Piccolo's Techniques (Dragon Ball Supplement )
Piccolo's Techniques[edit]
The following is a list of every technique Piccolo can use. Attack bonuses, DCs, and the maximum number of techniques he can have at a given time should be specified on his page and are not included here. Any listed DCs remain constant across versions. Headers indicate the CR version of Goku that gains a technique, with higher CR versions able to use any techniques available to lower CR versions (unless otherwise stated).
Kid Piccolo[edit]
Flight (1 Ki Point)/(Half of a Technique slot). As a bonus action, Piccolo gains a flying speed equal to his movement speed.
Ki Blast (1 Ki Point)/(Half of a Technique slot). As a bonus action, Piccolo's unarmed strikes have their reach increased by his moviment speed. until the end of his turn. He may spend 1 additional ki point to use this as a free action.
Stand Ground (1+ Ki Point)/(Half of a Technique slot). Piccolo takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Piccolo may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point)/(Half of a Technique slot). As part of an unarmed strike, the target must succeed a DC X Constitution saving throw or be stunned until the end of Piccolo's next turn. Piccolo may only make one sledgehammer attack per turn.
Piccolo, 23rd Tenkaichi Budokai[edit]
Ki Sense (0+ Ki Points)/(Half of a Technique slot). As a free action, all creatures within X ft. are detected. Until the end of Piccolo's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Piccolo may spend 1 additional ki, increasing its range by X ft. each time. This can not sense creatures using a Godly Transformation.
Ki Suppression (0+ Ki Points)/(Half of a Technique slot). As a free action, bonus action, or reaction on Piccolo's turn, he may select up to 1/10th of his Strength, Dexterity and Constitution. These are put in a "pool" where they can not be accessed by him. He may remove up to up to 1/10th of his Strength, Dexterity and Constitution from the pool as a free action, bonus action, or reaction on his turn. Piccolo may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent. At the end of each of Piccolo's turns, if he have at least 2/10ths of all three of his Strength, Dexterity and Constitution in the pool, he regain 1 ki point per 2/10ths in the pool, up to a maximum of half his average ki charge. Piccolo do not gain this benefit if he benefited from the stats placed in the pool during that turn.
Flurry of Blows (1 Ki Point)/(Half of a Technique slot). As a bonus action immediately after Piccolo takes the Attack action on his turn, he makes two unarmed strikes.
Special Beam Cannon (5+ Ki Points). After charging for 3 rounds, all creatures in a 120ft x 5ft line must make a DC X Dexterity saving throw. If they can not move, they automatically fail. On a success, they take no damage. On a failure, they must take 33 (6d10) force damage. Piccolo can spend an additional 2 ki and spend an additional turn charging to increase its damage by 3d10.
Explosive Demon Wave (10 Ki Points). Piccolo fire a 15 ft. radius ki blast up to 180 ft. from him. Every creature within range must attempt a DC X Strength saving throw. On a failure, they take 66 (12d10) force damage. On a success, they take half as much damage. This damage decreases by 11 (2d10) for every 5 feet away from the initial target they are.
Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC X Dexterity saving throw. On a failure, they take 7 (2d6) force damage. he can add an additional 2d6 force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.
Gigantification (1 Ki Point, Base Transformation)/(Half of a Technique slot). As a full turn action, Piccolo's size increases by 2 categories and Piccolo must spend 1 ki point at the end of each of his turns.
Piccolo, Saiyan Saga[edit]
Flurry of Blows (1 Ki Point). As a bonus action immediately after Piccolo takes the Attack action on his turn, he makes two unarmed strikes.
Stand Ground (1+ Ki Point). Piccolo takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Piccolo may use this as a bonus action for 1 additional ki point.
Risking it All For a Friend (3+ Ki Point). As a reaction, when a creature within half of Piccolo's movement speed is hit by an attack or targeted by a saving throw, he may move up to this technique’s range and take the hit instead, reducing the damage by his Ki attack modifier and taking the rest. For 2 ki points each time, Piccolo can interpose again for subsequent attacks on the same ally within the same turn, using any remaining required movement and damage reduction from the previous use. He can reduce the ki cost to a minimum of 0 by doubling the damage dealt for each ki point reduced. Piccolo may double the initial ki cost and lose his next turn's action to double the range of this technique.
Piccolo, Namek Saga[edit]
Piccolo, Nail Absorbed[edit]
Piccolo, Android Saga[edit]
Hellzone Grenade (4+ Ki Points)/(Must have Ki Blast) As an action, Piccolo create one ki ball per 2 ki points spent, and scatter all of them all up to his movement speed away. These ki balls are Small objects with 10 hit points and 12 AC, and automatically self-destruct after 1 minute. If a creature enters a ki balls area, they automatically take his unarmed strike damage as the ball self-destructs. As a free action on a later turn, Piccolo can bring all of the remaining ki blasts down on a single target within your movement speed, forcing them to make a Intelligence saving throw. On a failure, they take the collective damage of all the remaining ki balls. On a success, they take half as much damage.