recursal/Fanatic-Fandom huggingface dataset:
Rho

## Stats:

Level: 5

EXP: 312/570

Jewels/Munny: 120

HP: 70

MP:

AS Number: 6

Strength: 26

Speed: 4

Defense: 2

Magic: 2

IS Number: 5

SP: 150

## Abilities/Magic:

**Copy, Titan, Crash**

Attack Slots:

* Shatter Touch
* Copy
* Copy
* Wishing Edge
* Aspect of the Titan
* Binding Strike

## Equipment:

Weapon:

* Improved Two Handed Sword (6-16) -2 Speed
* Arming Sword (2-10)

Accessories:

Ttian Chain: (+4 Str, +3 Spd)

Omega Arts: (+3 str, def and spd) (x2)

Shard of the Bedrock Spirit: This piece of Bedrock is infused with the power of the spirit. +3 Strength, maximum physical weapon damage increased by 9
Terrain Effect Magic

Terrain Effect magic is a double edged sword magic, that completely changes the terrain the players and enemies are fighting on, effecting both sides equally.

## Skills

### Lava Zone (Level 5): 30 SP to cast 15 SP to maintain

The user decides to play a game of the Floor is Lava...only literally. Everyone standing in the lava takes constant damage each turn, and if someone tries to do a melee attack on a target away from them, they take extra damage.

Damages all players with fire damage while active. Anybody who uses a melee attack takes more damage. (Magic per turn. 10 + Magic when melee attack is used.)

MP Enhance: 40 MP on cast, 20 MP while maintaining

Constant Damage is increased. (Constant base damage increased from 0 to 10.)
Arc of Embodiment

LITERALLY WHATEVER YOU WANT

## Jack - Mythos Collage

### Wings of the Pegasus (Level 5): 40 SP

The user summons wings that become a part of the target for 3 turns, granting the target flight and a +5 Speed buff.

MP Enhance: 40 MP

The wings last for one extra turn and grant a +8 speed buff instead.

### Stinger of the Manticore (Level 6): 50 SP

The user summons a scorpion stinger that becomes a part of the target for 3 turns, granting them another weapon that does (1-6) damage and has a 50% chance to deal poison damage each hit, (4 poison damage for 2 turns.)

MP Enhance: 50 MP

Weapon damage increased from (1-6) to (3-7) and poison damage increased from 4 to 6.

## Ra - Emperor of the Sands

### Arise (Level 5): 30 SP

Summons a sand soldier. Sand soldiers can be given orders to perform melee attacks. All attacks performed by the soldiers are treated as magical, and scale with Ra's magic. They deal an additional 5 x level damage. Orders can be given on the same turn summoned. Damage from multiple soldiers on the same target deal 25% less than the previous. Soldiers last for three turns.

MP Enhance: Ra can give the soldiers an altered state to suit the enemies that are against. By paying the cost again, Ra can give multiple effects to the same soldier. The amount he can give increases as he levels up. Level 5: 1 effect. Level 10: 2 effects, Level 15: 3 effects: Level 20: 4 effects.

Airborne: Soldiers can fly, and are able to strike aerial enemies.

Horseback: Soldiers are mounted on horseback. Since their weapons are treated as lances, the weapon scaling on their attacks are doubled. This can also be used out of combat to create sand steeds.

Physical: The Soldiers lose the quality of converting the command to magic, and deal physical damage instead. They also gain the ability to be damaged, and can be ordered to block for a party member instead of attack. If the attack destroys the soldier, any excess damage will go through to the party member. (Health is equal to 5 x level + Magic)

Infusion: The soldiers are infused with an element other than earth, dealing damage of an altered element. Additionally, Ra can double the MP cost to give a chance to inflict the status ailment associated with that element.

### Conquering Sands (Level 6): 30 SP

Commands Soldiers to charge forward, dealing damage. (25 damage per soldier + Magic + Magical weapon. Damage reduction applied)

MP Enhance: 25 MP

More base damage (Base damage changed to 35)
Sand Magic

An elemental magic that specializes in the creation and manipulation of sand. Sand does earth element damage.

## Skills

### Sand Spear (Level 5): 25 SP

The user creates a spear out of sand and chucks it at a singular target. (30 damage + Magic + Magic Weapon)

MP Enhance: 30

Accuracy Decrease (10% miss chance)

### Sand Whip (Level 7): 40 SP

The user creates a whip made out of sand that strikes all targets as it moves back and forth. (30 Damage, 2-3 hits + Magic + Magic Weapon)

MP Enhance: 50 MP

Increase hits, accuracy decrease (increase base hits from 2-3 to 3-4)
Thunder Dragon Slayer

Magic that was created with the sole intent of killing fire dragons. They are immune to and eat the element of lightning no one else cares what it does because it's all mine mwhahahahahahahahhah.

## Skills

### Thunder Dragon's Crackling Fist (Level 5): 25 SP Cost

The user coats a part of their body, (generally the hand,) with lightning and strikes at an opponent with it.

Single Target, single hit. (40 damage + Strength and Physical Weapon)

-MP Enhance: 25 MP

The user adds a chance to paralyze a target hit by the attack. (20%)

### Thunder Dragon's Roar (Level 7): 35 SP Cost

The user inhales a large amount of air before letting loose a large stream of lightning at their opponents. The Lightning then hits the ground dealing divided damage to all enemies hit by it.

Single Hit AOE (60 damage + Magic)

-MP Enhance: 40 MP

Deals full damage to one target.
Dark Ecriture

Follows the same principles as Arc of Embodiment. The user can create any sort of dark rune script they want in order to cause whatever effect they want, though all aspects of it must be cleared by the proper authorities before actual use. As with Arc of Embodiment, the degree of what you can do with the magic should be dependant on the caster’s level so exercise common sense when creating.

## Skill Log

No skills have been created yet, and thus none are recorded yet.
Transformation

Transformation allows its Caster to change his or her appearance. While this Magic is a deep and complex art, basic Transformation Magic is relatively easy for Mages to learn. This is a toggle based magic, and thus, the user must constantly spend SP in order to keep their transformation active.

## Skills

### Basic (Levels 5-9): Variable SP cost

This level allows a Caster to change his or her outward appearance into that of another person. However, it doesn't change the clothing of the caster to match what they transformed into.
Shadow Dragon Slayer

Magic designed with the sole intent of killing shadow dragons. Shadow Dragon Slayers are immune to and eat dark elemental attacks. They primarily deal damage and rely on evading attacks more than actually taking them.

