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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter D » Dragon Ball Z: Collectible Card Game - Strategy Guide (Page 02)

Dragon Ball Z: Collectible Card Game - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Dragon Ball Z: Collectible Card Game - Strategy Guide (Page 02).

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.

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