Dragon Ball Z CCG FAQ/Walkthrough By:Darklance13 (c)2002 Patrick S. Howitt(pshowitt@hotmail.com) Version 2.0 Table Of Contents ******************* I)Gameplay Runthrough II)Battle Info III)Decks IV)Card List V)Secrets VI)Gameshark VII)Version History VIII)Contact Info IX)Credits X)Legal Junk I)Gameplay Runthrough *********************** 1.Characters ************ The DBZCCG for GBA features cards from the Frieza,Saiyan,Trunks,and Cell(personalitys only)Sagas.Plus cards exclusive to the Gameboy Advance. MPs *** Goku(Hero) Gohan(Hero) Trunks(Hero) Krillin(Hero) Nail (Hero) Piccolo(Hero and Villain) Vegeta(Hero and Villain) Guldo(Villain) Frieza(Villain) King Cold(Villain) Garlic Jr.(Villain) Cell (Villain) II)Battle Info ********************* Each oppenent plays a different deck.Here the opponents,the deck they play,and my choice deck(see deck chapter) 1.Krillin:Lv.1-3,68 card deck,Tokui-Waza:Orange,Mastery:Yes This is pretty much all energy so use physical attacks,and lots of energy defense. Deck Choice:Goku Deck 2.Nail:Lv.1-3,65 card deck,Tokui-Waza:Freestyle,Mastery:no Nail pretty much uses a little of everything.Be sure to use lots of cards that stop both energy and physical attacks. Deck Choice:Goku Deck 3.Guldo:Lv.1-3,52 card deck,Tokui-Waza:Freestyle,Mastery:no Guldo plays a very defensive game,he also uses some anti-anger cards.As a final note make sure to stop his card power.As it will do an attack and give him 2 extra cards. Deck Choice:Goku Deck 4.Gohan:Lv.1-4,71 card deck,Tokui-Waza:Freestyle,Mastery:no Gohan presents one of the first real challenges of the game.He almost immediatly goes up to his max MP Level.Try to use a lot of Anti- Anger cards.He will also use Chiaotzus Pshichic Halt which will stop you from doing anything,but defending. Deck Choice:Calm Down 5.Goku:Lv.1-3,64 card deck,Tokui Waza:Red,Mastery:Yes This is a tough but not impossible battle.You will most likely lose the first time you face him.Use the same strategy as Gohan. Deck Choice:Calm Down 6.Piccolo:Lv.1-4,74 card deck,Tokui-Waza:Namekian,Mastery:Yes Piccolo is VERY annoying,his mastery's power almost always gives him max PL.Use Energy attacks against him and BLOCK HIS POWER!It's an energy attack doing 6 life cards of damage. Deck Choice:Ow I died 7.Garlic Jr.:lv.1-4,74 card deck,Tokui Waza:Freestyle,Mastery:no He uses a lot of physical attacks.Just block them and make him peel off thoose cards.As a final note don't use energy attacks since his power reduces most energy attacks by 2 life cards. Deck Choice:Goku Deck 8.Vegeta:Lv.1-4,71card deck,Tokui-Waza:Saiyan,Mastery:Yes Try to keep Vegeta from getting to level 2.If he gets there then pray for a miracle.Otherwise just pound him into the dust.Also remember that he draws an extra card with his mastery power,and if that cards Saiyan style then you lose 4 power stages. Deck Choice:Calm Down 9.Trunks:Lv.1-4,68 card deck,Tokui-Waza:Freestyle,Matery:no This match is simple since Trunks has such a low power stage.also don't block his level 1 power as it should do nothing unless your PL is extremely low. Deck Choice:Goku Deck 10.Frieza:Lv.1-4,74 card deck?,Tokui-Waza:Black,Mastery:Yes Frieza just keeps on hitting you hard so try to play a defensive game.also remember that his mastery will allow him to do around 1-2 life cards with every attack. Deck choice:Ow I Died 11.King Cold:Lv.1-4,74 card deck?,Tokui-Waza:Blue,Mastery:? This fight is pretty tough,a good prep for Cell.Don't bother trying to win a MP victory it won't work since he always brings your anger down or knocks you down a level.He also will use his power to take 1 card from your hand and put it at the top of your life deck.I don't remember much else so your on your own. Deck Choice:Ow I died 12.Cell:Lv.1-5,66 card deck,Tokui Waza:Freestyle,Mastery:no This battle is HARD due to the fact that Cell cheats.He does'nt declare a Tokui-Waza,but still gets the extra effects that come from declaring a style.Luckily he does'nt get the +1 PUR and mastery benefits.He loves allies and drills so be sure to pack anti-ally and anti-drill cards. Deck Choice:Ow I Died III)Decks ********* Hers a list of decks that I made,and used to beat the game with Goku although any one will work with them.I only put the name you can see in the screen for the full name see the card section. 1.Goku Deck:Lv.1-3,75 card deck,Tokui- Waza:Freestyle,Mastery:no Collection Number/Card Name and # in deck ***************************************** 6/Orange Planet x3 28/Frieza Smiles x2 30/Yamcha's Skillful x3 35/Black Energy Stamina x1 37/Jeice's Style Drill x1 42/Hero Enraged x1 43/Blue Stance x1 48/Gohan's energy x3 50/Nappa's Physical x2 57/Black Arm Bar Drill x2 60/Earth Dragon Ball 1 63/Hidden Power Level x3 73/Battle Pausing x1 83/Burning Rage x1 103/Red Knee Strike x1 113/Black Knife Hand Strike x2 115/Black Side Kick x2 117/Black Turning kick x2 125/Mothers Touch x3 131/Power Up the Most x2 142/A Hero's Heart is Strong x1 144/Drills Are for the Weak x1 162/Orange Suprise Blast x1 163/Black Smoothness Drill x1 168/Black Defensive Aura x1 170/Black Finger Block x 2 175/Red Energy Shield x3 177/Spice Prepares An x1 180/Garlic Jr's Kyokaika x1 191/Black Hug Manuever x3 194/Frieza's Aura Shot x1 202/Frieza's Tail hold x1 215/REd Face Upheavel x1 218/Orange Resistance x1 223/Red Power Rush x3 224/Red Lightning Slash x1 225/Red Energy Blast x2 226/Red Eye Laser Assault x3 231/Trunks High Strike x2 233/Trunk's Energy Personality Personality Personality 331/Blue Foot Smash x2 *********************************************************************** 2.Calm Down:Lv.1-3,75 card deck,Tokui-Waza:Freestyle,Mastery:no Collection #/Card Name and # in deck *********************************************************************** 6/Orange Planet x3 7/Saiyan Concussion x1 30/Yamcha's Skillful x3 37/Jeice's Style Drill x1 42/Hero Enraged x1 44/Blue Energy Outburst x3 48/Gohan's Energy x3 60/Earth Dragon Ball 1 63/Hidden Power x3 73/Battle Pausing x3 83/Burning Rage x3 96/Senzu Bean x1 103/Red Knee Strike x3 116/ed Reverse Punch x3 123/Red Knife Hand x3 124/Red Palm Heel Strike x3 127/Saiyan Energy Defense x3 131/Power Up the Most x3 168/Black Defensive Aura x1 172/Black Defensive Burst x1 174/Red Gravity Drill x1 175/Red Energy Shield x1 180/Garlic Jr's Kyokaika x1 188/Blue Driving Face Off x3 191/Black hug Manuever x3 195/Krillin's Kamehameha x3 200/Captain Ginyu's x2 215/Red Face Upheavel x2 223/Red Power Rush x2 224/Red Lightning Slash x2 226/Red Eye Laser Assault x3 230/Trunks Slash x2 Personality Personality Personality ************************************************************************ 3.Ow I died:Lv.1-3,75 card deck,Tokui-Waza:Black,Mastery:no 22/Straining Defense x1 24/A Hospital Stay x1 28/Frieza Smiles x2 30/Yamcha's Skillful x3 35/Black Energy Stanima x1 37/Jeices Style Drill x1 39/Black Driving Leg x2 42/Hero enraged x1 48/Gohan's Energy x3 50/Nappa's Physical x2 57/Black Arm Bar Drill x1 60/Earth Dragon Ball 1 63/Hidden Power Level x3 73/Battle Pausing x1 80/Baba's Energy Blast x2 83/Burning Rage x2 87/Goku's Surprise x1 92/Gohan's Physical x3 95/The Untroubled Mind is x1 96/Senzu Bean x1 113/Black Knife Hand Strike x2 115/Black Side Kick x3 117/Black Turning Kick x2 125/Mothers Touch x3 131/Power Up the Most x3 141/Hero's Lucky Break x1 142/A Hero's Heart is x1 144/Drills are for the Weak x1 146/Don't You Just Hate x1 199/Gohan Spots the x1 154/Nail Takes Extra x1 163/Black Smoothness Drill x2 168/Black defensive Aura x1 169/Black Flying Kick x2 170/Black finger Blaock x2 172/Black Defensive burst x1 177/Spice Prepares an x1 180/Garlic Jr's Kyokaika x1 189/Chiatzu's Psychic x1 190/Black Head Strike x1 191/Black Hug Manuever x2 194/Frieza's Aura Shot x1 195/Krillin's Kamehameha x3 200/Captain Ginyu's x1 Personality Personality Personality ************************************************************************ IV)Card List ************ BY: Soren Kanzaki(soren_kanzaki@yahoo.com) Before we begin, a word about the way the game stores your card inventory. The cards are stored in memory in alternating bytes (don't have a clue what the empty bytes in-between are for) starting at memory address 2008f4e. Usually, the game will cap the number of copies of any individual card at 16. Legend: #: Card Name (Star Rating) [Number next to Star Rating] Type Description OR #: Card Name (Star Rating) [Number next to Star Rating] Personality Power / Constant Combat Power Lowest - Highest Power Rating; Power Rating Step (difference between power stages) Card Level, PUR Tokui-Waza types: = Red = Orange = Black = Blue = Namekian = Saiyan 1: Just Kidding (1) [127] Energy Combat Energy attack. If successful, also remove an opponent's drill of your choice from the game. Remove from the game after use. 2: No, Really Drill? (3) [128] Non-Combat As long as this card is in play, all Dragon Balls in play or brought into play lose their powers for the rest of the game: even if this card is discarded. 3: Good Advice (3) [129] Energy Combat Energy attack doing 8 life cards of damage. Lower opponent's anger 3 levels. Limit one per deck. Remove from the game after use. 4: The Luck of Trunks (5) [130] Energy Combat Energy attack doing 6 life cards of damage. Lower opponent's anger 2 levels. Limit one per deck. Remove from the game after use. 5: Trunks Makes Himself Clear (5) [131] Energy Combat Energy attack. Raise your anger 2 levels. Lower opponent's anger 2 levels. Limit one per deck. Remove from the game after use. 6: Orange Planet Destruction (1) [1] Energy Combat Energy attack doing 5 life cards of damage. Lower opponent's anger 1 level. 7: Saiyan Concussion Punch (1) [10] Energy Combat Saiyan Heritage only. Energy attack doing 5 life cards of damage. Lower opponent's anger 2 levels. 8: Kami As Your Ally (5) [100] Non-Combat All of your opponents search their discard piles and Life Decks for 'Kami Fades' and remove them from the game. Remove from the game after use. 9: Hero Teamwork Drill (5) [101] Non-Combat Heroes only. Opponents can play only 1 Dragon Ball on their turn. 10: Villain's Teamwork Drill (5) [102] Non-Combat Villains only. Opponents can play only 1 Dragon Ball on their turn. 11: Yamcha's Good Wishes (5) [108] Non-Combat Stops a physical attack and stops all physical attacks for the remainder of Combat. Remove from the game after use. 12: Kami Fades (5) [113] Non-Combat Remove all Earth Dragon Balls in play and in all Life Decks from the game. 13: Piccolo's Stomp (5) [115] Energy Combat Heroes only. Energy attack doing 5 life cards of damage. This attack cannot be stopped, prevented, or redirected by Main Personality Powers. If 'Piccolo's Flight' is in play, it does 7 life cards of damage instead. 14: The Plan (5) [118] Non-Combat All opponents must discard their allies in play. Remove from the game after use. 15: Mommy's Coming Dear (5) [119] Non-Combat Heroes only. Stops all attacks for the remainder of Combat. Remove from the game after use. Limit one per deck. If 'Dragon Ball 7' is in play, discard this card, instead of removing it from the game. 16: Bulma's Scouter (5) [120] Non-Combat Heroes only. Pick a Dragon Ball from your Life Deck and play it. Remove from the game after use. Limit one per deck. 17: Empowerment! (1) [13] Non-Combat Heroes only. Raise your anger 1 level. If your Main Personality is Piccolo or Nail, raise your anger 2 levels instead. Remove from the game after use. 18: Tien's Jolting Aura (1) [16] Energy Combat Heroes only. Energy attack. If Tien is in play anywhere, you may draw another card. 19: Vegeta's Jolting Slash (1) [17] Energy Combat Energy attack. Stop all physical attacks performed against villains for the remainder of Combat. Lower your opponent's anger 2 levels. Remove from the game after use. 20: Saiyan Concentration (1) [18] Non-Combat Saiyan Heritage only. Remove opponent's drill card from the game. Lower opponent's anger 2 levels. 21: Orange Kamehameha Attack (1) [2] Energy Combat Energy attack doing 6 life cards of damage. Lower opponent's anger 1 level. 22: Straining Defense Move (1) [23] Combat For every 2 of your life cards that you now remove from the game, you may remove from the game 1 opponent drill of your choice. 23: Straining Focusing Move (1) [25] Energy Combat Stops all energy attacks for the rest of this combat. Costs 2 life cards to use. 24: A Hospital Stay (1) [26] Non-Combat Power up your main personality to its highest stage. Raise your anger 1 level. Remove from the game after use. Limit one per deck. 25: Orange Thumbs Up (1) [27] Energy Combat Stops an opponent's energy attack. Lower opponent's anger 1 level. 26: Orange Fist Detonation (1) [28] Physical Combat Stops an opponent's physical attack. Lower opponent's anger 1 level. 27: Time is a Warrior's Tool (1) [30] Combat Stops all attacks from an opponent in this combat. Limit one per deck. 28: Frieza Smiles (3) [49] Combat Stops all energy attacks, or stops all physical attacks for the remainder of Combat, if you played as your first card this Combat. 29: Goku's Energy Absorption (3) [54] Energy Combat Stops an energy attack. Take two cards from your discard pile and put them at the bottom of your life card deck. Limit one per deck. Remove from the game after use. 30: Yamcha's Skillful Defense (3) [59] Energy Combat Stops a physical or energy attack. Remove from the game after use. 31: Yajirobe's Gifting Drill (3) [63] Non-Combat All attacks performed against you do 1 less power stage or 1 less life card of damage. 32: Orange Destruction Drill (3) [67] Non-Combat At the beginning of every turn, discard 1 opponent's non-combat/non- Dragon Ball card in play. Limit one per deck. 33: Black Zarbon Transformation Drill (3) [68] Non-Combat Increases your power up rating by 1. 34: Blue Allies Drill (3) [70] Non-Combat Search your life deck for 1 level-one ally and place it in your hand after every successful physical attack against an opponent you make. 35: Black Energy Stamina Drill (3) [72] Non-Combat All of your energy attacks cost 1 power stage for you to perform. 36: Red Implosion Drill (3) [73] Non-Combat Do +2 life cards of damage with each successful energy attack. 37: Jeice's Style Drill (3) [75] Non-Combat Stops the first energy attack made against you in a combat. 38: Dende Healing Drill (3) [77] Non-Combat Increases your power up rating [PUR] by 3 when Dende is anywhere in play. 39: Black Driving Leg Thrust (3) [84] Physical Combat Physical attack doing 4 life cards of damage. (Do not consult the Physical Attack Table.) 40: Straining Neck Move (3) [86] Physical Combat Physical attack costing 1 life card to use. If successful, also discard all of the opponent's drill cards on the table. 41: Krillin's Concentration (3) [87] Non-Combat Search your life deck for 1 combat card and put it into your hand. 42: Hero Enraged! (3) [88] Non-Combat Heroes only. Raise your anger 2 levels. Take any 2 cards from your discard pile and place them at the bottom of your deck. Remove from the game after use. Limit one per deck. 43: Blue Stance (5) [98] Energy Combat Energy attack doing 5 life cards of damage. Raise your anger 2 levels. Lower opponent's anger 1 level. 44: Blue Energy Outburst (5) [99] Energy Combat Energy attack doing 5 life cards of damage. Raise your anger 1 level. Lower opponent's anger 2 levels. 45: Vegeta's Surprise Defense (3) [100] Combat Stop one physical attack or energy attack from doing any damage. Discard this card from game after one use. 46: Blue Forward Foot Sweep (1) [11] Physical Combat Physical attack doing +4 stages of damage. If successful, this attack stops any energy attack from an opponent in his next phase. Lower foe's anger level 1. 47: Piccolo's Physical Defense (3) [110] Physical Combat Stops a successful physical attack from doing damage and raises Piccolo's power rating by 4, up to his maximum stage. 48: Gohan's Energy Defense (3) [111] Energy Combat Stops an energy attack. Raise your anger 1 level. 49: Nappa's Energy Aura (3) [120] Energy Combat Stops an energy attack, and stop all energy attacks performed against you for the remainder of Combat. Remove from the game after use. 50: Nappa's Physical Resistance (3) [121] Physical Combat Stops a physical attack, and stop all physical attacks performed against you for the remainder of Combat. Remove from the game after use. 51: Orange Lifting Drill (3) [126] Non-Combat Once per Combat, in place of an attack, during your turn, discard all of your opponents' Drills. Limit one per deck. 52: Red Knee Pick Drill (3) [128] Non-Combat When entering Combat as the attacker, you may draw a card. 53: Blue Round Throw (1) [13] Physical Combat Physical attack doing +5 stages of damage if successful or stops an energy attack. Lower foe's anger level by 1. 54: Black Bear Hug Drill (3) [131] Non-Combat All of your physical attacks do +2 power stages of damage. 55: Orange Standing Fist Punch (1) [1] Physical Combat Physical Attack. Raise card user's anger level 1. 56: Orange Off-Balancing Drill (3) [134] Non-Combat Stop the first physical attack made on you in a combat. 57: Black Arm Bar Drill (3) [135] Non-Combat Stops the first energy attack made on you in a combat. Can't be used with any Orange drills in play anywhere on the table. 