Battling

Introduction
Battling in DragonBall Z Arena is one of the most exciting things you can do. The forum is designed for action battling which role-playing to give the player the ultimate experience of a true DragonBall Z battle. This section explains how to do battle, what is involved in a battle, and what statistics you must keep track up to accomplish a battle. Also this page lists the action you can take in battle and results of those actions.

Understanding the Battle Sequence before beginning a Battle
Understanding the Battle Sequence before beginning a Battle. Each of the fighter’s turn is considered part of the Battle Sequence. The first fighter performs an attack towards their opponent which is considered the first part of the sequence. The Defending fighter which is part of the next sequence has the chance to defend against that attack and then perform their own attack against them. Both turns by each fighter is considered a complete Battle Sequence. Battles with multiple fighters will have several battle sequences

Below lists the phases of the Battle Sequence which must be made in chronological order by all parties. Once each fighter has performed these phases in the order below, the Battle Sequence for the Battle completes.

This stage is used to defend against a previous turns Attack Phase/s. Usually this phase consists of performing an Evasion or Supportive Technique. However, some instances Attack Techniques can be used in this phase for defense by clashing or interruption. This stage is used to perform a [Combat, Tactic, Transformation] Supportive Technique or to consume items equipped in your fighter's inventory. Attack Phase : This stage is used to perform an attack to cause damage to your opponent. This is usually the last phase of a turn. An additional Attack Phase can be produced by special techniques. [Strike Technique or Energy Technique].
 * Defense Phase :
 * Action Phase :
 * Power Up Phase : This stage is used to perform a Power Manipulation or perform a Charge Ability.

These Phases below are added when the conditions are met described in their descriptions. is added during the battle when a fighter is at 0% remaining Life Force. The fighter that enters the Down State Phase they essentially become powerless to defend (cannot perform any action) against anything further and extremely vulnerable during the Finishing Attack Phase. Stamina and Ki are reduced to 0 and cannot recover when they enter this phase.
 * Down State Phase:

added during a battle when your opponent is in the Downed State Phase to determine their fate. Your opponent has a chance to rally and continue fighting before you perform your Finishing Attack Phase so your decision must be decisive.
 * Finishing Attack Phase: is

Prepare for a Battle
Every turn that you take in a battle you need to list all of your Statistics to keep everything in track and to prevent any cheating. Both fighters should also load the DBZA Calculator App. which is located in the Community links section at the top right of the forum. This will help you significantly while you battle which will help you determine many things throughout the battle.

Power Level Life Force Ki Stamina Toughness Strength Attack Power Defense Destructive Power Guard

Equipped Items Equipped items are items that you prepared to use in your current battle. At the start of a battle, you have the following equipment slots. You must list what Equipped Items you have on your fighter below your Statistics in your first post of a battle.


 * Six Body slots [Head, Shoulder, Chest, Hand, Leg, Feet]
 * Four Combat Item slots
 * One Active Utility slot [Only in Training RPs or Spars]

Rules and Requirements for a Battle
Battling is very similar to sparring but statistics are involved and the mortality of your fighter. It is fast paced action which requires only up to a paragraph of role playing is required for each fighter. Battling can be stressful and requires right timing with the proper use of your techniques and managing your statistics. Those numbers on your profile aren't just for show. This is the true test to your power, to step up and dominate the competition here in DragonBall Z Arena.

Training while being involved in a battle, however they cannot increase their power level while in that battle and if they die they will have to postpone all active posts until they return from the Other World
 * A Maximum of 1 Battle can be happening at a time. A fighter can do any

your actions in the battle. You must list all the BE requirements met by your fighter in that battle on your last reply.
 * The fighters participating in the battle will receive increases for every round of a battle.
 * There is a set minimum Word Count of 100 words for each post so make sure to write out your roleplays in the battle.
 * You will receive an amount of Battle Experience upon completion of the battle. The amount you obtain is totally up to

Admin or Mod. This is completely determined by the Admin or Mod grading your battle.
 * If you qualify you will also obtain an amount of Fame or Infamy depending on what requirements are met or other factors judged by the

disqualify the battle if it feels it wasn't up to par or no effort was done in the battle. This is to make sure people do genuine battles instead of simply wanting the rewards.
 * A Battle must be reviewed and given the increases by an Admin or Mod. An Admin or Mod has the right to

completely disqualified and no rewards will be given. This is to prevent people from cheating to obtain gains they didn't earn by artificially extending a battle. ::48-hour posting time period during a Battle in progress:: If no response is made in another 48 hours, they will automatically lose the battle in the way of your choosing in the Finishing Attack Phase. This rule does not take effect against NPCs. Any fighter who loses a battle by the 48-hour rule will lose all rewards from participating in a battle. ::Match Manipulation:: Match manipulation takes place when any one member avoids posting in a battle for a specified amount of time to avoid a battle or even perform poorly to artificially extend a battle to obtain Power Level gains. This even consists of wishing to die on purpose to reach the Other World. This is highly frowned upon and will be punished with a 2-week ban from the site if enough evidence is observed by the Admin.
 * Any evidence of manipulation to extend a battle simply for round count will be

Potential Gains from Battling
Blow Out Battle Gains (Less than 5 posts from each fighter)

WINNERS: LOSERS: Short Battle/Henchman Battle Gains (5 posts from each fighter)
 * Power Level: 10,000
 * Training Points: 0.5
 * Zeni: 200
 * Battle Experience: 2
 * No Master Tokens
 * Power Level: 5,000
 * Training Points: 0.25
 * Zeni: 100
 * Battle Experience: 1
 * No Master Tokens

WINNERS: LOSERS: Full Battle Gains
 * Power Level: 20,000
 * Training Points: 1
 * Zeni: 400
 * Battle Experience: 2
 * Master Tokens: 2
 * Power Level: 10,000
 * Training Points: 0.5
 * Zeni: 200
 * Battle Experience: 1
 * Master Tokens: 1

WINNERS: LOSERS:
 * Power Level: 100,000
 * Training Points: 4
 * Zeni: 2,000
 * Master Tokens: 20
 * Battle Experience: Depends on requirements met during battle.
 * Power Level: 50,000
 * Training Points: 2
 * Zeni: 1,000
 * Master Tokens: 10
 * Battle Experience: Depends on requirements met during battle.

How to Battle
To begin the battle, the fighter who starts the first part of the Battle Sequence is determined by a Chance% Roll. Both fighter's perform the roll on their introductory roleplay. Whoever rolls the higher number will be granted the decision to begin the battle with the first attack phase. The fighter who begins the Battle Sequence starts by roleplaying out the actions they take during their Battle Sequence. After they write the roleplay they must then reduce any Ki which was used to perform any techniques which where used with in that sequence. They must also state the amount of attack damage their attack will inflict towards their opponent just below the roleplay along with the ki drain on your fighter. To progress the battle, your opponent will then respond with their half of the battle sequence which will first require them to choose if they wish to perform the Defending Stage, then subsequent phases to complete their portion of the battle sequence. The roleplays that you do should be well thought out and at least 100 words for every turn.

Duels:

A duel is the honorable method of beginning battle in the rpg with another member or multiple members. A duel usually consists of a standard method of starting a battle usually by a conflict which arises or to simply challenge to see how you perform against the opposite party. You must make a challenge in the Challenge a Fighter board to the specific member by using the template. The fighters must roleplay their introduction into the battle before the first turn can be done.

Guidelines to a Duel of being challenged.
 * The Member you challenge must be on the site for at least 30 Days. This is to allow a new member to get accustomed to the site without the stress

may begin the duel.
 * You must make a challenge in the Challenge a Fighter board to the specific member by using the template. Once the template is complete and a reply is made to the challenge you

One on One:
 * Unlike most roleplay forum games, the battle doesn't require a Ref. You may ask for help by contacting the Admin, a mod, or asking a member on the C-Box.

This is a typical battle between two fighters. A single fighter will fight against an opponent until one forfeits, is killed, or is defeated. Team:
 * In a one vs one, both fighters will each perform their part of the Battle Sequence in their post. Once they follow the entire sequence it will determine the exchange between fighters and complete the Battle Sequence.
 * The fighters continue the battle ntil one is defeated by losing all of their Life Force. They can then choose to kill them or spare their life.
 * Winning a battle will add a win tally to your profile while losing will add a lose tally. Battle Record may have some influence on some Training Masters upon accepting you.

