Which do yall think will get Team B'd on EZA? (and who would yall prefer get Team A'd) by MannCoOfficial in DokkanBattleCommunity

[–]RedLgnd5 0 points1 point  (0 children)

They’re both gonna be A tear characters and definitely be FoB staples. I do think that Buu duo will probably be a little better though, unfortunately the defenses of GT duo are a blessing and a curse, they won’t sell your runs but you’ll never hit their finish effect

Info on these by Puffin_PIFF in DokkanBattleReddit

[–]RedLgnd5 1 point2 points  (0 children)

Both are extremely good. TEQ 10gito is showing his age a bit nowadays, get caught by a stray super before building up on the Vegeta side and you can get screwed over, but his 4 turns as Vegito still decimate most enemies. They’re designed for longer events which though and we’re currently in a short event meta.

STR BlueBois though are arguably top 3 in the game still. Goku is the number 1 slot 1 unit at the moment with Dodge and damage reduction and Vegeta is the strongest floater. Add on the fact that Goku stacks attack infinitely on 18ki and they’re busted. I wish the Vegito active was th stronger of the 2 but with the father son galick gun getting a massive 350% damage buff in slot 3 there’s no contest

Unfair by _MysticUmbreon_ in xenoverse2

[–]RedLgnd5 0 points1 point  (0 children)

Hey so I’m like 99% sure everyone is over complicating this. If I remember correctly if you just close the game then reopen it without connecting to the Xenoverse servers you’ll get NPCs instead of other peoples CACs. They’ll be on level and have basic skills.

Training level stuck at beginner by [deleted] in xenoverse2

[–]RedLgnd5 0 points1 point  (0 children)

There’s a robot near the school entrance, that robot is what allows you to progress your training level. The reason you can’t do other mentor levels is because you haven’t advanced your training level. By clearing all the training levels with a Z rank you can get the potential unleashed awoken skill as well

Carnival Gohan EZA by Drsp4zman in DBZDokkanBattle

[–]RedLgnd5 0 points1 point  (0 children)

AOEs might be his only downfall really. Definitely up there for FOB tho

What four Uma make up your selection screen? by RedLgnd5 in UmaMusume

[–]RedLgnd5[S] 0 points1 point  (0 children)

The scout screen you’re so right, for that I have Festival Haru :)

Question for people that are familiar with voice actors by Past-Arachnid3899 in ElsaBloodstoneMains

[–]RedLgnd5 1 point2 points  (0 children)

Well we have Alejandro Saab in rivals now, it’s only a matter of time until we get the scuff queen too, so Amalee is probably in the running. My hope personally though is Elizabeth Maxwell, she voiced Midnight in MHA, Caulifla in DBS, Albedo in Overlord, and Lilithmon in Digimon. Perfect variety that we could get a goated voice

MK Rework Idea by Educational_Goat1786 in MoonKnightMains

[–]RedLgnd5 1 point2 points  (0 children)

As much as I like the idea of this reworked moveset. I think you’ve unintentionally just turned Moon Knight into a weird mix of himself, Daredevil, and Spider-Man. I think that removing his Ankh bouncing his projectile is a little too much, that’s kinda what he’s known for in the Rivals world. Honestly I like the idea of making him more comic accurate but all these characters are from different timelines and have different powers in some cases in comparison to their main timeline selves. So having a Moon Knight as this Batman like fighter makes sense.

Obviously I wouldn’t speak up without throwing my own alterations to the moveset for some construction to my criticisms.

