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- Unconditional Ki +3 and ATK & DEF +180% along with an additional ATK & DEF +150% when attacking - Guard conditions are easily met as most of the SS3 allies belong to the Crossover team anyway - Transformation has no other conditions aside from being turn-based - Full Power Rosé boost is increased to +4 Ki and ATK & DEF +200-350% along with an additional ATK & DEF +150% on an attack - Full Power Rosé gives signficant HP recovery to the team and has a guaranteed guard against all attacks - Has an unconditional AA with a 50% chance of being a Super - The majority of the team benefits from his 200% leader skill boost | ||
- Despite being the main leader for the team, Crimson Masked Saiyan lacks Over in a Flash or Limit-Breaking Form to link with the other SS3s on the team - Full Power Rosé's conditional additionals requires him to fight against an "SSGSS" type of enemy which are absolutely non-existent and even then it isn't guaranteed | ||
Before Transforming: - Unconditional +2 Ki and 200% ATK & DEF buffs - Gains an additional ATK & DEF +50% on a Super - Has a 50% chance of an additional super - Has a 50% evasion chance and if he evades one attack, it's increased to 60% for that turn - Transformation condition is incredibly simple to fulfill - SA raises his DEF and does immense damage After Transforming: - Passive can be raised up to an additional 250% ATK and DEF boost - Has a 50 or 100% ATK boost and 30% to crit on a Super Attack - Super Attack chance is raised to 70% - Evasion boost is increased to 70% if he evades one attack for the turn - Super attack greatly raises his DEF, can stun with a great chance, and does immense damage. After using Active Skill: - Massive ATK & DEF boost of up to 300% - Chance of an additional Super Attack is completely unconditional Super attack greatly raises his ATK & DEF (without the SA penalty), can stun with a great chance, and does immense damage. - Link becomes much more useful as Super Saiyan 3 Gotenks - Has a 70% chance of evasion and if he evades one attack, this chance is increased to 90% for that turn - Has a guaranteed crit in the turn he appears and a 50% chance for the rest of the turn | ||
- Active Skill conditions takes a long time to trigger - Lacks any reliable Ki links outside of his Super Saiyan 3 form - Super Saiyan Gotenks' recovery reliant on RNG | ||
- Unconditional Ki +3 and ATK & DEF +200% along with an additional ATK & DEF +150% on a Super Attack - Gets an unconditional 30% critical and 50% dodge chance - If he's not placed in slot 1, he gets an additional ATK & DEF +159% and +20% chance to crit and evade - If his HP is below 59%, he gets another 159% ATK and 50% chance to crit - Shares the ideal Super Saiyan 3 linkset in the team - Standby Skill is pretty easy to use even without the HP condition - During the Standby Mode, Goku has a 70-90% chance of evading normal attacks and if there is a Super Attack redirected to him, he will counter the enemy and gets a guaranteed evasion for the rest of the turn - Goku's Standby Mode has an unconditional scouter effect to allow him to anticipate where the Super will land for his Finish Attack | ||
- Good unconditional attack and defense boost of +200% along with an additional 150% for the first 5 turns - Very good multiplicative damage output thanks to +150-100% ATK & DEF - Has an unconditional critical chance while providing other allies with a crit chance - Has a 50% to launch an additional Super for the first 7 turns from his appearance - Has a 30% to dodge along with an additional 30% before he attacks - Shares the ideal Super Saiyan 3 linkset in the team | ||
- Additional super chance is turn restricted to 7 turns so can struggle on longer events - Has no Super Attack effect besides lowering enemy's DEF - Shares the same name as his STR counterpart, leaving them unable to link before the former's Standby Skill | ||