## Skills

### One With Shadows (Level 5): 0 SP Cost

The user is able to turn their body into darkness and meld with any present shadows (other than their own.) This allows them to quickly hide away, though they are stationary at the time. At level 10 they gain the ability to move around in the shadows, thus giving them far more mobility. This cannot be used indefinitely (GM's discretion on time limit I guess?) and any sort of action that disrupts the shadow (such as attacking it) forces the user out of it.

### Shadow Dragon's Claw (Level 5): 25 SP Cost

The user coats a part of their body or weapon in shadows and strikes out at an opponent multiple times. (15 Damage, 1-3 hits+Physical Weapon+Speed)

-MP Enhance: 20 MP

By being covered in residual shadows, the user gains a small dodge chance. (+5% Dodge Chance)

### Shadow Dragon's Specter Flash: 35 SP Cost

The user coats themselves in darkness, gaining dodge chance. (+15% Dodge Chance)

-MP Enhance: 30 MP

The user does bonus damage on their next attack. (Next attack does 25 Extra Damage)
Vance Dorian

## Stats

Level: 5

EXP: 232/570

Jewels/Munny: 35

HP: 70 (+18)

MP: 155 (+45)

AS Number: 6 (+3)

Strength: 11

Speed: 4

Defense: 1 (+6)

Magic: 16 (+9)

SP: 150

## Magic/Abilities

**Dark Ecriture, Arc of Time, Lightning**

* Aerora
* Cura
* Blitz
* Fire Dash
* Binding Strike
* Stop

## Equipment

Weapon:

Improved Mage’s Staff (5-13)

Accessories:

Magic Armlet: Slightly raises max MP and Magic. (+1, +2) (x2)

Silver Ring: Increases Magic and slightly increases maximum AS (+1, +1)

Gaia Bangle: Significantly raises max HP and Defense (+9, +3) (x2)

Mage Earring: Highly increases maximum AS and magic (+2, +4)
Conrad Heinrich Adelbrecht Carsten von Eisenstein II

## Abilities/Magic:

Attack Slots:

* Stop
* Strike Raid
* Blitz
* Conceal
* Sliding Dash
* Grand Chariot
* Bright Beam

## Equipment:

Weapon:

* Arming Sword (2-10)

Accessories:

Crystal Crown: Raises max HP, max MP, max AS, Strength, Speed, and Defense. Also enhances Magic. (+6, +4, +1, +3, +2, +2, +2)

Titan Chain: Significantly raises Strength and Speed (+4, +3)

Gem of the Diamond Spirit(AKA Orb of Blingity): (+2 magic, grant Bright beam, 1-15, stun(low chance))
Ice/Snow Magic

Ice and Snow magic is an elemental magic that deals in the creation and manipulation of the ice element. Snow magic is mostly used for buffs and debuffs, where most of the damage comes from the versatile spell Ice Make, which comes in static and dynamic forms.

## Skills

### Chill Touch (Level 5): 0 SP

The user can freeze small objects and easily frozen liquids. No real combat use.

### Ice Make (Level 5): Variable SP Cost

Follows basically the same rules as Arc of Embodiment. Static specializes in creating weapon substitutes, static objects or weapon based attacks. Dynamic specializes in creating minions that come in the category of small (level 5-9), medium (10-14), large (15-19), massive (20)

## Ice Make Skill Log

There are no creations from Ice Make yet and thus nothing in this section.
Alessia Darkstar

## Stats:

Level: 6

EXP: 362/739

Jewels/Munny: 1290

HP: 90

MP: 110

AS Number: 6

Strength: 17 (+11)

Speed: 7 (+9)

Defense: 12.5 (+11)

Magic: 5

IS Number: 7

SP: 160

## Abilities/Magic:

**Requip, Gravity, Earth**

Attack slots:

* Wishing Edge
* Thunder Surge
* Sliding Dash
* Barrier Surge
* Aerora
* Binding Strike

## Equipment:

Weapons:

* Improved Hand and a Half Sword (5-14)
* Improved Kite Shield, +6 Defense, -1 Speed

Accessories:

Tourmaline Ring: Increases Strength, Speed and increases maximum AS (+1, +1, +2)

Titan Chain: Significantly raises Strength and Speed (+4, +3)

Omega Arts: Raises max HP, Strength, Speed, and Defense. (+3, +3, +3 +3) (x2)
Beerus

Type
 Catch Rate
 Held Items
 Evolves from
 Evolves into
 Abilities
 Location(s)

* **Stats Changed:**
	+ HP: 142 → 97
	+ ATK: 148 → 103
	+ DEF: 136 → 91
	+ SP. ATK: 157 → 112
	+ SP. DEF: 142 → 97
	+ SPD: 145 → 100
	+ **TOT: 870 → 600**
	+ **EVs:** SP. ATK: 3 → 2 **(TOT: 5 → 4)**
* **New Move:** Wrath (25)
* **New Move:** Hakai Ball (70)
* **Move Change:** Hyper Mode requirement: Lvl 75 → 80
* **Move Change:** God Fist power dropped: 200 → 100
* **Move Change:** Supernova power dropped: 255 → 180
* **Move Removed:** Power Burst (Lvl 80 / Normal / 20 PP / - / - / +1 stage to SP. ATK & SP. DEF)
Aoki Hagane

## Stats:

Level: 6

EXP: 40/730

Jewels/Munny: 472

HP: 80

MP: 200 (+33)

AS Number: 6 (+2)

Strength: 11 (+3)

Speed: 4 (+2)

Defense: -1 (+4)

Magic: 23 (+6)

IS Number: 6

SP: 160

## Abilities/Magic:

**Celestial Spirit, Water, Arcane**

Attack Slots:

* Arcane Bolt
* Mana Charge, Lesser
* Water Lance
* Summon: Virgo
* Summon: R
* Cure
* Binding Strike
* Wishing Edge

Passives:

* Desperate Power: The owner starts the battle with 0 MP

## Equipment:

Weapon:

* Keyblade - Finest Service (6-13) -2 Speed, +2 Defense

Accessories:

Lucky Ring: Brings luck to the wearer, increasing the drop rate of items/Jewels (20% enhanced Drop Rate) (x4)

Crystal Crown: Raises max HP, max MP, max AS, Strength, Speed, and Defense. Also enhances Magic. (+6, +4, +1, +3, +2, +2, +2)

Mage’s Earrings: Highly increases maximum AS and magic (+2, +4)
Jack Rincewind

## Stats:

Level: 6

EXP: 337/730

Jewels/Munny: 395

HP: 80 (+6)

MP: 185 (+25)

AS Number: 7 (+2)

Strength: 9 (+1)

Speed: 4 (+1)

Defense: 5 (+8)

Magic: 20 (+5)

IS Number: 6

SP: 160

## Abilities/Magic:

**Arc of Embodiment, Air/Wind, Celestial Spirit**

Attack Slots:

* Aerora
* Wings of the Pegasus
* Tail of the Manticore
* Cure
* Fire Dash
* Binding Strike
* Summon: Taurus
* Summon: Horologium
* Aerial

## Equipment:

Weapon:

* Improved Mage's Staff (5-13)
* Mage's Staff (3-10)

Accessories:

Hi Potion: Restore HP to the User, or to a target of the user's choosing. (+60 HP)

Fencer Earring: Highly increases maximum AS, Strength, Speed and also increases Magic (+2, +1, +1,+5)

Heartguard: Raises max HP and Defense. Equip more to boost effect. (+3, +4) (x2)
Lightning Magic

A type of elemental magic that deals with manipulation and generation of lightning.