Team battles are the same as a traditional one vs one battle, but simply involves multiple fighters with equal numbers on each side. Handicap:
 * In a team battle, you may only target one opponent in your Battle Sequence.
 * Each fighter must perform a single Battle Sequence toward a fighter on the opposing team. Multiple Fighters can target a single target if they wish, however, that target can be assisted by allies with the Assist Action.
 * All Battle Sequences performed in a single post are considered a post by the fighter.
 * A turn within this battle is a post from each participant in the battle as they perform all their battle sequences.

This type of battle is any battle that doesn't have equal fighters on each side resulting in a handicapped situation with 3 or 4 participants. This also may consist of one fighter who wishes to fight two or more fighters to test their fighting ability or simply to show off their power. The single fighters will have several extra Battle Sequences depending on the number of opponents they face within a particular battle. Free for All:
 * This handicap can drain the fighter extensively so to combat this they will have a passive advantage of increased natural Stamina regeneration of +2.5 for each additional fighter they face. This handicap is to combat the extra Battle Sequences the single fighter has without completely exhausting them while attacking and defending against multiple opponents.
 * The solo battler must perform a Battle Sequence with each opponent, while the other only need to perform one towards the fighter. This can and will take a toll on the solo battler. The handicap will allow these battles to be possible without completely making it impossible for the solo battler to do any action
 * All Battle Sequences performed in a single post are considered a post by the fighter.
 * A turn within this is a post from each participant in the battle as they perform all their battle sequences.

This type of battle is any battle that has more then two fighters with no allies, resulting in a handicapped situation involving multiple participants. Each fighter will have several extra Battle Sequences depending on the number of opponents they face within a particular battle.
 * This battle situation can drain the fighters involved extensively. To combat this, they will each have a passive increase to natural Stamina regeneration of +2.5 for each opposing fighter in the battle minus one. This handicap is to combat the extra Battle Sequences each fighter will face without completely exhausting them while attacking and defending against multiple opponents.
 * Each battler must perform a Battle Sequence against each opponent. This can become confusing so it is best to label each battle sequence to which fighter in the battle.
 * All Battle Sequences performed in a single post are considered a post by the fighter.
 * A turn within this battle is a post from each opponent in the battle as they perform all their battle sequences.

Battle Actions
Battling in the RPG is one of the most exciting things you can do in the RPG. To begin a Battle, one must make a challenge to the opponent to initiate a Duel or join into an already progressing battle by an Assistance or Sneak Attack. You must meet the requirements first to be able to perform any of these actions which are listed in each action catergory. To perform any action you and your target must be at the same location or planet to then proceed to perform a Battle Action. Assistance:
 * A Battle Action can only occur after one round (5 Battle Sequences) in a currently progressing battle. After a Battle Action to enter the battle is performed, there will be another cooldown of 3 Battle Sequences before any other fighters can enter the battle as well. This cooldown period applies to both sides.
 * Intrusion Penalty: Any time when a fighter interferes in a currently progressing battle, they will start the battle with only 25% maximum Stamina. The reason for this exhaustion is because of flying to the location to interfere as well as to give them a slight handicap when entering the battle this way.
 * The original participants may ban anyone else from entering the battle. This must be said during the battle in an OOC statement below the battle information. Once all participants are in agreement, the battle will be locked to interference. You will obtain bonus rewards if this battle lock is implemented. (More information on bonus PL coming soon.)
 * Maximum amount of Fighters that can interfere in a single battle is 4 (2 on each side). Once this maximum has been reached from either side the battle will be locked down to any further interference and must come to a conclusion be it forfeit, a clear winner, or retreat.