58: Blue Cradle Drill (3) [138] Non-Combat For every life card you lose in combat, your foe loses 1 power stage, down to [0]. 59: Red Coordination Drill (3) [144] Non-Combat When entering Combat as the defender, you may also draw a card. 60: Earth Dragon Ball 1 (1) [15] Non-Combat Instantly power up to full and draw a card. 61: Orange Joint Restraint Drill (3) [151] Non-Combat All of your physical attacks do +4 power stages of damage. 62: Earth Dragon Ball 2 (1) [16] Non-Combat All foes have their power ratings changed to 2 stages higher than 0. 63: Hidden Power Level (1) [17] Physical Combat Physical attack. Raise your Main Personality to its highest power stage. 64: Earth Dragon Ball 6 (5) [186] Non-Combat This card ends a combat and the user is powered up to full. Shift all opponent's anger levels down 2. 65: Earth Dragon Ball 7 (5) [187] Non-Combat Play this card during combat to end the battle. Pick 3 cards out of your discard pile and place them at the top of your life deck. All opponent's anger levels shift down 2. 66: Earth Dragon Ball Capture (5) [188] Combat Capture an opponent's Dragon Ball. 67: Enraged! (5) [190] Non-Combat Increase your anger level by 2. Select 2 cards from your discard pile and place them at the bottom of your life deck. Discard this card from the game after one use. 68: Saiyan Battle Terms (5) [197] Non-Combat Remove a Non-Combat Card or ally from in front of another player from the game. Discard this card from the game after use. 69: Saiyan Appraisal Maneuver (5) [198] Non-Combat Remove from the game all copies of 1 randomly selected Non-Combat card from your opponent's Life Deck. Discard this card from the game after use. 70: Saiyan Pressure Punch (1) [20] Physical Combat Saiyan Heritage only. Physical Attack doing +3 stages of physical damage if successful. 71: Goku's Lucky Break (5) [202] Non-Combat Search your Life Deck for any 1 Dragon Ball, and put it into play. 72: Saiyan Truce Card (5) [203] Combat Stops this combat. The turn ends, and the player may hold all his extra cards until his next turn. Discard from the game after use. 73: Battle Pausing (5) [204] Combat Draw the top 2 cards from your discard pile. Your opponent's Main Personality gains 5 power stages. Remove from game after use. 74: Terrible Wounds (50) [208] Non-Combat Place this on a foe's personality card. Reset the personality's anger to [0]. It cannot go up until after he forces another player to discard a life card. Discard this from the game after use. Limit one per deck. 75: Raditz Flying Kick (5) [210] Physical Combat Physical attack doing triple the usual damage if successful. 76: Piccolo's Flight (5) [212] Non-Combat Stops a successful physical or energy attack. 77: Krillin's Drill (5) [215] Non-Combat Does an extra life card of damage with each successful attack. 78: Unexpected Allies (5) [218] Combat Search your Life Deck or discard pile for an ally and put in into play at its highest power stage. 79: Vegeta's Quickness Drill (5) [221] Non-Combat At the beginning of each combat, draw 1 card from the bottom of the discard pile to use. 80: Baba's Energy Blast (5) [225] Non-Combat Your opponent discards 3 cards from his Life Deck. Remove from the game after use. 81: Vegeta's Plans (5) [228] Non-Combat Get a Dragon Ball card from the life deck and put it into play. Remove from game after one use. 82: Ally Wins! (5) [229] Combat Your opponent discards one life card for every ally you have in play. Remove from the game after use. 83: Burning Rage! (1) [23] Non-Combat Increase your anger level by 2. Take the bottom 2 cards of your discard pile and place them at the bottom of your life deck. Discard this card from the game after use. 84: Orange Focusing Drill (5) [234] Non-Combat All of your other Drills may not be discarded or removed from the game while this Drill is in play. 85: Goku's Capturing Drill (5) [237] Non-Combat Your Dragon Balls may not be captured while this Drill is in play. 86: King Kai's Calming (5) [238] Non-Combat Use when needed at the end of any turn. If your opponent's Main Personality is at Level 3, lower his Main Personality one personality level. Limit one per deck. 87: Goku's Surprise Attack (1) [24] Physical Combat Physical attack doing 5 power stages of damage. 88: Goku's Truce (6) [247] Combat Stops a successful energy or physical attack. 89: Goku's Plan (6) [248] Energy Combat Energy attack doing 5 life cards of damage for no power cost. 90: Medic Kit (6) [249] Non-Combat Place the top 3 discard cards at the bottom of the life card deck. Limit one per deck. 91: Goku's Physical Attack (1) [25] Physical Combat Physical attack, plus draw the bottom card from the discard pile into your hand. If used by Goku, it stays on the table to be used one more time in combat. Remove from game after use. 92: Gohan's Physical Attack (1) [26] Physical Combat Physical attack. Gohan gains 1 anger level. Increases Gohan's power rating by 5 stages. 93: Tien's Physical Attack (1) [27] Physical Combat Physical attack doing 5 life card draws if successful. 94: Vegeta's Physical Stance (1) [28] Physical Combat Stops a physical attack, and stop all physical attacks performed against you for the remainder of Combat. Remove from the game after use. 95: The Untroubled Mind is Focused (1) [32] Non-Combat Remove someone else's drill card or ally from the game. Discard this card from the game after use. 96: Senzu Bean (1) [43] Non-Combat When you place this card in play, immediately raise your Main Personality to its highest power stage. Remove from the game after use. 97: Goku Anger Attack (1) [46] Physical Combat This physical attack does double the normal damage if successful. 98: Orange Wrist Flex Takedown (1) [49] Physical Combat Stops the foes' physical attack played this round. Raise card user's anger level 1. 99: Orange Arm Bar (1) [5] Physical Combat Physical attack doing +3 stages of damage if successful. Raise card user's anger level 1. 100: Orange Shoulder Throw (1) [50] Physical Combat Stops an opponent's physical attack this round. Raise card user's anger level 1. 101: Orange Neck Restraints (1) [52] Energy Combat Stops an opponent's energy attack. Foe's anger level decreases by 1. 102: Orange Holding After Takedown (1) [53] Physical Combat Stops opponent's physical attack this round. Foe's anger level decreases by 1. 103: Red Knee Strike (1) [54] Physical Combat Stops the foe's physical attack. Raise card user's anger level 1. 104: Red Side Kick (1) [56] Energy Combat Stop foe's energy attack this round. 105: Red Back Kick (1) [58] Physical Combat Physical attack doing +3 stages of damage if successful. Stops all energy attacks for the rest of this combat. Foe's anger level decreases by 1. 106: Blue Big Outside Drop (1) [59] Physical Combat Stops a physical attack. Raise card user's anger level 1. 107: Blue One-Arm Shoulder Throw (1) [60] Physical Combat Stops the foe's physical attack. Lower foe's anger level 1. 108: Blue Body Drop Throw (3) [61] Physical Combat Stops a physical attack. Lower foe's anger level by 1. 109: Blue Inner Leg Throw (3) [62] Physical Combat Stops a physical attack. Lower foe's anger level by 1. 110: Blue Big Whirl Throw (3) [63] Energy Combat Stops an energy attack. Lower foe's anger level by 1. 111: Blue Ground Holding (3) [64] Physical Combat Stops a physical attack. Lower foe's anger level by 1. 112: Black Fore Fist Punch (3) [65] Energy Combat Energy attack doing 6 life cards of damage. If successful, your opponent loses 3 power stages, to a minimum of 0. 113: Black Knife Hand Strike (3) [66] Energy Combat Energy attack doing 4 life cards draws of damage or stopping any energy attack. 114: Black Elbow Strike (3) [67] Physical Combat Stops a foe's physical attack. Raise card user's anger level 1. 115: Black Side Kick (3) [69] Physical Combat Stops a foe's physical attack. Raise card user's anger level 2. 116: Red Reverse Punch (1) [7] Physical Combat Physical attack doing +3 stages of damage if successful. Raise card user's anger level 1. 117: Black Turning Kick (3) [70] Energy Combat Energy attack doing 5 life card draws of damage or stops a physical attack. Raise card user's anger level 1. 118: Black Axe Heel Kick (3) [72] Energy Combat Stops a foe's energy attack. Raise card user's anger level 1. 119: Black Rear Spin Kick (3) [73] Energy Combat Stops a foe's energy attack. Raise card user's anger level 1. 