## Skills

### Spark Shot (Level 5): 20 SP

The user generates lightning from their weapon and fires a single bolt at a single target. (30 Damage + Magic + Magic Weapon)

MP Enhanced: 30 MP

Paralyze Chance (20% Chance)

### Lightning Flash (Level 7): 35 SP

The user generates a large amount of lightning, and then rather than unleashing it in an attack, they instead release it in a flash of light, blinding everyone, including allies. (30% chance to reduce accuracy by 15%)

MP Enhanced: 50 MP

Works only on enemies with greater chance. (50% Chance to reduce Accuracy by 15%)
Satan Soul

Look at me I'm a demon!

## Skills

### Demonic Shift, Lesser (Level 5-10): 50 SP to Shift, 25 SP to Maintain

When cast, the user gains more demonic features. Their arms and become and legs become more claw like and their body become scaly.

User gains stat buffs and add a few new abilities to their existing ability slots.

Stat increases:

* Strength: +8
* Defense: +4
* Speed: +4

Abilities:

* Demon shot (5): Fires a sphere of demonic energy at the target, dealing dark damage. (35 damage + Strength + Magic + Weapon)
* Abyssal Rend (7): Single target, (40 Damage + Weapon \* 2 + Strength)
* Shadow Guard (8): Single target. (40 Damage + Defense + Weapon) User takes 50% less damage from all attacks for the next round.
* Hate Spike (10): Single target, multi hit. (15 Damage, 6 hits+Strength+Weapon+Speed)
Damian Vellister

## Stats:

Level: 5

EXP: 232/570

Jewels/Munny: 100

HP: 70

MP: 150 (+25)

AS Number: 6 (+5)

Strength: 12

Speed: 4

Defense: 3

Magic: 15 (+5)

IS Number: 5

SP: 150

## Abilities/Magic:

**Rainbow Fire, Sky God Slayer, Telepathy**

Attack Slots:

* With the Wind
* Sky God's Healing
* Flames of Wrath
* Stop
* Fira
* Fire Dash

## Equipment:

Weapon:

* Improved Mage's Staff (5-13)

Accessories:

Mage Earring: Highly increases maximum AS and magic (+2, +4)

Platinum Ring: Increases Magic and greatly increases maximum AS (+1,+3)
Angel Magic

Yo man sinners being punished all up in this biatch. Note, an angel may attack the turn it is summoned.

## Basic Angel Skills

### Detect Evil (Level 5): Passive

The user is able to detect if a person is evil and also acts as a lie detector.

### Tongue of the Sun and Moon (Level 5): Passive

Users of angel magic are able to understand every language that exists.

### Angelic Might (Level 5): Passive

All summoned angels are able to harm demonic and divine beings, even if the players otherwise could not.

### Daniel - God Has Judged (Level 5): 30 SP and 25 HP Cost

The user summon the angel, Daniel, who has the following stats.

* Strength: 15
* Defense: 10
* Magic: 15
* Speed: 10
* HP: 80
* Weapon:  (5-11) Longsword, physical and magic.
* Ability - Judgement Passed (25 + Magic + Strength + Weapon) No cooldown.
Thea Strive

## Stats

Level: 5

EXP: 277/570

Jewels/Munny: 260

HP: 70

MP: 185 + 68

AS Number: 6 (+1)

Strength: 11

Speed: 4

Defense: 2

Magic: 22 (+13)

IS Number: 6

SP: 150

## Abilities/Magic

**Rainbow Fire, Fire, Terrain Effect**

* Lava Zone
* Fire Bullet
* Flames of Wrath
* Cure
* Binding Strike
* Fire Dash

## Equipment:

Weapon: Orb (4-8) +3 Magic

Accessories:

Magic Armlet: Slightly raises max MP and Magic. (+1, +2) (x3)

Gaia Bangle: Significantly raises max HP and Defense (+9, +3)

Diamond Circlet: The beauty of the Diamond Spirit is reflected in this elegant circlet. +2 magic, reduces 1-10 damage from Magic attacks.

Crystal Crown: Raises max HP, max MP, max AS, Strength, Speed, and Defense. Also enhances Magic. (+6, +4, +1, +3, +2, +2, +2) 1000/300
Fire Devil Slayer

Magic made with the sole intent of killing fire demons, appeasing Cal's need for a Slayer magic and keeping up her satanic image. The user is immune to and can eat fire element damage. The play style of this magic is creating hell marks on an opponent, increasing the damage they take, and then doing loads of fire burst and burn damage as well.

## Skills

### Mark of the Fire Devil (5):

The user coats their weapon in an eerie blue flame and strikes at a singular opponent. Once they hit, the target is then branded with a Hell Mark. (30 damage + Strength + Physical weapon) Applies 1 Hell Mark on the target.

MP Enhance: 30 MP

Has a chance to apply a second mark.
Charlotte Vormund

## Stats:

Level: 6

EXP: 375/730

Jewels/Munny: 75

HP: 105 (+33)

MP: 100 (+13)

AS Number: 6 (+1)

Strength: 16 (+3)

Speed: 1 (-1)

Defense: 5 (+11)

Magic: 5 (+2)

IS Number: 7

SP: 160

## Abilities/Magic:

**Requip, Angel, Thunder Dragon Slayer**

Attack Slots:

* Knight's Crest
* Summon: Daniel
* Barrier Surge
* Thunder Dragon's Crackling Fist
* Wishing Edge
* Esuna
* Thunder Surge

## Equipment:

Weapon:

* Improved Arming Sword (5-14) -1 Speed
* Improved Tower Shield, +8 defense, -2 Speed

Accessories:

Gaia Bangle: Significantly raises max HP and Defense  (+9, +3) (x3)

Crystal Crown: Raises max HP, max MP, max AS, Strength, Speed, and Defense. Also enhances Magic. (+6, +4, +1, +3, +2, +2, +2)
Heavenly Body Magic

A magic that is used to mimic the power of the stars. It is used to create different asterisms that then call forth a different power depending on the asterism.