An Assistance is a way to help a fellow ally out as they're being attacked during a battle. This action is used to interfere and help an ally if they're in trouble in an active battle, insinuating themselves into the battle. Starting a battle with an Assistance is considered an honorable way of fighting and will affect your fighter's morality in a positive way. Ambush: Ambushes are a type of battle action that is aimed at catching a foe off guard, and are usually done from behind when the opponent has their guard down, or to stealthily attack someone who is unaware that the attacker is even present. This is used by someone to assist an ally in a forceful way or to attack another fighter they have a vendetta against to insinuate themselves into the battle. Starting a Battle with an Ambush is considered a dishonorable way of fighting and will affect your fighter's Morality in a negative way battle. You will be given a slight chance to retreat from a battle so hopefully luck is on your side. To begin your Retreat Sequence you must not perform any the typical Battle Sequences but instead perform the Retreat Sequence listed below. attempting to create the opening for your retreat. This attempt can only be performed once every three turns. Every time this is performed you skip over your usual Battle Sequence. You then perform a Chance% Roll in this post. If you roll a [0], your retreat is successful and your retreat attempt you wrote will be successful, fleeing the battle. This chance to flee can be increased by some instances performed during the battle. There are ways to increase your chances of retreating. and Power Up Rating will remain the same for 24 hours after a retreat. There is no way to cure this and must wait it out.
 * Start a Battle: A fighter can initiate an Assistance to interfere and help in a battle with anyone currently in an active battle on the site. This essentially kick starts a battle by performing an action which assists the fighter you wish to help by taking over their portion of the Battle Sequence for them or to simply enter the battle on their side. An Assitance is only used to help another fighter in battle and enter that battle if they're about to be stricken by an attack which potentially will greatly harm them. When you enter an active battle this way you are using your own Battle Sequence in place of the fighter you are assisting. After this Assistance is performed the Assitant will now participate in the battle. This action allows you to perform your full Battle Sequence without any delay, giving this a unique advantage over a sneak attack.
 * Assist: During a Battle you may choose to defend your ally or target against an attack which will harm them. To perform an assist after an opponent attacks one of your allies, you can perform their Battle Sequence for them to defend against that attack. When an assist is used in a team battle to help an ally you deplete 10 Power Up Rating as a consequence, that ally's turn is also skipped over. It is ideal to only use this when the ally is in great need of an assist or you will be wasting your energy resources with no benefit. Cooldown: 1 turn on defending a player or npc; No cooldown on defending an object.
 * A Revive is the act of coming to the aid of a fallen ally while they're in the Downed State to revive them and rally them back into fighting. This action can only be done while an ally is in the Downed State Phase of a Battle Sequence and are in need of assistance to get up and continue fighting to avoid a Finishing Attack Phase from completing. Beware, this can invoke bad intentions by the opposing fighter and the person performing the revival is defenseless to any attack.
 * Rally : When a Rally is performed, the Downed State opponent will recover and will be able to continue the fight. The way a fighter can rally from Downed State and continue fighting is if they're revived by another fighter. When Rallied, the fighter's Life Force is restored to 25% of its maximum. Stamina and Ki% start at zero and must naturally recover as normal. However, every new time they're pushed into the down state, the diminishing return of 50% reduction in all obtained statistics occurs. [Maximum Rally Limit: 2 times]
 * When performing a Revival, you're unable to perform any part of your Battle Sequence to assist your ally to recover from the Downed State Phase. This means that you will be defenseless to attack while you perform this action.
 * This action can only be performed before a Finishing Attack Phase is used upon that downed ally. Once the Finishing Attack Phase completes, that ally is no longer able to participate in the battle due to being knocked out or killed.
 * Start a Battle: A fighter can initiatie a battle win an Ambush with anyone currently in an active Roleplay on the site. This essentially kick starts a battle to any unsuspecting target. When this is performed, the target you wish to Ambush will take 5% of their maximum Life Force in damage (increased to 10% with the Opportunist trait in the Ferocity Trait Line), starting the battle off at a disadvantage of Life Force. This action however leaves you open to counter attack, giving your opponent the first turn in the Battle Sequence in battle.
 * A fighter is only open to Ambushes while roleplay if they have at least been in the RPG for one full month. (30 days)
 * The fighter that is Ambushed must respond to the topic with in 12 hours of the post topic time. Make sure you PM the fighter that you sneak attacked to make sure they know that you have sneak attacked. This sneak attack is considered a battle challenge and if ignored will result in the same penalties of doding a challenge and receive the Coward Penalty. Information on the Coward Penalty is located in the Challenge Template Topic.
 * An Ambush initiated Battle can only be performed on a fighter who has been active on the board in the last 24 hours (simply check the activity at the bottom of the board). If there is any excuse or reason you cannot respond to an Ambush please let the Admin know.
 * Diversion: During a Battle; out of desperation to get the upper hand over your opponent, you may perform an attack on a location or area you're currently located such as a city, civillians, or anything that would force your opponent to help protect to divert their attention from the battle. Any actions that are performed with this type of action will influence morality negatively and the forum board itself where the battle happens (meaning you may destroy a city with such a Battle Action). A Diversion may be stopped by performing an Assist battle action which will force your opponent to go in to protect what is targeted by this devious attack. If this diversion is ignored by your opponent, they may suffer a negative morality decrease due to this negative action. Below lists each diversion type and their cooldowns. Cooldown: 1 turn intervals between using any of the choices.
 * Targeting Civillians, Objects, or Structures: Requires Tier 1 or above Energy Attack Technique (Cooldown: 3 turns)
 * Targeting a City: Requires Tier 3 or above Energy Attack Technique (Cooldown: 8 turns)
 * Targeting the Planet's Core: Requires Tier 4 Energy Attack Techniques [Ki Wave, Large Ki Spehre, Massive Ki Sphere] (Cooldown: Once a Battle, Must be at least three rounds in battle.) (Banned used on Planets: Planet Earth, Planet Namek, Planet Vegeta, and Planet Frieza #79, if used on a banned planet this action will only cause a wide area of destruction.) (Not yet available)
 * Retreat: If you wish to flee from a battle there is a way to retreat from a
 * To perform this Retreat Sequence you will first simply write out you're
 * Retreats cannot be made when the battle has reached two rounds.
 * Retreats will give you no penalties of cowardice. However, you will receive a loss to your Battle Record when successful.
 * Retreat Penalty : Your Life Force, Ki, Stamina,