- Starts off as a solid tank with a solid 200% DEF buff - Gains an additional 120% ATK & DEF on a Super Attack - Will gain a giant 200% ATK buff when performing an 18 Ki SA - Has a sizeable damage reduction before he performs an Ultra Super Attack - Gains an additional ATK boost and stacking Ki with each Super Attack he performs - He can gain a huge amount of a 1-time boost in a desperate pinch - Has an amazing linkset that can work with many units. | ||
- His big caveat is that he loses the 50% damage reduction on his 18 ki SA, meaning he is a glass cannon. - Damage Output on his 12ki is very mediocre - Despite requiring 18-Ki to hit hard, he has no way of providing Ki for himself outside of his links - Additional boost requires multiple Super Attacks but Goku has sources of additionals to buildup faster - He shares the same name as his STR counterpart and neither of them are slot 1 characters | ||
Before Transforming: - Unconditional Ki +2 and 180% ATK and DEF buffs while also having 50% chance of a critical hit - Gains 50% extra ATK & DEF when performing a Super Attack - Has a guaranteed additional with a 30% of it becoming a Super Attack - SA raises his DEF, does immense damage and also has a 30% chance to stun the enemy -Shares a good number of links with his Angel counterpart - Transformation condition is easy to fulfill After Transforming: - Passive is buffed to Ki +3 and 200% ATK and DEF unconditionally and for the first 6 turns after transformation, his critical hit chance is boosted to 70%. - - Gains 50% extra ATK & DEF when performing a Super Attack while gaining another 50% for 6 turns after Transformation - SA raises his DEF, does immense damage and also has a 30% chance to stun the enemy - Linkset is severely more useful after transforming. | ||
- Only has Prepared for Battle in his SS2 form, which hurts his ability to synergize with the team | ||
- Unconditional +150% ATK+DEF - Guards against all attacks, which makes him a great defensive unit - Gets 7% damage reduction (up to 35%) per Dragonball Heroes category ally along with an additional boost to damage reduction for the first 3 turns - Additional +50% attack and defense when performing a Super Attack - 70% chance to stun the enemy on SA - Great Linkset | ||
- Requires full roster of DBH units to maximize his defensive utility against the hardest content in the game, which limits team-building | ||
- Provides tremendous boosts for himself - Unlike other Heroes units, Gotenks shares Fierce Battle, allowing him to link better with non-Heroes units - Able to rapidly stack DEF with chance of an additional Super Attack | ||
- Chance of an additional Super Attack only lasts for 5 turns | ||
- Decent boosts at the start - Lower enemy ATK with each Super Attack and given that he gets a guaranteed Super Attack, this effect is amplified - Will easily achieve their additional Super Attack condition as Super Saiyan 3 is dominated by Heroes units - Builds up rather quickly thanks to his guaranteed Super Attack conditions - Strong linkset | ||
- Without running Heroes allies, Gotenks Super Attack conditions are far harder to accomplish | ||
- Decent boosts at the start - Lower enemy ATK with each Super Attack and given that he gets a guaranteed Super Attack, this effect is amplified - Will easily achieve their additional Super Attack condition as Super Saiyan 3 is dominated by Heroes units - Builds up rather quickly thanks to his guaranteed Super Attack conditions - Strong linkset | ||
- Compared to Xeno Gotenks, Gohanks links are not as easy to achieve | ||
- Unconditional 100% ATK & DEF with an additional 100% ATK and DEF when performing supers, which cause immense damage and seals enemy supers. - Can give all super class allies' 50% ATK for extra damage. - Has a excellent linkset that can be useful with many units. - Additional Super Attack condition is automatically met as every ally on the team belong to the Power Beyond Super Saiyan Category | ||
- Is extremely frail before performing super attacks, as that is when he gets his DEF buffs - Unfortunately not on the Dragonball Heroes category which would've benefited several units on the team quite a lot | ||