## Skills

### Grand Chariot (Level 5): 25 SP

The user traces out a shape that mimics the Big Dipper. A larger golden version of the constellation appears above the user firing off several bolts of energy at all target. Deals AOE damage. (7 damage \* 7 hits + Speed)

MP Enhance:  30 MP

More hits (base hits changed from 7 to 10)

### Meteor (Level 7): 50 SP

The user grants themselves a temporary speed boost by channeling the power of the stars within themselves. (+10 Speed Buff that lasts for 3 turns.)

MP Enhance: 15 MP

Increase Meteor Duration (four turns)
Sky Dragon Slayer

A magic with the sole intent of slaying sky dragons. The user is both immune to and able to eat wind element attacks. This magic is a jack of all trades magic with a primary focus in support.

## Skills

### With the Wind (Level 5): 0 SP Cost

The user is able to tell the direction from which wind is blowing and is essentially a living compass.

### Sky Dragon's Healing Spell (Level 5): 20 SP Cost

Using the power of the sky dragon, the user is able to heal the wounds of a singular target.

Cannot be used on self. Heals (10% of target’s max HP+Magic+Magic Weapon)

-MP Enhance: 15 MP

By slightly refining the magic, it also purges the target of ailments, becoming functionally Esuna as well.

### Sky Dragon's Wing Attack (Level 7): 30 SP Cost

The caster creates gusts of wind around both of their arms and swings them forward, releasing this energy in a powerful attack that as far as stats go isn’t really all that powerful.

Single target single hit attack. (30 Damage+Magic+Magic Weapon)

-MP Enhance: 30 MP

Higher base damage. (Base damage is changed from 30 to 50.)
Iron Dragon Slayer

A magic made with the sole intent of killing metal dragons. It is able to eat the element of metal, and revolves primarily around turning parts of one's own body into weapons.

## Skills

### Disarm (Level 5): 0 SP Cost

The user attacks the enemy by eating their weapon. This triggers element eater. This can only be used if the weapon the enemy is using is made of metal. Has a chance to fail because the opponent notices that someone is trying to eat their weapon, and wants none of that.

### Iron Dragon's Club (Level 5): 20 SP to Shift and 15 Cost to Maintain

The user changes their arm into a club made of iron. This takes one weapon slot to use, effectively replacing the weapon that was in that slot prior. Due to the club's ability to conduct magic, it is counted as a magic weapon. The user then basic attacks with it, ending their turn.

Replaces one weapon slot with weapon that does 14-20 damage.

-MP Enhance:20 MP

The basic attack on initial cast applies the weapon's damage roll twice.

### Iron Dragon's Sword (Level 5): 20 SP to Shift and 15 SP to Maintain

The user changes their arm into a sword made of iron. This takes one weapon slot to use, effectively replacing the weapon that was in that slot prior. Due to the sword's purely martial nature, it is counted as a melee weapon. The user then basic attacks with it, ending their turn.

Replaces one weapon slot with weapon that does 14-20 damage.

-MP Enhance: 20 MP

The basic attack on initial cast applies the weapon's damage roll twice.

### Iron Dragon's Crossbow (Level 5): 20 SP to Shift and 15 Cost to Maintain

The user changes their arm into a crossbow made of iron. This takes one weapon slot to use, effectively replacing the weapon that was in that slot prior. Due to the crossbow’s projectiles that it shoots, it is counted as a ranged weapon. The user then basic attacks with it, ending their turn.

Replaces one weapon slot with weapon that does 14-20 damage.

-MP Enhance: 20 MP

The basic attack on initial cast applies the weapon's damage roll twice.

### Iron Dragon's Shield (Level 5): 20 SP to Shift and 15 Cost to Maintain

The user changes their arm into a shield made of iron. This takes one weapon slot to use, effectively replacing the weapon that was in that slot prior. Due to the club's ability to the shield's defensive nature, it is counted as a defensive weapon. The user then basic attacks with it, ending their turn.

Replaces one weapon slot with shield that grants +10 defense.

-MP Enhance: 20 MP

Defense rolled this turn is doubled.
Zwei Dreien Einswood

## Stats:

Level: 6

EXP: 360/570

Jewels/Munny: 45

HP: 80 (+6)

MP: 110

AS Number: 6 (+3)

Strength: 21 (+13)

Speed: 13 (+10)

Defense: 5 (+2)

Magic: 5

IS Number: 7

SP: 160

## Abilities/Magic:

**Paper Blizzard, Card, Fortune Telling**

Attack Slots:

* Paper Blizzard - Red Dance
* Strike Raid
* Binding Strike
* Blitz
* Deck of Suits
* Stop
* Cure
* Thundara
* Aerora

## Equipment:

Weapon:

* Improved Throwing Knives (2-5 knives dealing 1-5 damage) +1 SPD

Accessories:

Potion: Restore HP to the User, or to a target of the user's choosing. (+30 HP)

Titan Chain: Significantly raises Strength and Speed (+4, +3) x2

Angel Bangle: Raises max HP and Defense. (+6, +2)

Tourmaline Ring: Increases Strength, Speed and increases maximum AS (+1, +1, +2)

Skill Ring: Increases Strength, Speed and slightly increases maximum AS (+4, +2, +1)
Ander Windfire

## Stats

Level: 6

EXP: 549/730

Jewels/Munny: 20

HP: 80 +6

MP: 175 +65

AS Number: 7 (+6)

Strength: 9 +1

Speed: 4 +1

Defense: 5 +8

Magic: 20 + 13

IS Number: 6

SP: 160

## Abilities/Magic

**Water Magic, Air/Wind Magic, Lightning Magic**

Attack Slots:

* Aerora
* Thundara
* Blizzara
* Cure
* Esuna
* Stop
* Fire Dash
* Binding Strike
* Aerial
* Water Lance
* Spark Shot
* Quake

## Equipment:

Weapon:

* Improved Mage’s Staff (5-13)
* Guild issue Mage's Staff (3-10)

Accessories:

Fencer Earring: Highly increases maximum AS, Strength, Speed and also increases Magic (+2, +1, +1,+5)

Mage Earring: Highly increases maximum AS and magic (+2, +4) (x2)

Heartguard: Raises max HP and Defense. Equip more to boost effect. (+3, +4) (x2)
Gaius Ryan

## Stats:

Level: 6

EXP: 145/730

Jewels/Munny: 10

HP: 80 (+3)

MP: 110

AS Number: 7

Strength: 24.5 (+12)

Speed: 13.5 (+9)

Defense: 2 (+4)

Magic: 5

IS Number: 6

SP: 160

## Abilities/Magic:

**Crash, Fire Dragon Slayer, Fire**

Attack Slots:

* Fire Dragon's Iron Fist
* Shatter Touch
* Fire Bullet
* Binding Strike
* Wishing Edge
* Fire Strike
* Quick Blitz

Weapon:

* Fists (4-8) +5 Speed

Accessories:

Titan Chain: Significantly raises Strength and Speed (+4, +3 ) (x3)

Heartguard: Raises max HP and Defense. Equip more to boost effect. (+3, +4)
Arc of Time

A magic that specializes in the control and manipulation of time and replicating weapons because reasons.

## Skills

### Restore (Level 5): 0 SP

The user is able to restore inorganic material back to the state they were in before they took damage.

Plain old utility ability. Increases the scale of the objects that can be acted on by this ability as you gain more levels.

### Rewind (Level 7): 40 SP

Brings something back to it's original state by reversing the time on it.

In addition to out of combat utility, this is used to help get refresh buffs, debuffs or DOT effects.
Lucia Eltheria

## Stats:

Level: 6

EXP: 132/730

Jewels/Munny: 410

HP: 80

MP: 110

AS Number: 6

Strength: 13 (+20)

Speed: 18.5 (+15)

Defense: -0.5

Magic: 5.5

IS Number: 7

SP: 160

## Abilities/Magic:

**Arc of Time, Ice Devil Slayer, Heavenly Body**

Attack Slots:

* Restore
* Grand Chariot
* Ice Devil's Chilling Wave
* Strike Raid
* Stop
* Poison Edge

## Equipment:

Weapon:

* Improved Throwing Knives (2-5 knives dealing 1-5 damage) +1 SPD
* Improved Throwing Knives (2-5 knives dealing 1-5 damage) +1 SPD

Accessories:

Titan Chain: Significantly raises Strength and Speed (+4, +3 ) (x5)

Wand of Fucking Light Bitches
Terminology

This is meant for all of your needs in referencing with terms that may be used in regards to combat if you are confused as to what the terms may mean.

* DOT: It means damage over time, but a more accurate way to describe it in this context would be damage per turn. Essentially, when it is applied to a target, that target will take damage that turn regardless of anything else that happens. Of the types of DOT that exist, the two most common ones are burn and poison, both of which are effectively the same in function, but only really differ in element (being fire and poison respectively.) If it does not fall under those two categories can be assumed to not have an element associated with them.
* **Stun:** The user is unable to act for the turn that they are afflicted.
* Paralyze: Really just a different way to say stun, often times (though not always) involving some form of electricity/lightning. It follows the same rules that stun does.
* Immobilized: When a target is immobilized it means that they are unable to perform any sort of melee attack. This follows the same rules as stun, only with the aforementioned difference. Also sometimes referred to as bind.
* Silenced: The user is unable to use any kind of magical attack while afflicted. This means they are unable to use anything that requires MP or SP to use.
* Frozen: Effectively the same thing as stunned only it tends to last longer than one turn. Furthermore, if someone has the means to, they can thaw out someone who is under the effect of frozen, giving that person the ability to act.
* Damp: When a target is damp, they take bonus damage from electric attacks, reduced damage from fire attacks and any chance for freezing is increased.
* Accuracy/Evasion: For the most part this comes in debuffs and buffs respectively. An accuracy debuff basically means that they had that percentage of a chance to miss their attack. An evasion buff means that the target gains that amount of percentage to their already existing (or nonexisting) dodge chance.
* AOE: This is different than “hit one for full damage, deal half damage to the others.” An AOE attack takes the total amount of damage and spreads it evenly across the entire enemy party.
* True Damage: It’s like AOE, only you don’t divide the damage and every target just receives full damage.
* **Sleep:** Foe is put to sleep for X amount of turns. They cannot do anything while sleeping, but are awakened when they take damage.
* **Hell Mark:** Target afflicted with a Hell Mark takes 3% increased damage per Hell Mark.
* **Cooldown:** When a move is on cooldown it cannot be used until that cooldown is over. So, if a move had a 3 turn cooldown, it could not be used for 3 turns after it was previously used.
Calxiyn

## Stats:

Level: 5

EXP: 520/570

Jewels/Munny: 100

HP: 70 (+6)

MP: 100

AS Number: 6

Strength: 20 (+11)

Speed: 7 (+9)

Defense: 3 (+7)

Magic: 5

IS Number: 5

SP: 150

## Abilities/Magic:

**Fire Devil Slayer, Celestial Spirit, Telepathy**

Attack Slots:

* Binding Strike
* Sliding Dash
* Strike Raid
* Mark of The Fire Devil
* Summon: Aries
* Summon: Ophiuchus

## Equipment:

Weapon:

* Keyblade (4-10) -2 Speed

Accessories:

Omega Arts: Raises max HP, Strength, Speed, and Defense. (+3, +3, +3 +3)

Titan Chain: Significantly raises Strength and Speed (+4, +3) (x2)

Heartguard: Raises max HP and Defense. Equip more to boost effect. (+3, +4)
Earth Magic

A type of Elemental Magic that deals with manipulating the surrounding earth and using it to deal damage and shield allies.

## Skills

### Earth Toss (Level 5): 20 SP Cost

The user lifts and throws a rock at a singular target. (25 Damage+Weapon+defense)

MP Enhanced: 20 MP

Becomes multi hit (Base damage changed to 15 Damage, with 1-3 hits)

### Meld With Stone (Level 7): 35 SP Cost

The user can meld with earthy objects, using this to pass through thin walls, hide, or avoid damage.
Fire Dragon Slayer

Magic that was created with the sole intent of killing fire dragons. They are immune to and eat the element of fire and primarily deal single target damage and burn damage over time.

## Skills

### Fire Dragon's Iron Fist (Level 5): 35 SP Cost

By igniting a part of their body or weapon, the user adds a significant amount of destructive force behind their next attack. Single Target, Single hit. (50 damage + Strength, and Physical Weapon)

MP Enhance: 20 MP

The user creates more intense flames, causing the impact of the attack to become much stronger. (Base damage is changed from 50 to 65)

### Fire Dragon's Roar (Level 7): 40 SP cost

The user takes a deep breath before releasing a jet of flames at a target, which explodes and deals half damage to all other enemies. Single Target, AOE, single hit. (70 Damage + Speed and Magic)

-MP Enhance: 35 MP

By creating a more intense flame, the user leaves the initial target ignited and afflicted with a burn that lasts for 3 turns. (35% of damage dealt over three turns)
Arcane Magic

A magic that is the rawest form of magic in existence. You are essentially just shooting bolts of raw magical energy at the opponent, building up your SP all the while you do it.

