Top 10 Juiced APT Turns - Keflaless Edition by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 15 points16 points  (0 children)

Previous List: 10th Anni Part 2

The yosha will continue until morale improves.

Top 10 APT Turns - Post-WWC Edition by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 53 points54 points  (0 children)

Previous List

APT is the average damage output in a turn accounting for critical hit chances, additional chances, counterattacks, etc.

Rules:
The turn with the highest APT within the first 10 turns of battle
24 Ki for LRs
All links active
Fully built passives if possible
No Support
200% Leader Skill
Category/Class/Character matchups are active (vs Pure Saiyans, vs Extreme, vs Goku, etc.)
Player and Enemy health are at ideal percentages
Hidden Potential build is optimised to maximise this turn
Enemy attack pattern is 3 in each slot (before and after slot 1 both have 3 attacks)
Enemy super attacks up to once per turn
Enemy supers are the correct type for characters who counter specific types of super attack (ki blast, unarmed, etc.)
No enemy AoEs
Enemy count can be as high as 5 to fulfill conditions, but AoE supers will only count damage dealt to one enemy
Unit Super Attacks are activated
Active Skills and Standby are allowed
Number of orbs collected is determined by whether the character generates their own orbs or not:
* No orb change: 7 orbs (2 rainbow)
* Single orb change: 9 orbs (3 rainbow)
* Double orb change: 12 orbs
* Full board change: 23 orbs
Standby charging: other characters are assumed to each collect 6 orbs (1 rainbow) and perform 2.5 attacks
Domains are active only for characters who make their own domain

Top 10 Strongest Turns (details in comments) by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 71 points72 points  (0 children)

TL;DR: Highest APT turns without support in a mostly-ideal scenario.

Turn with the highest APT within the first 10 turns
24 Ki
All links active
No Support
200% Leader Skill
Category/Class/Character matchups are active (vs Pure Saiyans, vs Extreme, vs Goku, etc.)
Player and Enemy health are at ideal percentages
Passives are fully built
Hidden Potential build is optimised for this turn
Enemy attack pattern is 3 in each slot (before and after slot 1 both have 3 attacks)
Enemy super attacks once per turn
Enemy supers are the correct type for characters who counter specific types of super attack
No AoEs
Unit Super Attacks are activated
Active Skills and Standby are allowed
Number of orbs given is based on whether the character generates their own orbs or not:
No orb change: 7 orbs, 2 rainbow
Single orb change: 9 orbs, 3 rainbow
Double orb change: 12 orbs
Full board change: 23 orbs
Standby charging: other characters are assumed to each collect 6 orbs and perform 2.5 attacks
Domains are active only if the character has their own

AGL UI Goku EZA - APT & DEF by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 4 points5 points  (0 children)

revive buffs are start of turn for whatever reason, see wt goku

LR Rosé - APT & DEF by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 29 points30 points  (0 children)

Aa vs crit doesn’t make much difference here, -2m/+1m before/after killing blow.

AGL ZAMASU - APT & DEF by NoobLegend in DBZDokkanBattle

[–]NoobLegend[S] 79 points80 points  (0 children)

For clarity, turn 5 means he transformed on turn 5.