This is not a comprehensive list of all of the techniques in Planet Mado, but just the basics, most of them your character starts out with (although some are race dependent).
Android only techniques
Hikou
Androids start with this ability – flying without the use of ki.
Power Keisoku
Androids start with this ability, allowing them to read the powerlevel of anyone, except androids.
Absorb
After defeating their opponent, the android can absorb 60% of their enemy’s powerlevel.
Ki Absorb
- Base Absorption Chance: An Android has a 15% chance to absorb any ki blast aimed at them.
- Scaling with Power Difference:
- For every 2x power difference (Android’s powerlevel is twice the opponent’s), the absorption chance increases by 10% with a cap of 90%
- Successful Absorption:
- The Android absorbs 50% of the ki blast’s power.
- This absorbed power is added to both their current powerlevel and their base powerlevel.
- The Android takes no damage from the ki blast.
- Unsuccessful Absorption:
- If the roll fails, the ki blast affects the Android as it normally would.
This mechanic ensures that Androids grow stronger when successfully absorbing ki, rewarding strategic play and power-level advantages.
Devil only techniques
Devil’s Star
- On the 5th and 18th of every month, Devils receive a x12 powerlevel boost.
- The boost lasts for 24 hours, beginning at midnight and ending at 11:59 PM.
- After the 24-hour period, the Devil’s powerlevel reverts to its normal state.
Dead Zone
A devastating power unique to Devils. When activated, it creates a gravitational vortex that pulls everything and everyone around the Devil toward them.
Gameplay Impact: The exact mechanics, range, and effects of the Dead Zone are left to be discovered by players through gameplay. It’s a mysterious and dangerous ability.
Duugo only techniques
Tail Whip
Deals 10% damage of the Duugo’s current powerlevel to the target.
A quick and efficient attack utilizing the Duugo’s tail, effective for chipping away at an opponent’s defenses or finishing off a weakened foe.
Early Transformations
When a Duugo runs into an opponent it cannot defeat in its orignal self, it often transforms into a more powerful state. There are several levels of transformations, but they are for you to find out by playing the game.
Half Saiyan, Half Human only techniques
Early Transformation
Half Saiyan, Half Humans get a transformation once they reach the required powerlevel, but the specifics are for you to find out by playing the game.
Oozaru
- Transformation Multiplier:
- When transformed into Oozaru, your powerlevel increases by x10.
- Activation Conditions:
- Full Moon: Staring directly at a full moon triggers the transformation.
- Power Ball Technique: If you know the Power Ball ability, you can create an artificial moon to initiate the transformation.
- Caution – Untrained Users:
- For untrained Half-Saiyan Half-Humans, the Oozaru form results in uncontrollable rage.
- While transformed, you lose all sense of self, cannot control your actions, and will have no memory of what occurred afterward.
- Trained Control (for Advanced Characters):
- With intense training, you may gain the ability to control the Oozaru form, retaining your strategic thinking and memories.
This ability is a powerful asset but comes with significant risks for those unprepared, reflecting the wild and volatile Saiyan heritage. Use with caution—or risk destruction, friend or foe alike!
Human only techniques
Dual Wielding
When two weapons are equipped, both may be used in the same turn.
Time Freeze
The Human may freeze time, giving them a certain amount of extra moves per turn in battle. The specifics are for you to find out by playing the game.
Namekian only techniques
Meditate
You can meditate three times a day for a 5% gain each time (calculated off of your base powerlevel). The advantage of this is that you don’t lose any powerlevel for meditating, and it adds to both your base and current powerlevel.
Regeneration
Limbs may be regenerated. The specifics are for you to find out by playing the game.
Namekian Fusion
Two Nameks may fuse together, becoming a single, stronger fighter. The specifics are for you to find out by playing the game.
Saiyan only techniques
Transformation(s)?
The specifics of a Saiyan only transformation (or transformations?) are a mystery, and you must find out the specifics by playing the game.
Oozaru
- Transformation Multiplier:
- When transformed into Oozaru, your powerlevel increases by x10.
- Activation Conditions:
- Full Moon: Staring directly at a full moon triggers the transformation.
- Power Ball Technique: If you know the Power Ball ability, you can create an artificial moon to initiate the transformation.
- Caution – Untrained Users:
- For untrained Saiyans, the Oozaru form results in uncontrollable rage.