## Skills

### Unstable Power (Level 5): Passive

The User's MP is reduced to 0 at the beginning of the fight. Arcane Magic spells generate MP instead of consuming them.

### Mana Charge, Lesser (Level 5): 15 SP

The caster uses their turn to build up 15% of their maximum MP.

### Arcane Bolt (Level 5): 25 SP

Each use of Arcane Bolt gives the caster 25 MP. Arcane bolt does more damage and grants additional affects depending on what percentage of their maximum mana the caster currently has upon casting.

* 0 - 20% MP: (20 +Weapon + Magic) damage
* 21 - 40% MP: (35 + Weapon + Magic) damage, take 10% of damage inflicted
* 41 - 60% MP: (50 +Weapon + Magic) damage, Take 15% of the damage inflicted
* 61 - 80% MP: (65 +Weapon + Magic) damage, AoE(damage is divided), take 20% of the damage inflicted
* 81 - 99% MP: (80 +Weapon + Magic) Damage, True Aoe, 20% Chance to stun on damage inflicted (to self and enemy),  take 30% of the damage inflicted
* 100% MP: (90 +Weapon + Magic) Damage, True AoE, take 50% of the damage dealt, 30% Chance to stun on damage inflicted (to self and enemy), Enters "Arcane Rest", in which your MP drops by 30% per turn, until you reach 10%. You cannot cast spells for the duration of Arcane Rest.
Grunt

## Overview

Grunt is a sort of Giraffe who lives in Mile-High cottage in Timbuctoo.

## Synopsis

Grunt is a sort of Giraffe who lives in Mile-High cottage in Timbuctoo. He is the tallest inhabitant of Timbuctoo, and his size is a bit of an issue. He doesn't like being tall, so he asks Snap to shrink him down to size. Snap does so, but he believes that Grunt will change his mind eventually, especially when his friends celebrate his birthday!

## Cast

* Grunt
* Wriggle
* Meow
* Grizzle
* Chirp
* Squeak
* Oink
* Scheme
* Snap
* Neigh
* Baa
* Croak
* Chatter
* Moo
* Drone
* Leap
* Flutter
* Gaggle
* Slurp
* Wheek

## Trivia

* The plot of his story is reused from the Mr. Men and Little Miss Episode known as "A Surprise for Mr. Tall".

## Counterparts

* Mr. Tall (Mr. Men and Little Miss, both are tall)
* Geoffrey the Giraffe (Toys R Us, both are giraffes)
* Melman (Madagascar, both are giraffes)
Beucette

## Stats:

Level: 6

EXP: 375/730

Jewels/Munny: 1070

HP: 80

MP: 135

AS Number: 6

Strength: 13.5 (+16)

Speed: 17 (+12)

Defense: -1

Magic: 10

IS Number: 7

SP: 160

## Abilities/Magic:

**Fortune Telling, Arc of Time, Poison Dragon Slayer**

Attack Slots:

* Blitz
* Quick Blitz
* Cure
* Strike Raid
* Sliding Dash
* Poison Dragon's Fang

## Equipment:

Weapon:

* Ego (4-12) +2 Speed

Accessories:

Titan Chain: Significantly raises Strength and Speed (+4, +3) (x4)
Sky God Slayer

A magic created with the sole intent of killing sky gods. The user of this magic is immune to and able to eat wind element attacks. This is a jack of all trades magic with a more focus on support.

## Skills

### With the Wind (5): 0 SP Cost

The user is able to tell the direction from which wind is blowing and is essentially a living compass.

### Sky God's Healing (5): 25 SP Cost

The user channels their sky god powers into a healing light and heals a single target. (10% of target’s max HP+Magic+Magic Weapon).

MP Enhance: 25 MP

Roll weapon a second time and add that to total.

### Sky God's Dance (7): 35 SP Cost

The user twirls around, gathering black streams of wind and feathers around them before hurling it at every opponent. AOE Damage. (30 Damage+Magic Weapon+Magic)
MP Enhance: 40 MP
Higher base damage. (Base damage raised from 30 to 55)
Poison Dragon Slayer

A magic with the sole purpose of killing poison dragons. The user of this magic is both immune to and able to eat poison element attacks and cannot be poisoned themselves. This magic focuses on just being a dick and slightly annoying with poison damage. All poisons last for 3 turns.

## Skills

### Poison Dragon's Fang (5): 25 SP

The user coats a part of their body or weapon in a poisonous haze and strikes at an opponent with it.

Single Target, single hit. (20 damage + Strength and Physical weapon, 50% chance for 30% defense reduction.)

-MP Enhanced: 20 MP

Chance to poison target. (40%, Magic stat)

### Poison Dragon's Breath (7): 40 SP

The user lets loose a stream of poison from their mouth, dealing poison damage to a single target. (35 damage + Strength. 40% poison chance, Magic.)

-MP Enhanced: 40 MP

Chance to poison is increased. (60% chance)
Thomas

## Stats:

Level: 5

EXP: 507/570

Jewels/Munny: 560

HP: 70 (+6)

MP: 135 (+47)

AS Number: 6 (+1)

Strength: 11.5 (+3)

Speed: 2 (+4)

Defense: 3 (+2)

Magic: 12.5 (+8)

IS Number: 5

SP: 150

## Abilities/Magic:

**Arcane, Terrain Effect, Gate of the Northern Stag**

Attack Slots:

* Arcane Bolt
* Cure
* Lava Zone
* Binding Strike
* Fire Dash
* Aerora
* Thundara

Passives:

* Unstable Power: The user starts the fight with Zero MP.

## Equipment:

Weapon:

* Magic Sniper Rifle (6-12) +2 Speed

Accessories:

Magic Armlet: Slightly raises max MP and Magic. (+1, +2) (x3)

Crystal Crown: Raises max HP, max MP, max AS, Strength, Speed, and Defense. Also enhances Magic. (+6, +4, +1, +3, +2, +2, +2)
Mamba negra

## Descripcion

muy potente y tienen a muchas personas asustadas, son rápidas y agresivas, atacan en un momento de previo aviso.

Estas serpientes miden aproximadamente unos 14 pies de largo, sin embargo, son delgadas, y poseen un peso de alrededor de 1,5 kilos, a pesar de ser delgadas son fuertes y rápidas.

Una persona puede confundirse por el nombre que tiene esta especie, sin embargo no son de color negro, si no de color gris, verde o amarillo, el color dependerá del entorno natural en que se encuentren, se combinan para encontrar presas, este camuflaje les ayuda a reducir las

    posibilidades de ser notadas por varios depredadores.

El color dentro de su boca es negro y esto es muy especial para cualquier especie de la serpiente, muchas personas piensan que estas serpientes son malas debido a estas caracteristicas particulares, es un mito que ha pasado en muchas culturas durante cientos de años, estas serpiente en particular son capaces de moverse a una velocidad de hasta 12 kilómetros por horas cuando recorren largas distancias.