120: Earth Dragon Ball 3 (3) [75] Non-Combat Draw 3 cards and then place the top card of your discard pile at the bottom of your Life Deck. 121: Earth Dragon Ball 4 (3) [76] Non-Combat End the very next combat you are forced into before you sustain damage. Your anger level increases 2. 122: Earth Dragon Ball 5 (3) [77] Non-Combat Raise any one of your Personalities to its highest power stage. Raise your anger 2 levels. Draw 2 cards. Then place the top 2 cards of your discard pile at the bottom of your Life Deck. 123: Red Knife Hand (1) [8] Physical Combat Physical attack doing +3 stages of damage if successful. Raise card user's anger level 1. 124: Red Palm Heel Strike (1) [9] Physical Combat Physical attack doing +3 stages of damage if successful. Raise card user's anger level 1. 125: Mother's Touch (3) [90] Combat Stops a physical or energy attack. Remove from the game after use. 126: Saiyan Energy Throw (3) [91] Energy Combat Saiyan Heritage only. Creates an energy attack doing 7 life card draws at a cost of 4 stages of power drain. Discard from the game after use. 127: Saiyan Energy Defense (3) [92] Energy Combat Saiyan Heritage only. Stops an energy attack. 128: Saiyan Mental Energy Attack (3) [93] Energy Combat Saiyan Heritage only. Creates an energy attack inflicting 6 life card draws. 129: Saiyan Energy Aura (3) [95] Energy Combat Saiyan Heritage only. Stops an energy attack and stops your opponent's energy attack during his next Attacker Attacks phase. 130: Saiyan Sweeping Defense (3) [96] Physical Combat Saiyan Heritage only. Stops a physical attack and stops your opponent's physical attack during his next Attacker Attacks phase. 131: Power Up the Most! (3) [98] Non-Combat Powers up to the personality's highest stage. Select 2 discarded cards and place them at the bottom of your life deck. 132: Blazing Anger! (3) [99] Non-Combat Increase your anger level by 2. Take the top 2 cards from your discard pile and place them at the bottom of your life deck. 133: Orange Energy Blast (1) [1] Energy Combat Energy attack doing 5 life cards damage. 134: Namekian Wrist Grab (1) [26] Physical Combat Piccolo and Nail only. Physical attack doing 6 life cards of damage. Costs 2 power stages to perform. 135: Roshi's Calming (5) [239] Non-Combat Use when needed at the end of any turn. If your opponent's Main Personality is at Level 2, lower his Main Personality one personality level. Limit one per deck. 136: Goku's Training (3) [60] Physical Combat Physical attack doing +2 power stages of damage. If successful, draw the bottom card from your discard pile. Remove from the game after use. 137: Earth Dragon Ball Combat (5) [115] Physical Combat Physical attack. If successful, also capture any Earth Dragon Ball from your opponent. Limit 2 per deck. Remove from the game after use. 138: Black Water Confusion Drill (1) [30] Non-Combat No Dragon Balls can be played while this Drill is in play. Limit one per deck. This card is not considered a Black fighting style card. 139: Frieza's Featherlight Touch (5) [117] Non-Combat Villains only. Capture an opponent's Dragon Ball. Remove from the game after use. Limit one per deck. 140: What Was I Thinking? (5) [118] Non-Combat When entering Combat as the defender, search your Life Deck for an ally and put it into play at its highest power stage. This ally takes control of this Combat. 141: Hero's Lucky Break (5) [119] Non-Combat Name a Non-Combat/non-Dragon Ball card. Search your Life Deck for a copy of that card and put it into play. Limit one per deck. 142: A Hero's Heart Is Strong (5) [121] Non-Combat All players remove all cards in their discard pile from the game. Remove from the after use. 143: An Amusing Trick (5) [122] Non-Combat Villains only. Place all opponent's allies at the bottom of their Life Decks. Raise any personality to its highest power. 144: Drills Are For The Weak (5) [123] Combat Discard all opponent's Drills in play. Remove from the game after use. Limit one per deck. 145: Hero's Way (5) [124] Non-Combat At the beginning of each player's next turn, that player searches his discard pile for all allies and put them into his hand. 146: Don't You Just Hate That (5) [125] Non-Combat Remove two of your opponent's Non-Combat/non-Dragon Ball cards in play from the game. Remove from the game after use. Limit one per deck. 147: Vegeta Scans The City (5) [126] Non-Combat Lower any opponent's Main Personality that is level 2 or higher by 1 level. This can be used when needed to stop a Most Power Personality victory. Remove from the game after use. Limit one per deck. 148: Goku's Battle Ready (5) [127] Physical Combat Physical attack doing 7 power stages of damage. Your opponent cannot take life cards of damage from this attack. Lower opponent's anger to 0. 149: Gohan Spots The Imposter Drill (5) [128] Non-Combat Choose an opponent. This opponent may not play any allies while this Drill is in play. Limit one per deck. 150: Piccolo and Heroes Gather (5) [129] Non-Combat Discard 2 cards, then search your Life Deck for 2 Combat cards, show them to your opponent, and place them in your hand. 151: Orange Power Shifting Drill (1) [13] Non-Combat When you perform an energy attack, you may choose for it to do the same amount of power stages of damage to any personality, instead of dealing life cards of damage. 152: Krillin's Heat Seeking Blast (5) [130] Energy Combat Energy attack. This attack cannot be stopped or prevented. Remove from the game after use. 153: Chi-Chi Searches (5) [131] Physical Combat Physical attack. If successful also search your discard pile and Life Deck for any ally and put it into play at 6 power stages above 0. 154: Nail Takes Extra Effort (5) [132] Non-Combat Use at the beginning of your Combat Step. For the remainder of Combat all of your physical attacks do +1 power stage of damage for every Earth Dragon Ball in play. Remove from the game after use. 155: Roshi's Thoughts (5) [133] Non-Combat Put the top 2 cards of your discard pile at the bottom of your Life Deck. Take the top 2 cards of your opponent's discard pile and remove them from the game. 156: King Kai's Thoughts (5) [134] Non-Combat Heroes only. For the remainder of this Combat all successful physical attacks performed by your Main Personality do +3 power stages of damage. Remove from the game after use. 157: Earth Dragon Ball Wish (5) [135] Non-Combat Ends Combat. Choose any 3 cards from your discard pile and shuffle them back into your Life Deck. Remove from the game after use. Limit one per deck. 158: Blue Betrayal (3) [54] Physical Combat Physical attack. If you declared a Tokui-Waza, remove an opponent's Non- Combat or Ally in play from the game. 159: Nail's Combat Drill (5) [137] Non-Combat Piccolo and Nail only. After receiving damage from a successful attack performed against you, your Main Personality gains 1 power stage for every life card of damage you received. 160: Orange Energy Dan Drill (5) [138] Non-Combat Once per Combat, after you perform a successful energy attack, search through the defender's Life Deck for any card and discard it. 161: Orange Junction Energy Blast (5) [139] Energy Combat Energy attack. This attack does +1 life card of damage for each ally that you have in play. 162: Orange Surprise Blast (1) [14] Energy Combat Energy attack. If successful, you may remove one of the defender's Drills in play from the game. Remove from the game after use. 163: Black Smoothness Drill (5) [140] Non-Combat You may now keep up to 2 cards in your hand at the end of each turn. 164: Black Physical Focus (5) [141] Physical Combat Physical attack. When you perform this attack, pay any amount of power stages from your Main Personality. For each power stage paid, do +1 power stage of damage. 165: Red Evasion Drill (5) [142] Non-Combat When this Drill comes into play, choose an opponent. While this Drill is in play, all energy attacks cost +1 power stage for this opponent to perform. 166: Red King Cold Observation (5) [143] Combat Your Main Personality pays 5 power stages to discard all allies and Non- Combat/non-Dragon Ball cards from play. Lower you Main Personality's power stage to 0. Raise your anger 1 level. Limit one per deck. 167: Orange Straight Jab (1) [16] Physical Combat Physical attack doing +4 power stages of damage. Costs 1 power stage to perform. 168: Black Defensive Aura (1) [17] Combat Stops an opponent's physical or energy attack. Costs 1 power stage to perform. 169: Black Flying Kick (1) [18] Physical Combat Physical attack doing +2 power stages of damage. Remove the top 3 cards in your opponent's discard pile from the game. 170: Black Finger Block (1) [19] Physical Combat Stops an opponent's physical attack. Your Main Personality gains 3 power stages. 