe to his own pool of power during battle rendering foes with greater attack potency weaker regardless.
16.
- Return the power of all enemy teams to the initial value.
17.
Goku's Freeze Attack
"If you make it an attacker after the second round, you will randomly enter freeze mode when the enemy team attacks. If successful, it will prevent the attack of one enemy, damage the enemy, and permanently reduce the enemy's Special Move damage by 50%. [One time only] [Only one freeze can be activated by the team]"
18.
Synchronizing force
"At the end of the first round, your power will increase by "the number of friends (including yourself) of the same battle type as you x 2000". [Permanent]"
A massive buff gained in just his GT SSJ level. He should be able to use this ability in base as he is vastly more powerful in his base than this previous form of his.
19.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
20.
Quiet anger
"At the start of the round, if your team's HP is 50% or less, you will fully recover your energy. [every time]"
Scaling + Feats
The collection of my sources:
Dark Dragon Balls Disperse- Super Dragon Ball Heroes Chapter 2 pgs. 1-10. The Dark Dragon Balls much like any other Dragon Ball disperse and fly across distances when they separate. The Dark Dragon Balls are no exception to this rule, again they fly this distance. Mechikabura himself, a very intelligent 75+ million-year-old wizard states that they flew beyond space and time. This is proven by them showing up in different eras infused with different beings. Each of these Dragon Balls individually in their ball forms without a host should be slow compared to demon gods, time patrollers, etc. This is backed up by the balls infusing and amping people yet characters in Heroes are still able to react and overwhelm those characters at times. However, it should be noted that Dark Dragon Ball amps are absolutely massive easily bringing Namek Saga Frieza to somewhat comparable to DBH Goku's base. At the very least the characters infused with Dark Dragon Balls should be able to replicate the speed of the individual balls themselves. An Immeasurable speed rating should be considered for DBH characters as a result. Characters like Old Man Mechikabura can one-shot Dark Dragon Ball characters as well. In addition, Dark Shenron, the being brought forth from all 7 Dark Balls was able to physically swat away base Xeno Trunks, safe to say the balls do amplify power especially when their respective dragon is brought forth. If they amplify power from whatever their "beyond time and space" flight feat is then all characters who had a Dark Ball amp and all who scale to them should have the Immeasurable speed.
Last edited: