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Son Goku (Xeno) Abilities | DBH Upgrade + Stat Increase

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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.
I imagine the abilities gained from the card effects would be the following in order:

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]"
This one is basically a different yet permanent statistics amplification, but it also serves as probability manipulation.

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."
He can literally resurrect himself from a KO'd state using Resurrection Chance, this could give him a better chance of getting back into the fight or giving him the time he needs to bolster his strength through other effects later on.

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]
The increasing of Miracle Perfect means the increasing of chance that he can deal drastically amped damage and perform a perfect change of probability.

13.
  • Negate the damage-up effect of all enemy teams. However, the damage-up effect of burst cannot be negated. [Permanent]
This ability lets him permanently negate abilities or effects from enemies that would bolster their damage output though not of abilities that are the strongest techniques in the foe's arsenal.

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.
He can reset enemy power levels back to the initial level of the battle. This ability has no established time frame in which it activates so he could use it pretty much whenever.

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.
 
So wrap up he could have: Probability Manip and Resistance, Probability Manip Negation, possibly Dura Nega or Defense Bypass, Time-stop through summoning Chronoa, and Resurrection???
 
Going through the cards individually. As a general note, units aren't valid as they require allies to perform. I wouldn't be opposed to them being noted somewhere

I imagine the abilities gained from the card effects would be the following in order:

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.
Charge Impact is considered to be a gameplay mechanic (there's no in-universe reason why Goku would have to rely on probability to use his attacks) thus altering the odds would fall under the same umbrella.

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.
Fine. (The damage increase is specifically for that attack, not in general. "Attack" here means anything fancier than a regular ki blast.)

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]"
This one is basically a different yet permanent statistics amplification, but it also serves as probability manipulation.
Extreme Battle is fine, Giga Pressure Unit (which is a separate ability entirely) isn't as it requires allies.

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
4 is fine. Despite referring to Charge Impacts, 5 is also fine without them since it just means whenever Goku successfully hits an opponent.

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.
Both of these mash two unrelated abilities together. The top abilities for both are both variations of "Super Ki Blast", as the name implies a big Ki Blast that Goku can use separately to his usual attacks. In practice it reduces defence of the enemy slightly and multiplies his damage when he uses (the blast doesn't have to actually hit the target for the additional effects, just be fired at them) the blast.

Of the bottom abilities, the first is fine. The second involves Charge Impacts, thus game mechanics.

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."
He can literally resurrect himself from a KO'd state using Resurrection Chance, this could give him a better chance of getting back into the fight or giving him the time he needs to bolster his strength through other effects later on.
The actual ability is fine. Resurrection Unit is not, though the ability itself otherwise would have been.

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.
I guess, I mean "energy" here is referring to Stamina, but I suppose given the way Stamina works in the game, it would count as 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.
Yep.

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.
"Combat power" here refers to Power Level, which in Heroes has nothing to do with actual power. (It's more akin to speed, the team with the higher Power Level attacks first)

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.
Yep.

Increases the chance of Miracle Perfect for all of your team. [Permanent]
The increasing of Miracle Perfect means the increasing of chance that he can deal drastically amped damage and perform a perfect change of probability.
At this point for brevity I would normally skip Charge Impact-focused abilities, but since this involves a different concept: "Miracle Perfect" is the in-game chance that the Charge Impact bar will automatically be filled during a clash, usually (but not always, the opponent's perfectly capable of getting a perfect themselves) guaranteeing that their attack will be successful. The thing I want to stress is that Miracle Perfects have nothing to do with the amount of damage dealt.

13.
  • Negate the damage-up effect of all enemy teams. However, the damage-up effect of burst cannot be negated. [Permanent]
This ability lets him permanently negate abilities or effects from enemies that would bolster their damage output though not of abilities that are the strongest techniques in the foe's arsenal.

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.
All of these are fine.

16.
  • Return the power of all enemy teams to the initial value.
He can reset enemy power levels back to the initial level of the battle. This ability has no established time frame in which it activates so he could use it pretty much whenever.
This is actually from the Nullify Power Effects Unit, so no.

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.
All of these are fine.


In summation, 2, 4-6, 8, 9, 10, 12-15 and 17-20 are fine. That means amping his power, debuffing opponents' defense, reducing opponents' damage reduction Summoning Chronoa to Time Stop and stamina restoration.

No , pretty card effect says smtg abt his miracle CI always being 100% which probability manip , a scan of his card would be appreciated tho
Great Priest doesn't have a Miracle Perfect chance, since he doesn't use Charge Impacts period. As a support character, he doesn't attack in battle, nor can he be attacked. His ability, Unknown Entity, works thusly:

"Only 1 SP card per team. Prevent enemy attacks. No STA. Attack Effect: +30000 PWR to all attackers on own team. Support Effect: None. Attack Effect can be used once per battle."

We know he's using that ability specifically, because like Yamcha we see his card at the start of the episode.
 
@Dominodalek Are we certain that we can't use Charge impact? We know other abilities are used, and Trunks himself talks about charge impact to you from my understanding. To my knowledge if a NPC is talking about it then it falls under the scope of the lore to and should apply.

 
@Dominodalek Are we certain that we can't use Charge impact? We know other abilities are used, and Trunks himself talks about charge impact to you from my understanding. To my knowledge if a NPC is talking about it then it falls under the scope of the lore to and should apply.


Trunks is the designated narrator for Heroes, he is constantly blabbing on about game mechanics.

At the end of the day, Charge Impact is just a QTE determining whether an attack is blocked or not. We can assume that the characters represented on the wiki know how to raise their arms without needing to win a timing contest, so the Charge Impact is redundant.
 
@Dominodalek It is true it determines if the attack is blocked or not, but failing at it doesn't make them incapable of acting, it makes their opponent able to react to them and block them. Winning CI is them outpacing their opponent and being successful. The moves that increase CI rate, or decrease opponents CI rate would logically be probability manipulation as you are increasing or decreasing the chance of a successful attack/defense.

Fact is Trunks talks about CI addressing your character, making it part of the lore, and we know the special abilities that pertain to the game statistics are used in the anime during battle, and mentioned more than once in lore. So I disagree that CI is "just game mechanics" since it is part of the lore as it comes from a NPC in the story, and we see them use other similar special abilities in the anime to battle.

So I agree with your other suggestions, except for the notion that anything that effects CI is just game mechanics. They should have Probability Manip and Resistance and Probability Manip Negation as well.
 
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@Dominodalek It is true it determines if the attack is blocked or not, but failing at it doesn't make them incapable of acting, it makes their opponent able to react to them and block them. Winning CI is them outpacing their opponent and being successful. The moves that increase CI rate, or decrease opponents CI rate would logically be probability manipulation as you are increasing or decreasing the chance of a successful attack/defense.

Fact is Trunks talks about CI making it part of the lore, and we know the special abilities that pertain to the game statistics are used in the anime during battle, and mentioned more than once in lore. So I disagree that CI is "just game mechanics" since it is part of the lore as it comes from a NPC in the story, and we see them use other similar special abilities in the anime to battle.

So I agree with your other suggestions, except for the notion that anything that uses CI is just game mechanics. They should have Probability Manip and Resistance and Probability Manip Negation as well.
I'm not too bothered about Charge Impacts myself anymore since the last big debate over whether to use them, so if you can change the consensus then I won't oppose you.
 
@Dominodalek Fair enough. I wasn't even aware it was discussed before tbh. I guess we just need some staff to weigh in on if we should use CI or not now and this can be wrapped up.
 
@Ottavio_Merluzzo Agreed, I wasn't in that convo but it is a strange conclusion. Considering CI is part of the lore, as its talked about by Trunks to the player character in the story, and other similar special abilities have been used in battle in the anime, I think the notion that CI and the resulting PM from CI based abilities being "just game mechanics" has been debunked. Its clear they are lore based as well.

The anime part is a more recent addition to the proof the abilities are lore based as well, which may not have been present when CI was first discussed, but Trunks talking about it was always there so ¯\(ツ)
 
I too think it should be counted as a legitimate ability, pretty much everyone in the game should have it. I have a bunch of other card effects that I found on the site. I'll be translating them shortly and likely making a post for them as well. Again if Charge Impact is shown in lore and discussed in character then it should be counted as an ability because at that point it's not simply being used a method of game mechanics, it would be a literal power that they can discuss. A game mechanic that has no in-character lore or effect wouldn't have any relevance in conversation between cast members,
 
Yeah, outdated old thread tbh since it never considered the fact the anime has now shown them using their special abilities in battle to amp their stats making the abilities and amps lore. It also didn't address the fact that Trunks himself talks about CI and other abilities and stats to your character in story, further proving it is lore based as well. Clearly the abilities and CI are part of lore and not just game mechanics, and increasing or decreasing the probability of a successful attack/defense would be probability manipulation.





They should have Probability Manipulation, Resistance and Probability Manipulation Negation added where applicable.
 
I'm not too bothered about Charge Impacts myself anymore since the last big debate over whether to use them, so if you can change the consensus then I won't oppose you.
I would appreciate if you and Ryu could help me with determining the abilities translated from these card effects. So far we've at least determined that Goku should have a possible probability manipulation and negation, as well as the following:
-Statistics Reduction [Speed/Stamina/Power]
-Durability Negation
-An abundance of Statistics Amplification hax that all stack
-Gaining the power of his opponent, he doesn't steal it, rather he simply bolsters himself with their power.
-Damage Boosting
-Stamina Restoration
-Summoning [Chronoa] and Time Stop via Chronoa
-Limited Power Nullification [Negating damage-up effects and abilities that bolster one's damage, while it may be limited it does cover a large field of stuff like techniques that bolster one's stats I imagine]
 
Yeah, outdated old thread tbh since it never considered the fact the anime has now shown them using their special abilities in battle to amp their stats making the abilities and amps lore. It also didn't address the fact that Trunks himself talks about CI and other abilities and stats to your character in story, further proving it is lore based as well. Clearly the abilities and CI are part of lore and not just game mechanics, and increasing or decreasing the probability of a successful attack/defense would be probability manipulation.





They should have Probability Manipulation, Resistance and Probability Manipulation Negation added where applicable.

I'll likely be calling upon you and Dominodalek to review the extra card effects I post later. I'll try to go over only the ones that add extra abilities or resistances so as to avoid taking up space unless it's something very potent. The site I'm using is an official source and lists an abundance of cards. I could probably make multiple posts upgrading the DBH cast through those card effects they have. I will also be covering the anime and manga showings eventually in order to gather even more information on the capabilities they have.
 
I'd ease up a bit on using the anime as evidence; Charge Impacts happen to be one of the few things the episode conspicuously neglected to portray.

But yeah, if people agree that they should be used, go ahead.

I would appreciate if you and Ryu could help me with determining the abilities translated from these card effects. So far we've at least determined that Goku should have a possible probability manipulation and negation, as well as the following:
-Statistics Reduction [Speed/Stamina/Power]
-Durability Negation
-An abundance of Statistics Amplification hax that all stack
-Gaining the power of his opponent, he doesn't steal it, rather he simply bolsters himself with their power.
-Damage Boosting
-Stamina Restoration
-Summoning [Chronoa] and Time Stop via Chronoa
-Limited Power Nullification [Negating damage-up effects and abilities that bolster one's damage, while it may be limited it does cover a large field of stuff like techniques that bolster one's stats I imagine]
That all looks fine. I'll have some additional summonable characters shortly, and I'll see what else I can pick out from Goku's massive range of cards.

I'll also give the Power Null ability a quick check, it sounds rather broad.
 
I'd ease up a bit on using the anime as evidence; Charge Impacts happen to be one of the few things the episode conspicuously neglected to portray.

