Dragon Ball Z: Collectible Card Game - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Dragon Ball Z: Collectible Card Game - Strategy Guide (Page 01).
Dragon Ball Z CCG
FAQ/Walkthrough
By:Darklance13
(c)2002 Patrick S. Howitt(pshowitt@hotmail.com)
Version 1.0
Table Of Contents
*******************
I)Gameplay Runthrough
II)Battle Info
III)Decks
IV)Card List
V)Secrets
VI)Version History
VII)Contact Info
VIII)Credits
IX)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.
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