Each new instance adds to the roll chance as follows: [3,6,9,11]. ::Retreat Sequence:: against an attack or attacks with an Evasion Technique. This will simply allow you to live long enough to be able to attempt a retreat. Technique [Combat Technique, Tactic Technique] to improve your chances of retreating.
 * The fighter you're retreating from is at least double your Power Level.
 * Have -100% Bad Morality Rank Perk.
 * If your opponent is inflicted by any Control Effect.
 * If your opponent is inflicted with Blind and performs a miss on the same turn as you begin a Retreat Sequence.
 * Currently in Hiding when using a technique. The most notable technique for this is the Power Suppression Tactic Technique.
 * Performing a Diversion battle action
 * Retreat Evasion Phase This stage which consists of defending
 * Retreat Action Phase This stage is used to perform a Supportive
 * Retreat Trigger Phase, This is the turn you perform the Chance% Roll for the chance to escape the battle you're in.

Results at the end of a Battle
Mercy:

When an opponent enters the Down State Phase during a Battle Sequence, you enter the Finishing Attack Phase. During this phase you can choose to have mercy on your opponent which will make sure your next blow knocks them out rather then kills them. This action is considered a good intention and will affect your fighter's Morality in a positive way when performing this action in battle. you must only perform an attack or a series of attacks which deplete the downed opponent an additional 10% Life Force below 0% of their max. performed even before the opponent is put into the Downed State Phase by performing an attack which exceeds the down state negative threshold by  -20% of their Life Force. This is an exceptional way to take out an opponent without them having a chance to be rallied back into the fight. The attack must take place in the Attack Phase of a Battle Sequence for this to occur. the defeated opponent will enter a Knock Out period which lasts for one week [7 days from point of being Knocked Out]. During this period they will receive the Knocked Out Penalty which temporarily reduces their Power Level by 25%. This penalty will stack for each additional instance of being knocked out up to a maximum of 2 stacks [For 50% Power Level Reduction]. Each stack will have its own expiration duration upon the battles taken place. It is advised to avoid battle during this Knock Out period to avoid obtaining additional stacks. During a Knock Out Penalty period, they cannot be officially challenged to a battle. can be drastically reduced by purchasing the Hospital or Rejuvenation Chamber service. A Senzu Bean will fully cure all stacks of the penalty which makes the Senzu Bean the most powerful to recover quickly to begin fighting once again. Consuming a Senzu Bean to cure Knock Out Penalty works the same way as the other item services, however at the consumption of the purchased item. Execution:
 * Knock Out Blow : To perform an Knock Out Blow,
 * Total Knock Out : A Mercy action can be
 * Knock Out Penalty : When a Mercy is performed,
 * Knock Out Recovery : Knock Out Penalty duration