- Great damage output thanks to an unconditional +130% ATK and the ability to get an extra +30% ATK per rainbow orb as well as a 7 turn type effectiveness while also being capable of tanking enemy attacks due to having a similar DEF boost - Great linkset - 30% chance to stun on SA - Chance to creat Rainbow orbs for the team | ||
- Unlike other units, his Ki-changing passive is not guaranteed | ||
- Gives 33% ATK to all allies, best support due to some restrictions. - Can raise his ATK on supers meaning he can hit fairly harder. - His Golden Giant Ape transformation gives him free invincibility and huge ATK for more damage. - Linkset has great viability with the team overall. | ||
- Can be extremely frail due to no defensive buffs. - His stats are below average, and might not meet expectations. | ||
- Provides a tremendous amount of boost for himself - Seals enemy with his Super Attack - Gains several useful boosts with additional Ki Spheres - Great Linkset | ||
- Can be quite difficult to attain his full boost due to the lack of Ki-changers (aside from SS3 Angel Goku's 50% chance) | ||
- Unconditional ATK+DEF +100% and disables enemies guard - Additional +50% ATK & DEF on SA - Additional +20% ATK (up to 100%), and chance of performing a critical hit +7% (up to 35%) per Dragonball Heroes ally - Has a 50% chance to launch an additional Super Attack for 3 turns from start of turn | ||
- Requires a full roster of Dragonball Heroes units to optimize his passive at the expense of other more viable allies | ||
- Devastating attacker with strong DEF to boot - 11 Ki Super Attack shreds foes with Type advantage - Burst boosts & evasion allow Gotenks to be explosive from the get-go - Strong linkset | ||
- Peak of power requires maintenance of 11 Ki, which his ki-abundant linkset works against - Burst boosts not suited for a long battle | ||
- Good offensive and defensive unit in all forms thanks to unconditional boosts to ATK+DEF, damage mitigation, and the ability to stack ATK++DEF until he reaches Super Saiyan Blue - Links well with the leader in almost all forms - Gains Over in a Flash after transforming into Super Saiyan 3 - Can be used as a viable sub-lead for the team as all but one allies are Super Class | ||
- Loses some common links such as Experienced Fighters and Golden Warrior once reaching Super Saiyan God - Only gains Limit-Breaking Form in his Super Saiyan 3 state | ||
- Very solid defensive unit thanks to an unconditional ATK+DEF +120%, a 9 turn 30% DEF stack on Super Attack, and a 50% chance to guard all attacks | ||
- Leaves a lot to be desired offensively - His chance to guard isn't guaranteed, which can screw you over depending on RNG | ||
Before Transforming: - Unconditional 100% ATK and DEF buffs, which can be further bolstered depending on HP - Gains 30% extra ATK & DEF when collecting 3 or more ki spheres - SA raises his ATK and does immense damage -Decent linkset for the time - Transformation condition is not too difficult After Transforming: - Passive is buffed to 120% ATK and DEF unconditionally and can be increased by 77% more depending on HP count. - Gets 33% ATK, DEF and evasion when getting 3 or more ki spheres, whereas he also can be effective against all types with 6 or more. Super attack greatly raises his ATK, can stun, and does immense damage. - Linkset is severely more useful after transforming. | ||
- Only has Prepared for Battle in his SS2 form, which hurts his ability to synergize with the team | ||
- Unconditional ATK+DEF +120% - ATK +60% and DEF +30% for 5 turns after being attacked along with an additional boost each time he gets hit - Raises DEF by 30% for 6 turns on SA | ||
- Hard to make use of his passive and SA effects as a floater since he isnt strong enough for a main rotation spot - Lacks Over in a Flash shared with the other SS3s | ||
- Unconditional ATK+DEF +120% - Gains an additional ATK, DEF and crit chance with attack he receives - 40% damage mitigation - 6 turn DEF raise on SA | ||
- Aside from facing INT units, his Damage mitigation is reliant on his 30-50% to guard - Lacks Over in a Flash shared with other SS3s - His additional boost is entirely reliant on tanking enemy attacks which can screw you over if guard fails to activate | ||