171: Red Kienzan Discs (1) [2] Energy Combat Energy attack. If 'Earth Dragon Ball 3' is in play, this attack cannot be stopped. 172: Black Defensive Burst (1) [20] Physical Combat Physical attack doing 3 life cards of damage. If successful, your opponent cannot perform physical attacks for the remainder of Combat. 173: Black Overpowering Attack (1) [21] Physical Combat Physical attack doing +6 power stages of damage. You may not perform any physical attacks for the remainder of Combat. 174: Red Gravity Drill (1) [23] Non-Combat Discard your hand to stop a physical or energy attack. You must have at least one card in your hand to use this Drill. 175: Red Energy Shield (1) [24] Energy Combat Stops an energy attack. Raise any personality to their highest power stage. Remove from the game after use. 176: Gohan's Peaceful Stance (3) [49] Non-Combat Raise all personalities in play to their highest power stage. Choose 2 cards from your discard pile, and put them on the bottom of your Life Deck. Remove from the game after use. 177: Spice Prepares an Energy Blast (1) [27] Energy Combat Energy attack doing 7 life cards of damage. If successful, also raise your anger 1 level and you may not perform any more energy attacks for the remainder of Combat. 178: Vinegar's Revenge (1) [29] Combat Choose one opponent. That opponent cannot gain their power stages until the beginning of your next turn. Remove from the game after use. 179: Black Anger Stance (3) [45] Physical Combat Physical attack doing X power stages of damage. X is equal to the total anger of all players. 180: Garlic Jr.'s Kyokaika Technique (1) [31] Physical Combat Physical attack doing 7 power stages of damage. Remove from the game after use. Unless you Main Personality is Garlic Jr., limit one per deck. 181: Garlic Jr.'s Energy Blast (1) [32] Energy Combat Energy attack. If successful, also lower an opponent's anger 2 levels. If 'Earth Dragon Ball 5' is in play, this attack cannot be stopped. 182: Krillin Takes a Shot (1) [35] Physical Combat Physical attack doing 5 power stages of damage. If Gohan is anywhere in play, it does 6 power stages of damage instead. 183: Frieza's Finger Tip Energy Blast (1) [36] Energy Combat Energy attack. If successful, also lower an opponent's anger level to 0. Remove from the game after use. 184: King Cold Smiles (1) [37] Non-Combat When your opponent's anger level reaches 5 or more, set their anger level to 3 instead of gaining a personality level. Use when needed. Remove from the game after use. 185: King Cold's End (1) [38] Non-Combat Villains only. When you have 10 or less life cards in your Life Deck, shuffle up to 7 cards from the top of your discard pile back into your Life Deck. Limit one per deck. Remove from the game after use. 186: Goku's Ready (1) [39] Non-Combat Search your Life Deck for one card, set it aside face-down, and place it in your hand at the beginning of your opponent's next turn. Limit one per deck. 187: Captain Ginyu Frog (1) [4] Combat Reduce a villain 1 personality level if possible. Limit one per deck. Remove from the game after use. 188: Blue Driving Face Off (3) [41] Physical Combat Physical attack doing +3 power stages of damage. Lower your opponent's anger 1 level. 189: Chiaotzu's Psychic Halt (3) [44] Combat Your opponent may only defend for the remainder of Combat. Remove from the game after use. Limit one per deck. 190: Black Head Strike (3) [45] Physical Combat Physical attack doing +2 life cards of damage. If Chiaotzu is anywhere in play it does +3 life cards of damage instead. 191: Black Hug Maneuver (3) [46] Physical Combat Physical attack. Raise your anger 2 levels. If 'Earth Dragon Ball 6' is in play raise your anger 3 levels instead. 192: Black Driving Palm Strike (3) [47] Physical Combat Physical attack doing 2 power stages of damage. Raise your anger 1 level. Lower your opponent's anger 1 level. 193: Dodoria's Waiting Game (3) [48] Physical Combat Physical attack doing +2 life cards of damage. If 'Earth Dragon Ball 7' is in play it does +4 life cards of damage instead. 194: Frieza's Aura Shot (3) [49] Energy Combat Energy attack doing 6 life cards of damage. If 'Vegeta's Quickness Drill' is anywhere in play the attack does 7 life cards of damage instead. 195: Krillin's Kamehameha Outburst (1) [5] Energy Combat Energy attack doing 5 life cards of damage. Lower opponent's anger 2 levels. 196: Saiyan Knee Strike (3) [50] Physical Combat Saiyan Heritage only. Physical attack. If successful, your opponent discards a card at random from his hand. 197: Frieza's Powering Rage (3) [51] Non-Combat Villains only. Any villain personality gains 5 power stages. 198: Namekian Fighting (3) [52] Non-Combat Piccolo and Nail only. Remove one of your allies from the game to raise your anger 2 levels. Remove from the game after use. 199: Captain Ginyu Moves to Attack! (3) [53] Physical Combat Physical attack doing +3 life cards of damage. Raise your anger 1 level. Remove from the game after use. 200: Captain Ginyu's Energy Attack (3) [54] Energy Combat Energy attack. Costs 3 power stages to perform. Raise your anger 2 levels. Remove from the game after use. 201: Namekian Attack Drill (3) [55] Non-Combat Piccolo and Nail only. You may do +2 power stages of damage with all physical attacks. 202: Frieza's Tail Hold (3) [56] Physical Combat Physical attack. If successful, also remove an ally of your choice from the game. Remove from the game after use. 203: Frieza's Irritation Grows (3) [57] Physical Combat Physical attack. If successful, also raise your anger 1 level for every 'Frieza's Irritation Grows' in your discard pile. 204: Scorning Aura Shot (3) [58] Energy Combat Energy attack. Lower an opponent's anger 1 level. 205: Frieza is Ready (3) [59] Non-Combat Villains only. Use when needed. When your Main Personality takes life cards of damage, your opponent discards twice as many life cards. Limit one per deck. 206: Straining Outburst Move (1) [6] Physical Combat Physical attack doing 5 life cards of damage. Costs 2 power stages to perform. 207: Namekian Physical Drill (3) [60] Non-Combat Raise your Main Personality's Power Up Rating (PUR) by 1 while this Drill is in play. Do +1 power stage of damage with every physical attack. 208: Namekian Energy Drill (3) [61] Non-Combat After every successful energy attack your perform, you may discard a card from your hand and shuffle it into your Life Deck, and then draw a card. 209: Burter's Power Stance (3) [62] Non-Combat Raise any villain Main Personality to its highest power stage. Set all of his allies to five power stages above 0. Remove from the game after use. 210: Red Shattering Leap (3) [63] Physical Combat Physical attack doing +4 power stages of damage. This card stays in play to be used one more time this Combat. Remove from the game after use. 211: Gohan's Earth Quest (3) [64] Non-Combat Choose 'Earth Dragon Ball 1' or 'Earth Dragon Ball 2' from your Life Deck and put it into play. This Dragon Ball loses its power for the remainder of the game. 212: Krillin's Earth Quest (3) [65] Non-Combat Choose 'Earth Dragon Ball 2' or 'Earth Dragon Ball 3' from your Life Deck and put it into play. This Dragon Ball loses its power for the remainder of the game. 213: Namekian Head Strike (3) [66] Physical Combat Heroes only. Physical attack. If successful, also capture a Dragon Ball from your opponent. Lower your opponent's anger 2 levels. Remove from the game after use. 214: Red Knee Eruption (3) [67] Physical Combat Physical attack. If successful, also remove 1 of your opponent's Drills in play from the game. 215: Red Face Upheaval (3) [68] Physical Combat Physical attack. If successful, also choose and remove 1 Non- Combat/non- Dragon Ball card in play from the game. Raise your anger 1 level. 216: Orange Special Beam Cannon (3) [69] Energy Combat Energy attack doing 1 life card of damage for each of the attacking personality's power stages above 0. Costs 3 power stages to perform. 217: Namekian Glare Attack (1) [7] Energy Combat Heroes only. Energy attack. Lower your opponent's anger 2 levels. 218: Orange Resistance (3) [70] Energy Combat Stops an energy attack. During your next attack phase, either pass or this card allows your Main Personality to perform an energy attack. 219: Orange One Knuckle Punch (1) [2] Physical Combat Physical Attack doing +1 stage of damage if successful. Raise card user's anger level 1. 220: Black Energy Web (3) [72] Energy Combat Energy attack doing 6 life cards of damage. If successful, also stops an opponent from performing any energy attacks for the remainder of Combat. 