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.
| « Previous Page | Next Page » |