## Comportamiento

A pesar de que son agresivas tienen la oportunidad de correr cuando pueden, son rápidas y si están acorraladas pueden ser muy peligrosas, ponen huevos a su alrededor, si se agitan  golpean el suelo. Cuando se mueven rápidamente despegan un tercio de su cuerpo de la tierra, ver esto es realmente sorprendente.

El comportamiento de esta especie de serpientes es desconocido. Debido a su velocidad y a que siempre están escondidas, los expertos no conocen dicho comportamiento, se sabe que silban y abren la boca cuando se sienten amenazadas.
Cuando muerden lo harán en forma consecutiva, por eso es que son tan peligrosas para los humanos, pueden atacar rápidamente antes de que un ser humano las vea, sacan la lengua de la boca para saber lo que está ocurriendo a su alrededor, liberan gran cantidad de veneno cuando muerden.
Chirp Learns to Fly

Chirp Learns to Fly is an episode of the Timbuctoo show.

## Plot

Chirp, like most birds, lives high up in a tree, but unlike most birds, he can't fly, which is a serious problem. He decides to go ask Oink how to fly. Before he goes, he meets Worm, who tells Chirp that all he needs to do is flap around. "I'm sure you're supposed to flap something, anyway," he adds. On his way to Oink's pig pen , Chirp meets Trumpet and Snap, asking each of them what they would flap if they were him and wanted to fly. Trumpet says he'd flap his trunk, and Snap says he'd flap his teeth. Neither one helps Chirp very much, since Chirp doesn't have a trunk or teeth (being a bird). Eventually, Chirp arrives at Oink's house and explains the problem. Chirp and Oink go back to Featherbed Cottage, Chirp's house, to practice. Oink suggests that Chirp flap his legs. It doesn't work. Oink then suggests that Chirp flap his ears. But Chirp doesn't have any ears. Oink decides to go home and think about what Chirp should flap, while Chirp goes home and cries. The next morning, Oink shows up at Chirp's house and tells Chirp he knows what Chirp is supposed to flap so he can fly. Chirp is so excited he's waving his arms and jumping up and down. Chirp then falls off the tree branch he's standing on, but because he's still flapping his arms in excitement, he's flying! Oink then suggests Chirp flap his beak. Chirp gives it a try, but he stops waving his arms. And because he stopped waving his arms, he falls to the ground. He tells Oink that flapping his arms seems to work better.

## Characters

This is a list of characters who appear in this episode.

* Chirp
* Worm
* Trumpet
* Snap
* Oink
Recommendations

I would like additions to what-if characters such as all Saiyans having all Saiyan forms from ssj 1-4 being in general.

Namekians have "Super Namekian" aspects and up to the new Namekian form in Dragon Ball Super Hero.

Humans gain Kaioken skills and have an "Unleashed" Evolution.

Fusions with Special Characters of choice.

Namekians can fuse all together from Piccolo, Nail, and Dmn King Piccolo.

Buu Absorbing stats and maybe some appearance change.

Super Saiyan 4 forms can gain Limit-Breaking Form with God Stone would be cool, also maybe adding God Stones around or even making it clear they should be for your favored character(s).

Ape Tails and God Stones should have a single item or two obtainable before the "Elite Four" story for personal development. (Optional)

All Golden Apes from their original form can be the ascension to ssj4, catching a random Ape then going ssj would be cool to reveal the type of character achieved/caught.

All additional characters may be given an evolution from imagination, like Pikkon having a secret form, or Tapion synthesizes Hirudegon, maybe even saibamen can fuse and or have an additional form. (Biomen as well)
Hoot

## Story

Hoot is a sort of owl, and he lives in a house on the branch of a tree in the middle of the woods. Being an owl, he thinks he's extremely wise, but he isn't really. Everyone came to Hoot's house when they wanted to know something, and Hoot always pretends to know the answer, even though he doesn't. When Meow asks him why the grass is green, Hoot says that if the grass wasn't green, it would be red and look very silly. When Woof asks him why the rain comes downwards, Hoot says that if it didn't, it would go upwards and people's umbrellas wouldn't work. When Croak asks him why trees can't talk, Hoot says that if trees could talk, the woods would be a very noisy place for him to live. Meanwhile, in a hole halfway up Hoot's tree, Squeak is sitting, saying to himself, "Silly old Hoot! He doesn't know anything about anything. I'll give him something to think about!" He starts talking in a loud, deep voice, making it sound as if the tree is talking. Hoot, confused, goes back into his house, feeling not as wise as he once thought. Squeak pops out of his hole and tells Meow, Woof, and Croak that in the future, if they want to know anything, they should ask him. Woof asks Squeak why the sky is blue, and Squeak says he has no idea.

## List of characters

A list of other characters that appear in this book.

* Meow
* Woof
* Croak
* Squeak

## Other appearances

Other appearances made by the title character.

* Buzz
* Squawk

## International Publications

* Oehoe (Dutch)
* Κουκουβα (Koukouva) (Greek)

## Trivia

In the Greek dub, Hoot is a female and is called "Η Κουκουβα" (pronounced "Eeh Koo Koo Vah").

## Counterparts

* Mr. Clever (Mr. Men, both of them are smart yet overestimate how intelligent they are)
* Owl (Winnie the Pooh, both are owls)
* Clockwerk (Sly Cooper, both are owls)
* Owl (The Animals Of Farthing Wood, both are owls)
* Old Brown (The World Of Peter Rabbit and Friends, both are owls)
* Hedwig (Harry Potter, both are owls)
* Mr. Owl (Franklin, both are owls)
SSJ Vegeta

Type
 Catch Rate
 Held Items
 Evolves from
 Evolves into
 Abilities
 Location(s)

* SSJ Vegeta → Majin Vegeta (36) → SSJ4 Vegeta (Ape Tail)
* SSJ Vegeta → SSJ Gogeta (Metamoran fusion w/ SSJ Goku) → SSJ4 Gogeta (Ape Tail)
* SSJ Vegeta → Majin Vegeta (36) → Baby Vegeta (Fusion w/ Baby) → Golden Ape Baby (Moon Stone)
* SSJ Vegeta → Majin Vegeta (36) → SSG Vegeta (God Stone) → SSB Vegeta (55) → SSBE Vegeta (60)

If your starter is Vegeta, you can catch an SSG Vegeta (Lvl 50) in the wild post-game (after beating the Dragon League).

You cannot currently Potara fuse SSJ Vegeta and SSJ Goku for SSJ Vegeto.