221: Black Energy Blasts (3) [73] Energy Combat Energy attack doing 4 power stages of damage. Costs 2 power stages to perform. If successful, also gain 4 power stages. 222: Black Energy Deflection Drill (3) [74] Non-Combat You may play an energy attack from your hand and pay its costs in order to stop an energy attack, and then your opponent discards 1 life card. 223: Red Power Rush (3) [75] Physical Combat Physical attack doing +3 power stages of damage. This attack cannot be stopped or prevented by Physical Combat cards. Raise your anger 1 level. Remove from the game after use. 224: Red Lightning Slash (3) [76] Physical Combat Physical attack. If successful, you may discard all of the defender's allies or Drills in play instead of dealing damage. Raise your anger 1 level. 225: Red Energy Blast (3) [77] Energy Combat Energy attack. Remove one of the defender's allies or Drills in play from the game. Raise your anger 1 level. 226: Red Eye Laser Assault (3) [78] Physical Combat Physical attack doing +3 power stages of damage. Costs 4 power stages to perform. Raise your anger 2 levels. 227: Saiyan Glare (1) [35] Energy Combat Energy attack. If you declared Tokui-Waza, lower your opponent's anger 2 levels. 228: Namekian Braced Attack (1) [8] Physical Combat Piccolo and Nail only. You may have up to 8 copies of this card in your life deck. Physical attack. If successful, gain 4 power stages. 229: Red Power Drain (1) [32] Combat All physical attacks performed against you for the remainder of Combat cost +2 power stages to perform. 230: Trunks Slash (3) [81] Physical Combat Physical attack. If successful, also lower your opponent's anger 3 levels. 231: Trunks High Strike (3) [82] Physical Combat Physical attack. If successful, also gain 5 power stages. 232: Trunks Cuts Down (3) [83] Physical Combat Physical attack doing 5 life cards of damage. If successful, also remove any opponent's ally in play from the game. Limit 1 per deck. Remove from the game after use. 233: Trunks Energy Sphere (3) [84] Combat Stops the effect of any Combat card. Use when needed. 234: Trunks Effortless Drill (3) [85] Non-Combat 'Straining Move' cards cannot be stopped or prevented. 235: Trunks Planning Drill (3) [86] Non-Combat When entering Combat as the defender, your Main Personality gains 2 power stages. 236: Trunks Sword Position 1 (3) [87] Physical Combat Physical attack. Raise your anger 1 level. Lower your opponent's anger 1 level. 237: Trunks Sword Position 2 (3) [88] Physical Combat Physical attack. If successful, also remove the top 2 cards in your opponent's discard pile from the game. 238: Trunks Sword Position 3 (3) [89] Energy Combat Energy attack. If successful, also choose a card from your discard pile and place it on top of your Life Deck. 239: Namekian Thrust (1) [9] Physical Combat Piccolo and Nail only. You may have up to 8 copies of this card in your life deck. Physical attack doing +2 power stages of damage. 240: Trunks Sword Position 4 (3) [90] Physical Combat Physical attack doing +4 power stages of damage. 241: Expectant Trunks (3) [91] Non-Combat Use when entering Combat. Search your discard pile for any one Combat, Physical Combat, or Energy Combat card, show your opponent, and place it in your hand. 242: Trunks Draws Steel (3) [92] Physical Combat Physical attack or stops a physical attack. 243: Trunks Stands Ready (3) [93] Non-Combat Stops all 'Constant Combat Powers' from working for the remainder of this Combat. Remove from the game after use. 244: Double Saiyans (3) [94] Combat Raise your Main Personality to his highest power stage. Raise your opponent's Main Personality to his highest power stages. 245: Blue Softening Stance (3) [95] Combat Lower an opponent's anger 2 levels and reduce their power stages by 2. 246: Blue Awakening (3) [96] Combat Lower and opponent's anger 2 levels and place the top 3 cards of your discard pile at the bottom of your Life Deck. 247: Blue Leaving (3) [97] Combat This card ends Combat and both players skip the Discard step at the end of this turn. Remove from the game after use. 248: Trunks Strikes (3) [98] Physical Combat Physical attack doing 5 power stages of damage or 3 life cards of damage. 249: Orange Two Knuckle Punch (1) [3] Physical Combat Physical attack doing +1 stage of damage if successful. Raise card user's anger level 1. 250: Red Style Mastery (5) [144] Mastery Once per Combat, in place of making an attack, you may remove the top card in your discard pile from the game to raise your anger level 1. If it is a Red Style card raise your anger 2 levels instead. 251: Black Style Mastery (5) [145] Mastery All of your successful attacks do +1 life card and +1 power stage of damage. Black Style attacks do +2 life cards and +2 power stages of damage instead. 252: Orange Style Mastery (5) [146] Mastery All energy attacks performed by your Main Personality do +1 life card of damage if successful or cost 1 less power stage to perform to a minimum of 1. Orange Style energy attacks do +1 life card of damage if successful and cost 1 less power stage to perform to a minimum of 1 instead. 253: Namekian Style Mastery (5) [147] Mastery When entering any Combat, you may draw the bottom card from your discard pile into your hand: if that card is a Namekian Style card, raise your Main Personality to its highest power stage. 254: Saiyan Style Mastery (5) [148] Mastery Draw a card when entering any Combat. If that card is a Saiyan Style card, you may show it to your opponent and your opponent loses 4 power stages to a minimum of 0. 255: Blue Style Mastery (5) [149] Mastery Your opponent must now reach 6 anger to gain a personality level. All successful Blue Style attacks also lower your opponent's anger 1 level. 256: Chi-Chi (3) [86] Personality Power: Mother's Defense. Once per combat, this can block a single physical attack directed at Gohan or Goku so they are not hurt. 100 - 1,000; 100 Level 1, PUR 1 257: Bulma (3) [87] Personality Power: Scientific Defense. Reduces the damage done by an energy attack by 2 life card draws. 100 - 1,000; 100 Level 1, PUR 1 258: Chi-Chi (3) [41] Personality Power: Physical attack. If successful, it also does +4 power stages of damage if Goku is present. 500 - 1,400; 100 Level 2, PUR 2 259: Bulma (3) [42] Personality Power: Bulma may capture a Dragon Ball from her opponent if she does damage in an energy attack. 500 - 1,400; 100 Level 2, PUR 2 260: Dende the Unlikely Hero (3) [48] Personality Power: At the end of a combat, put any single ally from your discard pile into play, at 4 stages above zero. 500 - 1,400; 100 Level 1, PUR 2 261: Captain Ginyu (3) [106] Personality Power: Defense Shield: Stops the first unstopped energy attack in Combat. 82,000 - 100,000; 2,000 Level 1, PUR 1 262: Captain Ginyu the Leader (3) [107] Personality Constant Combat Power: When defending against a physical attack, choose any personality in play and use their power stage to determine damage. 87,000 - 150,000; 7,000 Level 2, PUR 1 263: Captain Ginyu Changes (3) [108] Personality Power: Physical attack. If successful, also stop all opponent's physical attacks for the remainder of Combat. 90,000 - 180,000; 10,000 Level 3, PUR 2 264: Dodoria (3) [109] Personality Power: Physical attack. If successful, also stop all your opponent's energy attacks for the remainder of Combat. 80,000 - 125,000; 5,000 Level 1, PUR 1 265: Dodoria in Flight (3) [110] Personality Power: Energy attack. Does 1 life card of damage if it is stopped. 90,000 - 180,000; 10,000 Level 2, PUR 1 266: Dodoria the Mocking (3) [111] Personality Constant Combat Power: Do +1 power stage of damage and +2 life cards of damage with every successful attack. 25,000 - 250,000; 25,000 Level 3, PUR 2 267: Krillin (5) [154] Personality Power: Energy attack. Lower your opponent's anger 1 level. Raise your anger 1 level. 50,000 - 100,000; 5,000 Level 1, PUR 3 268: Krillin Enraged (5) [155] Personality Power: Destructo-Disk Energy attack doing 5 life cards of damage. 25,000 - 250,000; 25,000 Level 2, PUR 4 269: Krillin, the Warrior (5) [156] Personality Power: Physical attack. When determining damage for this attack, treat Krillin as if he were at 350,000. 125,000 - 350,000; 25,000 Level 3, PUR 5 270: Trunks, the Hero (5) [150] Personality Constant Combat Power: During your opponent's turn, all damage (power stages and life cards) from physical attacks performed against Trunks, the Hero is reduced to 1 power stage of damage. 