But yeah, if people agree that they should be used, go ahead.


That all looks fine. I'll have some additional summonable characters shortly, and I'll see what else I can pick out from Goku's massive range of cards.

I'll also give the Power Null ability a quick check, it sounds rather broad.
Thank you, I'm sure if the three of us cooperate we can break down these abilities/resistances and push for them to be added to the DBH cast list. I'll be reviewing the manga primarily and not so much the anime. The manga could help out a lot.
 
Power Null's a unit, so don't add that.

Xeno Goku (mostly through abilities inherited from his past selves) is capable of summoning the following:
  • Bardock [Great Ape] (HJ7-CP1)
  • Black Smoke Shenron (HJ3-SEC2)
  • Broly [SS3/Great Ape] (H8-CP7, HJ3-CP1, HGD5-CP1)
  • Demigra [Demon God] (UMP-16)
  • Frieza's Spaceship (HG5-CP1)
  • GT Goku [Golden Great Ape] (HUM-30)
  • Nuova Shenron (HJ6-SEC)
  • Vegeta [Great Ape] (H8-CP8)
  • GT Vegeta [Super Saiyan 4] (HJ8-41)
  • Xeno Vegeta [Base/Super Saiyan/Super Saiyan 4] (UM10-033, PUMS6-10, UMP-66)
  • Chronoa, Xeno Trunks, Xeno Vegeta and Xeno Gohan (HGD10-CP1)
These are all performed using the Subspace Summon set of abilities. In-game a Hero Avatar (ie Beat) is required to actually perform this, however this can be considered a game mechanic as several bosses use these types of ability without help.
 
Power Null's a unit, so don't add that.

Xeno Goku (mostly through abilities inherited from his past selves) is capable of summoning the following:
  • Bardock [Great Ape] (HJ7-CP1)
  • Black Smoke Shenron (HJ3-SEC2)
  • Broly [SS3/Great Ape] (H8-CP7, HJ3-CP1, HGD5-CP1)
  • Demigra [Demon God] (UMP-16)
  • Frieza's Spaceship (HG5-CP1)
  • GT Goku [Golden Great Ape] (HUM-30)
  • Nuova Shenron (HJ6-SEC)
  • Vegeta [Great Ape] (H8-CP8)
  • GT Vegeta [Super Saiyan 4] (HJ8-41)
  • Xeno Vegeta [Base/Super Saiyan/Super Saiyan 4] (UM10-033, PUMS6-10, UMP-66)
  • Chronoa, Xeno Trunks, Xeno Vegeta and Xeno Gohan (HGD10-CP1)
These are all performed using the Subspace Summon set of abilities. In-game a Hero Avatar (ie Beat) is required to actually perform this, however this can be considered a game mechanic as several bosses use these types of ability without help.
So just to make sure, unit abilities aren't capable of being used by Xeno Goku on his own? What if bosses use the abilities on their own in that case?
 
So just to make sure, unit abilities aren't capable of being used by Xeno Goku on his own? What if bosses use the abilities on their own in that case?
Bosses require allies to use units just like the player does. Nobody can use unit abilities on their own.
 
should MECHI have type 6 immortality too ? cuz of that dark factor thing , although it should be mentionned that it's not combat applicable since it requires some1 to ghather the dark energy and the host can just brush off mechi's possession if he wants too , kinda like what Fu did
 
should MECHI have type 6 immortality too ? cuz of that dark factor thing , although it should be mentionned that it's not combat applicable since it requires some1 to ghather the dark energy and the host can just brush off mechi's possession if he wants too , kinda like what Fu did
Scan?
 
Does Fu already have resistance to possession ? Well i guess that's why he was able to brush him off so easily
 
Aaah okay , so it's not as useless as i thought, but it still requires some1 else to collect the dark factor for him to come back , correct me if I'm wrong i don't think he can do it himself
 
It's pretty minor so maybe it can be addressed here ? And I'm not saying he should have it lol I'm just asking
 
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