The following forms for Vegeta are not included in the game:

* SSJ Grade 2 (Ascended SSJ)
* Non-Majin Super Saiyan 2

#### **Moves Learned**

Moves Vegeta starts to learn from SSJ Form:

* Energy Ball (10)
* Big Bang (20)

Moves Vegeta only learns in SSJ Form:

* Wrath (7)
* Boost (23)

This is the only form where Vegeta does not learn Energy Punch.

### **Update History**

**Version 7:**

* **New Evolution:**SSB Vegeta → SSBE Vegeta

**Version 6:**

* **New Evolution:**Baby Vegeta → G-Ape Baby using an Ape Tail
* **New Fusion Capability:** Majin Vegeta + Baby → Baby Vegeta
* **New Fusion Capability:**SSJ Vegeta + SSJ Goku → SSJ Gogeta (Metamoran fusion)
* **New Fusion Capability:**SSJ4 Vegeta + SSJ4 Goku → SSJ4 Gogeta (Metamoran fusion)
* **New Fusion Capability:**SSB Vegeta + SSB Goku → SSB Vegeto (Potara fusion)

**Version 4:**

* **New** **Evolution:**Majin Vegeta → SSG Vegeta using a God Stone
* **New Evolution Link:**SSG Vegeta → SSB Vegeta
SSBE Vegeta

Type
 Catch Rate
 Held Items
 Evolves from
 Evolves into
 Abilities
 Location(s)

This form is in both the DBS anime and manga, but they are somewhat different.

#### **Evolutions**

SSBE Vegeta does not evolve any further. There are two ways to unlock this fighter:

1. Vegeta → SSJ Vegeta → Majin Vegeta → SSG Vegeta (via God Stone) → SSB Vegeta → SSBE Vegeta
2. If Vegeta was your starter: catch an SSG Vegeta (Lvl 50) and evolve it to SSB Vegeta then SSBE Vegeta.

#### **Moves Learned**

SSBE Vegeta's moveset is identical to SSB Vegeta's.

Moves Vegeta only learns in SSB/SSBE form:

* Final Cannon (55)
* Full Power (60)

God Vegeta doesn't have too impressive of a final moveset, but the best moveset can be obtained via the following:

1. Learn Energy Punch (45) with Majin Vegeta and evolve it with a God Stone before Lvl 50.
2. Learn God Fist (50) with SSG Vegeta and evolve it to SSB Vegeta at Lvl 55.
3. Learn Final Cannon (55) with SSB Vegeta.
4. The last move can be Final Flash or Big Bang.
	* If you catch SSG Vegeta (Lvl 50) in the wild, he'll already have Big Bang.

#### **Update History**

**Version 8:**

* Renamed from SSB2 Vegeta to SSBE Vegeta
* **Stats Changed:**
	+ HP: 130 → 103
	+ ATK: 138 → 115
	+ DEF: 133 → 108
	+ SP. ATK: 142 → 118
	+ SP. DEF: 137 → 113
	+ SPD: 150 → 123
	+ **TOT: 830 → 680**
* **Move Change:** Final Cannon power dropped: 200 → 170

**Version 7:**

* ***Fighter was added to the game.***
Cumber

Type
 Catch Rate
 Held Items
 Evolves from
 Evolves into
 Abilities
 Location(s)

This character is exclusive to Super Dragon Ball Heroes.

* Cumber → SSJ Cumber (22) → Ape Cumber (Moon Stone)

* Pursuit (18)
* Disaster Claw (35)
* Disaster Ball (45)

Base Cumber is also tied with SSJ Goku, Perfect Cell, and Super Janemba for having the most moves (12 in total).

#### **Update History**

**Version 8:**

* ***Fighter was added to the game.***
Null Realm

The Null Realm is a location not on the map, it can only be reached after defeating or capturing Whis on Birth Island. After your battle with Whis, the Daishinkan will appear and invite you in. If you decline, the cube of the gods will be on Birth Island, and interacting with it will teleport you to the Null Realm

After entering the Null Realm you will be in an arena with Jiren, and the Daishinkan and Zeno waiting on the top. **HIGHLY RECOMMENDED THAT YOU SAVE BEFORE TALKING TO DAISHINKAN**(the battles that follow do not allow for healing etc, and you only get **ONE** try on these).

All fights in the Null Realm are lvl 70+ so bring your strongest fighters, and A LOT of ultra capsules(if you saved your golden capsule this might be where to use it).

## Battle order

* Jiren (lvl70)
* Champa (lvl70)
* Vados (lvl75)
* Daishinkan (lvl80)

**(You can save after this battle)**

After this battle, Zeno summons Super Shenron and he grants you one wish(golden capsule, god stone or 2 potara). After choosing your reward, you will battle Super Shenron

* Super Shenron (lvl70)

Zeno then asks if you want to fight him(you CAN SAY NO HERE AND SAVE)

* Zeno (lvl 80)

After either defeating or capturing Zeno the Null Realm is empty
SSB Vegetto

Type
 Catch Rate
 Held Items
 Evolves from
 Evolves into
 Abilities
 Location(s)

#### **Update History**

**Version 8:**

* **Stats Changed:**
	+ HP: 130 → 115
	+ ATK: 143 → 120
	+ DEF: 142 → 112
	+ SP. ATK: 157 → 125
	+ SP. DEF: 148 → 110
	+ SPD: 140 → 118
	+ **TOT: 860 → 700**
	+ **EVs:**
		- ATK: 0 → 2
		- SP. ATK: 3 → 2
		- SP. DEF: 2 → 0
		- SPD: 0 → 1
		- **TOT: 5 → 5**
* **Move Change:** Big Bang Kamehameha power dropped: 250 → 180
* **Move Change:** Final Kamehameha power dropped: 250 → 180

**Version 6:**

* **New Fusion Link:** SSB Goku + SSB Vegeta → SSB Vegetto (Potara fusion)

**Version 4:**

* ***Fighter was added to the game.***
Fire God Slayer

A magic with the sole intent of killing Fire Gods. The user of this magic is immune to and able to eat fire elemental attacks. This magic focuses on dealing wide spread aoe fire damage and burn damage over time.

## Skills

### Flame God's Shattering Fist (Level 5): 25 SP

The user coats a part of their body or weapon in black flames and strike at a single target. (40 damage + Strength, and Physical Weapon)

MP Enhanced: 35 MP

Hit a second time for half damage.

### Flame God's Igniting Wave (Level 7): 35 SP

The user sends a wave of black fire at a single target, igniting that target and leaving a burn effect on them. (20 Damage+Speed+Physical Weapon, 10 continuous burn damage for 3 turns.)

MP Enhanced: 40 MP

Increase burn damage (increased to 15)