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I imagine the abilities gained from the card effects would be the following in order:Either way they do for a fact use several card abilities in the anime. And we know in media where the avatar participates they consistently make references to them using their cards to summon fighters, and use their abilities at times, I recall they even mention in the story from npc's more than once in world mission that you need to use your cards and their abilities properly, so both the cards and abilities are part of the story and not just game mechanics. Now how we interpret what those abilities translate to in a vs battle, that is where the real discussion is. I think if the OP, or somebody else who is also knowledgeable puts forth suggestions as to what abilities they think each of the rest of those cards translate to on the wiki that would be the next course of action.
1.
Unwavering belief
"Negate the effect of changing your charge impact speed. [Permanent]"
Probability Manipulation Negation, he can permanently negate changes to probability made by the opponent.
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. He's just stealing a portion of the defense stat of the enemy.
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]"
4.
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]"
Damage Boosting that triples whatever damage he deals to the enemy when he takes sufficient damage, this is also a permanent buff to his damage as well.
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]"
If Goku wins an exchange with an opponent using his probability manipulation his damage delivery will go up by at most x2.5
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]"
This is a debuff to the enemy's defense/durability. It's basically statistics reduction, but this widens what stats he can affect. The second one bolsters his damage even further. He has a lot of card effects that amp his damage and power that should all stack.
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]"
He can quadruple his damage by pushing his strength to the limit.
The ultimate super saiyan
"In the 4th round, my charge impact speed slows down. [Permanent]
He permanently reduces the probability of being hit by or failing to hit the opponent by the fourth exchange or clash. This makes it harder for the foe to dodge and makes it easier for him to dodge all in one.
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]
He can increase his power and durability by x3 if against a foe that is more powerful than himself during the end of an exchange or phase of battle.
- 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."
9.
Outburst fighting spirit
"At the beginning of the third round, he fully recovers his energy."
By the beginning of what we would call the third interaction in a fight between him and a foe he can fully regain his ki.
10.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
If he is moderately damaged he can permanently double his power immediately.
11.
One move of check
"Only in the first round, the combat power of the enemy team is halved."
In the first interaction of a fight, he halves the power of the enemy.
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]
13.
- Negate the damage-up effect of all enemy teams. However, the damage-up effect of burst cannot be negated. [Permanent]
14.
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. This activates through special moves like the Kamehameha. His damage output with his techniques would be doubled by whatever the number of interactions he's had with an opponent in battle.
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. This activates at what one would consider the all-out phase of a fight, or phase between combatants at their best.
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]"
He calls in Chronoa to freeze the enemy in time so he can damage and in the process reduce the potency of enemy abilities/techniques.
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. In a 1vs1 he would at least gain a x2000 amp due to this ability specifically including himself in its requirement. Having more allies gives him an extra x2000 for each one. It activates nearing the end of the first interaction in battle between him and his opponent.
19.
Special power
"At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]"
Yet another amp that activates when moderately damaged, it is permanent. This is likely related to the Zenkai.
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]"
When moderately damaged he and his allies recover all of their energy. This is at the start of every interaction while he's moderately damaged.