- While transformed, you lose all sense of self, cannot control your actions, and will have no memory of what occurred afterward.
- Trained Control (for Advanced Characters):
- With intense training, you may gain the ability to control the Oozaru form, retaining your strategic thinking and memories.
This ability is a powerful asset but comes with significant risks for those unprepared, reflecting the wild and volatile Saiyan heritage. Use with caution—or risk destruction, friend or foe alike!
Basic Techniques
Ki Channeling
You can channel your ki once during any battle, and go back to full powerlevel. It lasts for five turns, and after that five turns is up, you go to half of what your powerlevel was right before you channelled your ki.
Physical attacks
- Knee: 4% damage; 12% chance to stun the target for two turns
- Shoulder Ram: 6% damage; 8% chance to stun the target for one turn
- Elbow: 4% damage; 20% chance to stun the target for one turn
- Shin Kick: 1% damage, Uppercut–6% damage (can be used with brass knuckles)
Signature Techniques
A short time after you start playing, you will learn how to create your own ki technique. After reaching certain powerlevels and training under a master, you will earn new levels. Each level has a variety of differences. Some may only increase the effectiveness of your new technique, while others will allow you to add special effects.
Ki Manipulation Signature Technique
- Level 1: 10% damage, 1% cost
- Level 2: 11% damage, 2% cost
- Level 3: 12% damage, 3% cost (+1 special ability)
- Level 4: 14% damage, 4% cost
- Level 5: 16% damage, 5% cost (+1 special ability)
- Level 6: 18% damage, 6% cost
- Level 7: 20% damage, 8% cost
- Level 8: 23% damage, 10% cost (+1 special ability)
- Level 9: 26% damage, 12% cost
- Level 10: 30% damage, 14% cost (+1 special ability)
Special Ability and Costs
- 1 Turn Stun On Hit: -10% damage (if your custom technique does not do at least 10% damage, then you cannot choose this ability; can only be chosen once; cannot be stacked with two turn stun).
- 2 Turn Stun On Hit: -20% damage (if your custom technique does not do at least 30% damage, then you cannot choose this ability; can only be chosen once; cannot be stacked with one turn stun).
- Guaranteed Hit: -10% damage (if your custom technique does not do at least 15% damage then you cannot choose this ability; may not get Guard Crush).
- Guard Crush (unblockable): +4% to cost
- -1% Cost: -2% from damage
- Bleed: +9% damage of opponent’s max powerlevel (3% for the next 3 turns, opponent has 10%, 30%, 60% chance to stop the bleeding each turn), +3% cost
- Multi-hit: Three targets, -33% damage, +5% cost
- Piercing: +4% cost
- Available at level 5 and higher
- +1% Damage (Up to 10%): +0.5% Energy Cost
- +1% Damage (Up to 10%): Opponent gets +1.5% dodge for every one point added to damage (cannot be stacked with Guaranteed Hit; if opponent has a 0% chance to dodge, this adds to it; can be stacked with opponent’s Aikido stance).
Ki Healing Signature Technique (not a self-heal, one use per day)
- Level 1: Heals 10%, 1% cost
- Level 2: Heals 15%, 2% cost
- Level 3: Heals 22%, 3% cost (+1 special ability)
- Level 4: Heals 30%, 4% cost
- Level 5: Heals 40%, 5% cost
- Level 6: Heals 50%, 6% cost
- Level 7: Heals 60%, 7% cost
- Level 8: Heals 70%, 8% cost (+1 special ability)
- Level 9: Heals 80%, 9% cost
- Level 10: Heals 90%, 10% cost (+1 special ability)
Special Ability and Costs
- +1 Additional use/day (Up to 4 additional/5 total): +5% cost
- +5% to recipient’s dodge/block (up to 25%): +2% cost for every 5% added (cannot be stacked with itself if heal is used multiple times; lasts the entire battle)
- -1% cost (up to -10%): -5% heal for every -1% added
- +10% heal (up to +100%): +1% cost for every +10% added (can be healed to over 100% health)
- Regenerate recipient’s limb: +5% cost
Fighting Styles
There are a wide variety and number of fighting styles/martial arts in Planet Mado. Each has it’s own advantages (and some have certain disadvantages). To earn higher belts in a fighting style, you must win a certain number of fights while using that style. You don’t have to train under a master to earn a higher belt, but it is faster to do so.