- Good linkset - Hits decently well in the first 5 turns - Self-sufficient with Ki +3 - 30% chance to stun on SA | ||
- His DEF leaves a lot to be desired - Once his 5 turns are up, Goku's damage drops drastically to abysmal levels | ||
- 80% damage mitigation for 10 turns - 50% chance to stun on Super Attack - Links well with the rest of the team | ||
- Offense boost is locked behind attacking a stunned enemy which does not happen often - Against longer events, his mitigation will expire and cause him to basically be dead weight, though only a handful of events last that long | ||
- Unconditional 120% ATK and DEF boost - Also nukes by gaining 12% ATK with every Ki Sphere obtained | ||
- Still debuffs own DEF by 6% with every Ki Sphere obtained - Third passive boost requires a specific amount of specific Ki Spheres to activate | ||
- Gives himself a sizeable boost of up to +180% - Shares the common Over in a Flash link shared with other Super Saiyan 3s | ||
- Will never be able to launch his Unit Super Attack due to being unable to run Hercule in this team unless you run Super INT Hercule allies - Links are much worse after "transformation" - Will never be able to receive critical hit bonus as there isn't enough Majin Buu Saga allies to encompass the entire category - Running him unfortunately forgoes the other superior Super Saiyan 3 Goku units | ||
- Massive offensive power - Decent linkset (Fused Fighter being rare to activate actually helps him get his DEF boost from 11 Ki) | ||
- Loses his DEF and his Super Attack multiplier weakens to supreme at 12-Ki - Doesn't get DEF until he attacks, leaving him completely defenseless even if his Ki is 11 or less - His passive directly hampers his synergy with the other SS3s | ||
- 140% ATK at full HP - Good linkset | ||
- 40% DEF just isn't good enough - Offensive power can get cut nearly in half if you start the turn with low enough HP | ||
- 33% ATK+DEF is very good support - Has a great linkset | ||
- Competes with several extremely good units who share his name - Very low base stats | ||
- Unconditional 90% ATK+DEF - Good linkset | ||
- Nothing inherently wrong with him, just doesn't do anything as well units above him | ||
- Unconditional 90% ATK - Effectively supers early by giving himself 2 ki when he is at 10 ki - 120% DEF when attacking - Lowers attack on super | ||
- Lacks both Over in a Flash and Prepared for Battle which hurts his ability to synergize with the team - Competes with a unit who is generally much more useful than him - If you don't get him to 10 ki, he has no defensive boost | ||
- Unconditional 90% ATK+DEF - Raises DEF by 30% for 3 turns on SA | ||
- Lacks both Prepared for Battle and Over in a Flash | ||
- Great Linkset - ATK +80% on Super | ||
-80% DEF, while good, is gated behind a 5 turn restriction - Shares name with a Dokkanfest Leader - Base SSR so stats are low | ||
- Good Linkset - Good support of Ki +2 and 25% ATK | ||
- Support is limited to only TEQ + PHY types | ||
- Good Linkset - +90% ATK on SA - Self-sufficient on ki at the start of a fight | ||
- 5 turn restriction on DEF and Ki self-sufficiency is too short - Free to play base SSR so stats are low - Competes with two much stronger Dokkanfest units | ||
- Surprisingly good damage output when his passive is active - Good linkset | ||
- 50/50 chance of getting his attack boost - No defensive ability at all - Competes directly with a much better Dokkanfest unit | ||
- Self-sufficient on Ki and unconditional +70% ATK | ||
- Lacks both Prepared for Battle and Over in a Flash - No defensive ability - Extreme Class unit so does not benefit from Bardock's support passive - Competes directly with a Dokkanfest unit who can output far more damage | ||
5 May 2020 | First release |
- ↑ Note: Some units are at the top of these lists due to their position as high-percentage Class Type/Category leader, not necessarily because they are the best unit within the format. Some leaders fit both positions.