You Have 5 Minutes
FriezaPersistent
Timing: Start of any round, until end of round

Tag one enemy. Each activation that is not theirs this round deals escalating damage: 1, 2, 3... Discard when they activate.

Enough of This
FriezaBurst — OPG
Timing: When Frieza is target of an attack

Cancel attack — no roll, no damage. Attacker gains Staggered.

Dead Planet
FriezaBurst
Timing: Start of Cleanup Phase

Choose one enemy-controlled objective: not scored this Cleanup. Cannot be played in the final round.

Get Out of My Way
NappaBurst
Timing: Start of Nappa's activation

All Nappa's attacks this activation gain Impactful. If any model is Thrown into terrain: terrain degrades one step.

These Are My Saibamen
NappaPersistent
Timing: Start of any round while 1+ Saibamen token on board

Saibamen move +2" during Pursuit; trigger range increases from 8" to 10" this round. Discard at end of round.

You're Weaker Than I Thought
RaditzBurst
Timing: When Raditz wins a Clash

Losing model gains Staggered. [Free] Raditz repositions up to 3".

I Know Your Weakness
RaditzPersistent
Timing: Start of Raditz's activation, until end of round

Choose one enemy. All friendly Saiyan attacks against them treat RFX as 1 lower. Discard at end of round.

What Does the Scouter Say?
Vegeta (Saiyan Saga)Burst
Timing: Start of any round

Reveal all face-down objectives. Choose one enemy: know their current HP, SK, and BK. Discard at end of round.

Worthless
Vegeta (Saiyan Saga)Burst
Timing: When a Saibamen token is destroyed

Gain 2 BK. Vegeta gains 1 SK.

You're Mine
Vegeta (Saiyan Saga)Persistent
Timing: Start of Vegeta's activation, until he attacks the chosen target

Mark one enemy: +2 FOC, +1 IMP. On that attack: bonuses apply, then discard.

It's Called Pride
Vegeta (Cell Saga)Burst — OPG
Timing: When Vegeta fails a Stamina Check

Auto-pass. No Power Down, no Core Burn. Gain 2 SK.

You're Not Worth a Final Form
Vegeta (Cell Saga)Persistent
Timing: Start of Vegeta's activation, until end of round

Vegeta may not Ascend this round. Attacks deal +1 DMG and RFX +2. Discard at end of round.

Change Now!
Captain GinyuBurst
Timing: When Body Change resolves

The absorbed model's player discards one card from hand.

This Is The Ginyu Force!
Captain GinyuPersistent
Timing: Start of any round while 3+ Ginyu Force models are non-Dazed

All Ginyu Force treat RFX as 1 higher this round. Discard at end of round.

I'll Handle This Personally
Captain GinyuBurst
Timing: Start of Ginyu's activation

Body Change range extends to 12". Target cannot declare Z-Reaction before swap resolves.

Recoome... KICK!
RecoomeBurst
Timing: When Recoome declares Recoome Kick

Throw distance increases to 12". Collision damage checks every 4" — up to three checks.

You'll Have to Do Better Than That
RecoomeBurst
Timing: When Recoome takes damage from any attack

Absorb 2. Gain 1 BK.

You Can't Even See Me
BurterBurst
Timing: Start of Burter's activation

Burter activates before any other model this activation, regardless of Order Pool. Does not consume Order Pool slot.

Mach Speed Assault
BurterBurst
Timing: When Burter wins a Clash

[Free] Reposition up to full MOV.

It's Coming For You
JeicePersistent
Timing: When Jeice places a Crusher Ball token

Target is Suppress 2" this round. Discard when Crusher Ball detonates or misses.

Aerial Barrage
JeiceBurst
Timing: Start of Jeice's activation while at Level 1 or 2

Jeice may use Red Magma twice this activation without spending a second action. Both from current position.

You're Not Going Anywhere
GuldoBurst
Timing: When Guldo successfully Psychic Binds a target

Break-free difficulty increases from 14 to 18. Gain 1 BK.

Stop!
GuldoZ-Reaction
Timing: When an enemy within 6" of Guldo declares any action

That action is cancelled — model loses it entirely. Cannot be played if Guldo has taken damage this round.