650,000 - 1,550,000; 100,000 Level 4, PUR 4 271: Vegeta, Saiyan Prince (5) [151] Personality Constant Combat Power: During your opponent's turn, all damage (power stages and life cards) from physical attacks performed against Vegeta, Saiyan Prince is reduced to 1 power stage of damage. 200,000 - 1,100,000; 100,000 Level 4, PUR 4 272: Gohan Empowered (5) [152] Personality Power: When defending in Combat, you may also draw the bottom card of your discard pile into your hand. 325,000 - 550,000; 25,000 Level 4, PUR 5 273: Piccolo Enraged (5) [153] Personality Constant Combat Power: When Nail or Dende are anywhere in play, all of your physical attacks do +3 power stages of damage. 425,000 - 650,000; 25,000 Level 4, PUR 5 274: Frieza, the Revived (3) [100] Personality Constant Combat Power: When defending in Combat after taking life cards of damage from an energy attack, place the top card of your discard pile at the bottom of your Life Deck. 850,000 - 1,300,000; 50,000 Level 4, PUR 3 275: Garlic Jr. the Void Master (3) [101] Personality Constant Combat Power: Allies' physical attacks and their personality powers have no effect on Garlic Jr. in Combat. 375,000 - 600,000; 25,000 Level 4, PUR 3 276: Spice, the Punisher (3) [102] Personality Constant Combat Power: Do +1 life card of damage with every successful physical attack. 320,000 - 500,000; 20,000 Level 4, PUR 3 277: Vinegar, the Attacker (3) [103] Personality Constant Combat Power: After every successful energy attack you perform, put the bottom card from your discard pile on the bottom of your Life Deck. 310,000 - 400,000; 10,000 Level 4, PUR 3 278: Frieza the Monster (4) [161] Personality Constant Combat Power: Frieza does +1 power stages and +1 life card of damage with every energy attack. 125,000 - 350,000; 25,000 Level 1, PUR 1 279: Frieza the Conqueror (4) [162] Personality Constant Combat Power: Frieza does +2 power stages of damage with every physical attack and +2 life cards of damage with every energy attack. 450,000 - 900,000; 50,000 Level 2, PUR 2 280: Frieza the Cyborg (4) [163] Personality Constant Combat Power: Frieza does +2 power stages and +2 life cards of damage with every attack. 300,000 - 1,200,000; 100,000 Level 3, PUR 3 281: Goku, the Leader (4) [164] Personality Power: After defending in Combat if your opponent has not dealt you damage in this combat, you may search your Life Deck for an ally and put it into play at 3 power stages above 0. 550,000 - 1,000,000; 50,000 Level 1, PUR 1 282: Goku, the Defender (4) [165] Personality Power: Raise your anger 2 levels at the end of any Combat where Goku has suffered 5 or more life cards of damage. 300,000 - 1,200,000; 100,000 Level 2, PUR 2 283: Goku, the Protector (4) [166] Personality Constant Combat Power: Defense Shield: Stop the first unstopped energy attack in Combat. You cannot have your anger lowered more than 1 level from any card. 600,000 - 1,500,000; 100,000 Level 3, PUR 3 284: Piccolo, the Avenger (4) [167] Personality Power: Energy attack doing 6 life cards of damage. 120,000 - 300,000; 20,000 Level 1, PUR 2 285: Piccolo, Revived (4) [168] Personality Power: Physical attack. If successful, also capture a Dragon Ball. 175,000 - 400,000; 25,000 Level 2, PUR 3 286: Piccolo, the Hero (4) [169] Personality Constant Combat Power: Your opponent loses 2 power stages whenever he stops a physical attack you perform. 150,000 - 600,000; 50,000 Level 3, PUR 4 287: Gohan, the Furious (4) [170] Personality Power: Physical attack doing +4 power stages of damage. 20,000 - 200,000; 20,000 Level 1, PUR 2 288: Gohan, the Fighter (4) [171] Personality Power: Defense Shield: When defending in Combat, stop the first unstopped attack performed on you. 120,000 - 300,000; 20,000 Level 2, PUR 3 289: Gohan, the Warrior (4) [172] Personality Constant Combat Power: When defending in Combat, raise your anger 1 level after Gohan receives damage from an energy attack performed against him. 50,000 - 500,000; 50,000 Level 3, PUR 4 290: Vegeta, the Determined (4) [173] Personality Constant Combat Power: When defending in Combat, raise your anger 1 level after Vegeta receives damage from a physical attack performed against him. 275,000 - 500,000; 25,000 Level 1, PUR 2 291: Vegeta, the Powerful (4) [174] Personality Power: Physical attack doing 8 power stages of damage. 350,000 - 800,000; 50,000 Level 2, PUR 3 292: Vegeta, in Training (4) [175] Personality Power: Energy attack doing 7 life cards of damage. Costs no power stages to perform. 750,000 - 975,000; 25,000 Level 3, PUR 3 293: Garlic Jr. (4) [176] Personality Constant Combat Power: All damage from energy attacks performed against Garlic Jr. is reduced by 2 life cards. 120,000 - 300,000; 20,000 Level 1, PUR 2 294: Garlic Jr., the Master (4) [177] Personality Constant Combat Power: All damage from energy attacks performed against Garlic Jr. is reduced by 3 life cards. 220,000 - 400,000; 20,000 Level 2, PUR 2 295: Garlic Jr., the Monster (4) [178] Personality Constant Combat Power: All damage from energy attacks performed against Garlic Jr. is reduced to 1 life card. 275,000 - 500,000; 25,000 Level 3, PUR 2 296: Trunks (4) [185] Personality Power: Physical attack. This must be your first attack in Combat. Your opponent must play/use 2 cards/effects that stop physical attacks in order to stop this attack. 575,000 - 800,000; 25,000 Level 1, PUR 1 297: Trunks, the Swordsman (4) [186] Personality Constant Combat Power: All of your physical attacks do +2 Power stages of damage. 700,000 - 1,150,000; 50,000 Level 2, PUR 2 298: Super Saiyan Trunks (4) [187] Personality Power: When entering Combat as a defender, choose and discard 1 card at random from your opponent's hand. 500,000 - 1,400,000; 100,000 Level 3, PUR 3 299: King Cold (4) [188] Personality Power: When entering Combat, choose 1 card at random from your opponent's hand and place it at the top of his Life Deck. 225,000 - 900,000; 75,000 Level 1, PUR 1 300: King Cold, the Destroyer (4) [189] Personality Constant Combat Power: Choose any personality in play. You may use that personality's power stage when determining damage from a physical attack. 100,000 - 1,000,000; 100,000 Level 2, PUR 2 301: King Cold, the Ruler (4) [190] Personality Power: After receiving damage from an energy attack you may draw the bottom card from your discard pile and put it in your hand. 275,000 - 1,400,000; 125,000 Level 3, PUR 2 302: Frieza, the Master (4) [191] Personality Constant Combat Power: Each successful physical attack forces your opponent to remove the top card from their discard pile from the game. 450,000 - 900,000; 50,000 Level 2, PUR 2 303: Goku (4) [192] Personality Power: If Goku takes no damage while defending in Combat, you may raise him to his highest power stage at the end of Combat. 300,000 - 1,200,000; 100,000 Level 2, PUR 2 304: Piccolo (4) [193] Personality Power: Physical attack doing 6 life cards of damage. 175,000 - 400,000; 25,000 Level 2, PUR 3 305: Gohan (4) [194] Personality Constant Combat Power: Do +2 life cards of damage with every successful energy attack. 120,000 - 300,000; 20,000 Level 2, PUR 3 306: Vegeta (4) [195] Personality Constant Combat Power: Each successful physical attack you perform allows you to place the top card in your discard pile at the bottom of your Life Deck. 350,000 - 800,000; 50,000 Level 2, PUR 3 307: Garlic Jr., the Merciless (4) [196] Personality Power: When entering Combat as the defender, you may also draw the bottom card from your discard pile into your hand. 220,000 - 400,000; 20,000 Level 2, PUR 2 308: Trunks, the Saiyan (4) [199] Personality Constant Combat Power: Reduce an opponent's anger by 1 level every time he performs a successful energy attack on you. 700,000 - 1,150,000; 50,000 Level 2, PUR 2 309: King Cold, Galactic Ruler (4) [200] Personality Constant Combat Power: Your anger cannot be reduced. 100,000 - 1,000,000; 100,000 Level 2, PUR 2 310: Guldo (3) [45] Personality Power: Physical attack. If successful, you may also take the bottom 2 cards from your discard pile into your hand. 32,000 - 50,000; 2,000 Level 1, PUR 1 311: Guldo (3) [46] Personality Power: Energy attack. This attack cannot be stopped by using combat card defenses. 52,000 - 80,000; 3,000 Level 2, PUR 1 312: Guldo (3) [47] Personality Power: Physical attack. This attack cannot be stopped by using combat card defenses. 80,000 - 125,000; 5,000 Level 3, PUR 2 313: Nail The Namekian (5) [96] Personality Power: Energy attack doing 5 life cards of damage. If this attack is stopped, your opponent discards 3 life cards. 48,000 - 75,000; 3,000 Level 1, PUR 2 314: Nail the Namekian Hero (5) [110] Personality Power: Stops a physical attack and, in the process, causes 1 life card of damage to your opponent. 60,000 - 150,000; 10,000 Level 3, PUR 4 315: Nail Inspired (5) [117] Personality Power: Take your top two discards and place them at the bottom of your life deck. 55,000 - 100,000; 5,000 Level 2, PUR 3 316: Cell, the Master (7) [136] Personality Power: Energy attack doing 12 life cards of damage. Costs 0 power stages to perform. 3,200,000 - 4,100,000; 100,000 Level 5, PUR 4 317: Cell, the Destroyer (7) [137] Personality Power: Energy attack doing 9 life cards of damage. 1,800,000 - 3,600,000; 200,000 Level 4, PUR 4 318: Cell, Stage One (7) [188] Personality Power: Physical attack doing +4 stages of damage. 150,000 - 600,000; 50,000 Level 1, PUR 3 319: Cell, Stage Two (7) [189] Personality Power: When entering Combat, search your Life Deck for a Physical Combat or Energy Combat card and put it in your hand. 500,000; 750,000; 1,000,000; 1,200,000; 1,400,000; 1,550,000; 1,700,000; 1,800,000; 1,900,000; 1,950,000 Level 2, PUR 3 320: Cell, Perfect (7) [190] Personality Power: Physical attack doing 7 life cards of damage. 1,300,000 - 3,100,000; 200,000 Level 3, PUR 3 321: Cell, The Perfect Warrior (7) [200] Personality Power: Physical attack doing +5 power stages of damage. If successful, raise your anger 1 level. 1,300,000 - 3,100,000; 200,000 Level 3, PUR 3 322: Red Overbearing Attack (2) [1] Physical Combat Physical attack doing +4 power stages of damage. If you declare Tokui- Waza, gain 2 anger. Remove from the game after use. 323: Blue Happiness (2) [2] Non-Combat Set opponent's anger to 0. If you declare a Tokui-Waza, lower opponent 1 level if he is at level 2 or higher. Remove from the game after use. 324: Orange Scatter Shot (2) [3] Energy Combat Energy attack doing 5 life cards of damage. If you declare a Tokui- Waza, the card stays on the table to be used 1 more time. Remove from the game after use. 325: Namekian Dash (2) [4] Physical Combat Physical attack doing +5 power stages of damage. If you declare a Tokui- Waza, raise a personality you have in play to their highest power stage then shuffle the top 4 discards back into your Life Deck. Remove from the game after use. 326: Saiyan Cross Punch (2) [5] Physical Combat Physical attack doing 5 power stages of damage. If you declare Tokui- Waza, it deals 10 power stages of damage instead. Remove from the game after use. 327: Black Body Destruction (2) [6] Physical Combat Physical attack doing +4 power stages of damage or stop a physical attack. If you declare a Tokui-Waza, opponent discards a card at random from their hand. Remove from the game after use. 328: Gathering of Heroes (2) [7] Combat Power all your personalities to their highest power stage. Search your Life Deck or Discard Pile for an ally regardless of your main personality's level. Remove from the game after use. 329: Warriors Clash (2) [8] Physical Combat Play this as your first attack in Combat. Physical attack doing 3 power stages of damage, +1 power stage of damage for every stage you are above 0. Remove from the game after use. 330: Taunting Drill (2) [9] Non-Combat When entering Combat as a defender you may choose to draw 1 card for every Dragon Ball that you have in play instead of drawing 3 cards. 331: Blue Foot Smash (1) [14] Physical Combat Physical attack doing +2 power stages of damage. If you declared Tokui- Waza, lower your opponent's anger to 0. 332: Gohan's Ready (1) [18] Physical Combat Physical attack. Raise your anger 1 level. Lower your opponent's anger 3 levels. 333: Namekian Defensive Stance (1) [22] Physical Combat Piccolo and Nail only. Stops an energy attack. You may have up to 8 copies of this card in your Life Deck. V)Secrets ******** 1.How to get 76 cards in a deck without declaring Namekian Tokui-Waza. First make a 75 card deck then go down and turn off 1 of your MP's levels(With Goku it's his third version that turns off).Then turn on a new card,and you should have 75 cards in your deck.Save your game and the computer will turn your form back on,and you'll have 76 cards in you. 2.Which Character will unlock will which character. Character Unlocked ********* ******** Goku Nail Gohan Trunks Frieza King Cold Nail Guldo Guldo Krillin Garlic Jr. Piccolo King Cold Vegeta Currently it is unknowmn how to get Cell if you know how please email me. 3.The odds of getting certain cards on each level. Lower Ranks (Characters in the 1-2 bracket): When defeating characters in these ranks, they will usually yield commons, although an occasional rare or uncommon or two is present. However, while commons aren't bad, you will need access to uncommons and rares, as they contain some of the best stuff in the game. I have yet to win an ultra-rare from these ranks. Middle Ranks (Characters in the 3-4 bracket): Will yield mostly commons and uncommons, and you have a better chance of getting a rare (or two). I also have yet to win an ultra-rare from thses ranks. Highest Rank (5, aka Cell himself): Beating Cell again after you defeat him to unlock a personality, but before you start a new game, will yield a single GBA card (most of which are very powerful as long as you play a Tokui-Waza), and almost nothing but rares and ultra-rares. Occasionally you will get a common or uncommon or two, though. If you are looking for rares (Masteries, level 4 MP's, Vegeta's Quickness Drills, etc.) the best way to get them is by handing Cell his own ass on a silver platter. Unfortunatly, Cell cheats, so sometimes this is easier said than done. Note:This is random so sometimes you won't get the cards stated in here. 3.Use a mastery with any Toki-Waza First make a deck with the mastery you wish to use in it.Then take all the cards except for the mastery out of the deck and put in the cards you wish to use. VI)Gameshark ************ Note: You can only enter it if you know how to hack GBA. If you're that desperate for codes for cheating, you probably really can't handle the game. Now that Soren Kanzaki released his Card List FAQ and has posted the Card Modifier codes I took the liberty of putting the number of the card list (in the Deck Building) by the appropriate code. I hope he doesn't mind. Ok i'll try and explain how it works. Example Hex goes like this 0123456789abcdef to get the cards you have to skip 02468ace. The code changes three times and are listed as such 02008fxx,020090xx,020091xx. Now for an example to get a card, look at what card you want, in this case I want a Vegeta's Quickness Drill look in the card faq provided by Soren and you see it's number 79 go to the 70 section of this list and you'll see it goes 74 - 82 we need 79 so use the skip proceedure. e0 - 74, e2 - 75, e4 - 76, e6 - 77, e8 - 78, ea - 79. We find 79 = EA so take the code that it is listed under in this case teh code is 02008fxx, now fill in the modifier 02008fea and there you have the card. well that should be all enjoy 02008f4e - 1 50 - 2 2 - 3 4 - 4 6 - 5 8 - 6 a - 7 c - 8 e - 9 60 - 10 70 - 18 80 - 26 90 - 34 a0 - 42 b0 - 50 c0 - 58 d0 - 66 e0 - 74 f0 - 82 02009000 - 90 02 - 91 4 6 8 a c e 10 - 98 20 - 106 30 - 114 40 - 122 50 - 130 60 - 138 70 - 146 80 - 154 90 - 162 a0 - 170 b0 - 178 c0 - 186 d0 - 194 e0 - 202 f0 - 210 02009100 - 218 02 - 219 4 6 8 a c e 10 - 226 20 - 234 30 - 242 40 - 250 50 - 258 60 - 266 70 - 274 80 - 282 90 - 290 a0 - 298 b0 - 306 c0 - 314 d0 - 322 e0 - 330 2 4 6 - 333 VII)Version History ********************* Note:The latest version of this guide can be found on Gamefaqs.com 1.0-I finished this guide please tell me any mistakes that I made so I can correct them. 2.0-Added Gameshark section,and added 3 more sites that host this FAQ. VIII)Contact Info ******************* To submit a code,or to use this FAQ on your webpage please e-mail me(see below). If you wish to use this guide in a magazine don't bother because the answer will be no.Please send in some codes or correct my mistakes. You can reach me on: Email:pshowitt@hotmail.com AIM:Cronos1388 MSN Messenger:pshowitt@hotmail.com IX)Credits ************ First off I would like to thank all the sites that host this faq. Soren Kanzaki-For letting me use is card list Message board Users on Gamefaqs for a lot of info in this faq. X)Legal Junk ***************** This guide is (c)Patrick S.Howitt and is protected under US law.It may not be reproduced for a profit or put on your site without my permission.If you steal parts of this FAQ or put it on your site without my permission I will sue you to the full extent of the law. Sites currently hosting this FAQ: www.gamefaqs.com www.cheatcc.com www.cheats.de.com www.tripod.com/dbzccg13 www.ign.com