The Active Skill will be displayed with a special animation, and with voice acting as well.
There are currently four kinds of Active Skills: Ultimate Attacks, Transformations, Exchanges, and ATK Boosts.
Ultimate Attacks can be considered as an extra Super Attack that the character gets to launch before even collecting Ki. Each character's max Ki Multiplier will automatically be taken into consideration, and the Ultimate Attack will cause ultimate damage, which is a 550% multiplier.
- That multiplier can also be increased through the Hidden Potential, with each "Super Attack Boost" level adding an additional 5%, up to 75%.
|Ultimate damage +100%||650%||Starting from the 4th turn from start of battle (once only)|
|Ultimate damage +100%||650%||When HP is 59% or below and facing only 1 enemy, starting from the 3rd turn from start of battle (once only)|
|Ultimate damage +50% and massively lowers DEF||600%||When facing only 1 enemy starting from the 3rd turn after Evolution (once only)|
|Ultimate damage|| 650%|
|When HP is 59% or below (once only)|
|Ultimate damage and raises allies' ATK by 30% for 1 turn||520%||When HP is 59% or less with another 3 or more "Representatives of Universe 7" Category allies on the team (once only)|
|Supreme damage and greatly lowers ATK & DEF||430%||When facing 3 or more enemies, starting from the 3rd turn from start of battle (once only)|
When comparing "Ultimate damage" to Super Attack Multipliers, it might be worth mentioning that it's slightly lower than "Mega-colossal damage Lv.20" (570%) and slightly higher than "Immense damage Lv.10" (505%).
Ultimate Attacks cannot be evaded but can be absorbed/blocked if they are a Ki blast attack and the enemy happens to be immune to them.
Furthermore, unlike Passive Skills which depend on your remaining HP at the start of turn, Active Skills that require your HP to fall below a certain threshold are reactive, meaning that if you recover HP above it you will lose that character's Active Skill for that turn.
These Active Skills work very similarly to other transformations, the only difference is that the player is able to decide whether or not to allow the character to transform, once the conditions have been met.
- Transformations last until the end of the battle, Rage Mode lasts only 1 turn.
|Can be activated when HP is 58% or less with "Android #16" on the team, or when HP is 58% or less with an existing "Androids" Category ally or enemy starting from the 5th turn from the start of battle (once only)|
|Can be activated when there is a "Pure Saiyans" or "Hybrid Saiyans" Category enemy starting from the 3rd turn from the start of battle, or when facing only 1 enemy starting from the 6th turn from the start of battle (once only)|
|Can be activated when HP is 70% or more with another "Namekians" Category ally on the team, starting from the 4th turn from the start of battle (once only)|
|Starting from the 3rd turn from the start of battle||Can be activated upon entering next attacking turn (once only)|
|Active Skill||Rage Mode|
|When HP is 70% or less, starting from the 3rd turn from the start of battle||Can be activated when HP is 50% or less, starting from the 5th turn from the start of battle (once only)|
This type of Active Skill allows the player to switch from one character to a different one. These cards consist of two different characters and there's no transformation involved, but the mechanic is pretty much the same.
- Exchanges can last either until the end of the battle or just for a few turns
|Card||Exchange Condition||Turns||New Card|
|Can be activated starting from the 3rd turn from start of battle (once only)||∞|
|Can be activated when HP is 66% or less with another 2 or more "Androids" Category allies on the team, or can be activated at any time when facing an enemy whose name includes "Cell" (characters such as Cell Jr. excluded) (once only)||3|
|Ki +24 and ATK +48% for 1 turn||Can be activated after Transformation (once only)|
|All allies' ATK +33% for 1 turn||Starting from the 3rd turn from start of battle (once only)|
|Causes ultimate damage to enemy and raises allies' ATK by 30% for 1 turn||When HP is 59% or less with another 3 or more "Representatives of Universe 7" Category allies on the team (once only)|
There is currently only one character with an Active Skill that is able to boost all allies for 1 turn. However, it works quite differently from Passive Skills with a similar effect, and it can be much more effective. Unlike similar Passive Skills, Active Skills don't really add their boost to other "start of turn" Passive Skills, they're actually always calculated separately. (The same concept can be applied to characters that give an ATK boost to themselves.)
- This means that
Note: if an ally has a Passive Skill that is calculated when attacking, all support units will increase that character's damage output by the amount described in their Passive Skill, just like Pan's Active Skill always does. Such Passive Skills include:
- "When performing a Super Attack"; "after receiving attack"; "with each attack received / performed"; "when the target enemy is stunned / sealed / in ATK Down status"..
In that case, the best combinations would be the following: