Anti-Drain: 50% chance to automatically prevent a Drain effect; DC25 to learn; 1HP cost to use
Anti-Drain 2: 100% chance to automatically prevent a Drain effect; DC30 to learn; 5HP cost to use
Anti-Nap: 50% chance to automatically prevent a Nap effect; DC25 to learn; 4HP cost to use
Anti-Nap 2: 100% chance to automatically prevent a Nap effect; DC30 to learn; 21HP cost to use
Anti-Venom: 50% chance to automatically prevent a Venom effect; DC25 to learn; 1HP cost to use
Anti-Venom 2: 100% chance to automatically prevent a Venom effect; DC30 to learn; 5HP cost to use
Anti-Wither: 50% chance to automatically prevent a Wither effect; DC25 to learn; 3HP cost to use
Anti-Wither 2: 100% chance to automatically prevent a Wither effect; DC30 to learn; 20HP cost to use
Auroch’s Spirit: +10 to SH; also adds total combined SH of all original teammates still on player’s team to player’s SH; earned only as a prize in a high-level tournament after 75% of all other techniques are learned; 60HP cost to use
Brawler: 60% chance to enter a blitz from 45’ away; learned only as a prize in a mid-level tournament after 50% of all other techniques are learned; 1HP cost to use
Drain Tackle: during an attack roll, 40% chance to drain 3HP; DC25 to learn; no HP cost to use, but player must have 3HP or more
Drain Tackle 2: during an attack roll, 70% chance to drain 15HP; DC30 to learn; no HP cost to use, but player must have 15HP or more
Drain Tackle 3: during an attack roll, 100% chance to drain 50HP; DC35 to learn; no HP cost to use, but player must have 50HP or more
Elite Defense: player can enter a blitz from 30’ away; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 1HP cost to use
Gamble: after waking up from a Nap effect, 50% chance to randomize one of the player’s stats (stat -10 + 1d20); statistic chosen by rolling 1d8 & consulting
Table 2-1: Blitzball Statistics; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 30HP cost to use
Golden Arm: reduces deduction from PA & SH rolls by ½, so that it deducts 1 from the roll for each 10’ that it travels; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 3HP cost to use
Good Morning!: after waking up from a Nap effect, 50% chance to gain a +2 morale bonus to all stats for 1 minute; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 8HP cost to use
Grip Gloves: player gains +5 to CA for 1 minute; DC25 to learn; 3HP cost to use
Hi-Risk: 6 of the player’s statistics are reduced by ½, but the other 2 are increased by 2×; statistics chosen by rolling 1d8 & consulting
Table 2-1: Blitzball Statistics; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 30HP cost to use
Invisible Shot: +3 to SH; 60% chance to make the ball invisible (total concealment = 50% miss chance for goalkeeper); DC35 to learn; 22HP cost to use
Jecht Shot: +5 to SH; also automatically eliminates up to 2 opponents in a blitz; learned only by acquiring the
Jecht Ball (earned in a one-time DC25 Dexterity check, aboard the
S.S. Winno); 12HP cost to use
Jecht Shot 2: +10 to SH; also makes the ball invisible (total concealment = 50% miss chance for goalkeeper); also automatically eliminates up to 3 opponents in a blitz; learned only as a prize in a high-level tournament after 75% of all other techniques are learned; 100HP cost to use
Nap Pass: +3 to PA; 30% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC25 to learn; 4HP cost to use
Nap Pass 2: +5 to PA; 60% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC30 to learn; 20HP cost to use
Nap Pass 3: +7 to PA; 100% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC35 to learn; 51HP cost to use
Nap Shot: +3 to SH; 40% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC25 to learn; 4HP cost to use
Nap Shot 2: +5 to SH; 70% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC30 to learn; 8HP cost to use
Nap Shot 3: +7 to SH; 100% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC35 to learn; 35HP cost to use
Nap Tackle: +3 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC25 to learn; 4HP cost to use
Nap Tackle 2: +5 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC30 to learn; 9HP cost to use
Nap Tackle 3: +7 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC35 to learn; 18HP cost to use
Pile Venom: allows player to add additional Venom effects to an opponent already affected by a Venom effect; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 3HP cost to use
Pile Wither: allows player to add additional Wither effects to an opponent already affected by a Wither effect; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 7HP cost to use
Regen: player regains 2d4 HP every round that they are not the ball-carrier, up to their maximum HP; 1 use lasts for 1 period; learned only as a prize in a mid-level tournament after 50% of all other techniques are learned; 5HP cost to use
Sphere Shot: +3 to SH; also adds +1d10 to SH; DC35 to learn; 9HP cost to use
Spin Ball: puts a rapid spin on the ball (-3 to goalkeeper’s CA); 1 use lasts for 1 period; DC25 to learn; 3HP cost to use
Super Goalie: 60% chance to add +1d10 to CA; DC25 to learn; 3HP cost to use
Tackle Slip: 40% chance to automatically dodge a tackle, eliminating the defender from the blitz without deducting from EN; 20% to be disoriented after slipping the tackle (-5 to PA & SH for 1 round); DC25 to learn; 4HP cost to use
Tackle Slip 2: 80% chance to automatically dodge a tackle, eliminating the defender from the blitz without deducting from EN; 20% to be disoriented after slipping the tackle (-5 to PA & SH for 1 round); DC30 to learn; 17HP cost to use
Tech Find: teaches any one random technique (except Auroch’s Spirit or Jecht Shots); never teaches a technique that has already been learned; learned only as a prize in tournaments; 0HP cost to use
Venom Pass: +3 to PA; 30% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 4HP cost to use
Venom Pass 2: +5 to PA; 60% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC30 to learn; 12HP cost to use
Venom Pass 3: +7 to PA; 100% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 25HP cost to use
Venom Shot: +3 to SH; 30% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 2HP cost to use
Venom Shot 2: +5 to SH; 70% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC30 to learn; 4HP cost to use
Venom Shot 3: +7 to SH; 100% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 10HP cost to use
Venom Tackle: +3 to AT; 40% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 3HP cost to use
Venom Tackle 2: +5 to AT; 70% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC3025 to learn; 7HP cost to use
Venom Tackle 3: +7 to AT; 100% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 16HP cost to use
Volley Shot: 50% chance to ignore all BL deductions from the shooting roll; DC25 to learn; 1HP cost to use
Volley Shot 2: 75% chance to ignore all BL deductions from the shooting roll; DC30 to learn; 4HP cost to use
Volley Shot 3: 100% chance to ignore all BL deductions from the shooting roll; DC35 to learn; 25HP cost to use
Wither Pass: +3 to PA; 30% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC25 to learn; 4HP cost to use
Wither Pass 2: +5 to PA; 60% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC30 to learn; 18HP cost to use
Wither Pass 3: +7 to PA; 100% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC35 to learn; 44HP cost to use
Wither Shot: +3 to SH; 40% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC25 to learn; 3HP cost to use
Wither Shot 2: +5 to SH; 70% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC30 to learn; 18HP cost to use
Wither Shot 3: +7 to SH; 100% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC35 to learn; 39HP cost to use
Wither Tackle: +3 to AT; 40% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC25 to learn; 1HP cost to use
Wither Tackle 2: +5 to AT; 70% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC3025 to learn; 8HP cost to use
Wither Tackle 3: +7 to AT; 100% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC35 to learn; 25HP cost to use