When an opponent is in the downed state the Finishing Attack Phase will be introduced to the Battle Sequence. During this phase you can choose to have no mercy on your opponent and execute them with a killing blow. This action is usually considered a bad intention and will affect your fighter's Morality in a negative way when performing this action in battle depending on the circumstances. must only perform an attack or a series of attacks which deplete the downed opponent an additional 10% Life Force below 0% of their max. even before the opponent is put into the Downed State Phase by performing an attack which exceeds the down state negative threshold by -20% of their Life Force. This is an exceptional way to take out an opponent without them having a chance to be rallied back into the fight. The attack must take place in the Attack Phase of a Battle Sequence for this to occur. battle and perform an Execution, you obtain a reward bonus of 50% additional Power Level and Training Points. If you kill more then one fighter in that same battle, this bonus increases by +25% for each additional fighter you have slain in that battle. defeated opponent will be killed and sent to the Other World. Once the opponent is killed they will not be able to create or enter any living world topics through the duration when in Other World. Any Training RP topics which are currently active will not be canceled upon death, but simply postponed until you're revived and back in the living world.
 * Killing Blow : To perform a Killing Blow, you
 * Overkill : An Execution action can be performed
 * Ruthless Reward : If you're victorious in
 * Death : When an Execution is performed, the

Death
Death in a battle is never a pleasant thing. When you fighter is killed in a battle they're sent to Other World. Once a fighter is sent to the Other World they are then judged by King Yamma. If a fighter has more Fame then Infamy, they're sent to Heaven. If they have more Infamy then Fame, they are sent to Hell. If any fighter has no Fame or Infamy they are judged solely on their preference of alignment which was decided upon joining the rpg. When in Other World you are limited to only accessing the Other World boards, specifically the realm you're sent to. Please do not be deterred from battling because you are scared of dying. If you meet some specific requirements when you die, however, dying might be beneficial as there is special training to be acquired that is not available anywhere else. Also think of this as a good story progression for your fighter.

Revival Options: When a fighter is killed in battle they will have options to choose from to continue on in the rpg after death. Choosing one of these paths upon death will come at a cost to your fighter. month, King Yamma will pity you and revive you in 7 days time instead of the 21 days of a full time member. After you have been a member more then a month you will not qualify for this option. the Other World War Saga, Scenarios, or train with a Master Trainer if you qualify. During this time you must participate and roleplay in the Other World unless revived early. While in Other World, time moves at a different pace which allows you to obtain a 25% bonus to your training which is called the Other World Bonus. [Power Level and Training Points] died on. However, King Yamma requires power to do so which will cost your fighter to lose 10% of their base Power Level [Maximum: 500,000 Power Level]. You must have 250 Battle Experience to have this option. This can only be done once every 48 hours to prevent constant revival in quick sessions. When a fighter is revived this way they have a 24 hour Death Penalty Period in which they cannot participate in anything until the time ends. -Every day spent in Other World, this loss of Power Level is reduced by 0.45%. This allows fighters to spend some time in Other World to reduce this penalty to Power Level when using this revival option. Revival Pass. A Revival Pass is purchased from Other World Rewards or purchased from a Other World Training Master.
 * If you only been a member of DragonBall Z Arena for a minimum of one
 * Stay for the standard period of 21 days [three weeks] to participate in
 * You may choose to be revived immediately after death to the planet you
 * You may convince King Yamma to revive you if you currently have a