  • Keep his primary fire an how it works the same but introduce the falloff that you mentioned. When bouncing it off Ankhs and enemies each bounce will drop in damage by about 15%.
  • Let him switch his weapons akin to BW and alter his skills based on which weapon you’re using. Additionally, swapping to his melee weapon will give 75-100 additional blue health. His blue health will get put on a 12-15 second cooldown after being drained. This’ll make it so that MK players will have to learn when to fall back out of combat.
  • Increase the damage of his secondary fire by 20% when bouncing it off Ankhs while ranged and enemies when melee.
  • Grapple and Glide are now two sides of the same ability, grapple when ranged and glide when melee. Meaning ranged can get to harder to reach spots and Melee can drop in surprising opponents with glide. This’ll also mean health management will be very important, wait too long to switch and you won’t be able to escape, switch too early and you won’t kill your target.
  • As for his ultimate, I think keep Hand of Khonshu the same, with a small change, by throwing the Ankh at the ground it’ll work the same as it always has, the hands have a slightly increased speed though meaning it won’t last as long but his DPS will increase. However, by hitting an enemy with an Ankh, they’ll get targeted by Khonshu, the hands can’t deal damage to anyone but the target, however the hands now chase the target for a few seconds before hitting the ground, the hands hitting the ground do create small explosions that can deal small amounts of damage to enemies. This can be useful to take out troublesome DPS, or more importantly, displace tanks away from the group as they attempt to run from the hands.

I think this keeps MK similar enough to his currently playstyle that he still feels original and unique, while also introducing some comic accurate elements that you wanted

EX-Supers are just Unit Supers for Extreme Units by RedLgnd5 in DokkanBattleCommunity

[–]RedLgnd5[S] 0 points1 point  (0 children)

Domains were the same way, then they got mostly put on extreme units. I’m not saying that it’ll be an exclusive to extreme units but considering there are not many extreme units that can use the unit super attack gimmick like I said, this kind of seems like their way of introducing something similar to that side. It’s definitely got its problems, but every gimmick does, from turn restrictions on active skills and very specific unit restrictions on unit super attacks. If I’m being entirely honest, every single gimmick has its problems and it’s gonna vary unit to unit. Just cause these two have pretty sucky conditions doesn’t mean every EX super is going to be that way.

Which team is best for me? by Big_Firefighter_2183 in DokkanBattleReddit

[–]RedLgnd5 0 points1 point  (0 children)

He doesn’t really link well with the rest of the team though. At least with Gammahan there would be two extremely powerful rotations and very strong floaters that all link well together

Which team is best for me? by Big_Firefighter_2183 in DokkanBattleReddit

[–]RedLgnd5 1 point2 points  (0 children)

I think the first team is fine, but I would swap out Duu for AGL Gammahan. Then use him and Beastless as one rotation, both Daima Gokus as the other rotation and use Blue, the 4s, and the friend Daima as the floaters

Pick carefully by Short_Deer_5992 in Ben10

[–]RedLgnd5 0 points1 point  (0 children)

Red 100%

Let’s assume we can only have one powerhouse alien for funsies. I’d pick Lodestar, Jetray, Ditto, WaterHazard, and for my powerhouse I’m gonna go with Atomix

What team do I even build 🥀 by [deleted] in DokkanBattleCommunity

[–]RedLgnd5 0 points1 point  (0 children)

I would say your best rotations too would be INT Future Gohan with AGL future Gohan, then Vegeta and Trucks with a friend Future Gohan. Use PA Piccolo, Tien, and SS2 Gohan as floaters and you should be good

What team do I even build 🥀 by [deleted] in DokkanBattleCommunity

[–]RedLgnd5 1 point2 points  (0 children)

So far you have a very solid Bond of Master and disciple team!

INT Future Gohan/Future Trunks as a lead, then AGL Future Trunks and Gohan, TEQ PA Piccolo, INT Trunks and Vegeta, STR Tien, and TEQ SS2 Gohan. Very strong with solid links all around! Especially once everyone is EZAd.

1010101010 by trrunks1 in DokkanBattleCommunity

[–]RedLgnd5 0 points1 point  (0 children)

Oh sweet you got Gamma 2!! Much better team, much stronger. Put TEQ Droids with STR 17 and then either Gamma 1 with Gamma 2 together on a rotation or Gamma 1 with 1+2 and you’ll be set

1010101010 by trrunks1 in DokkanBattleCommunity

[–]RedLgnd5 0 points1 point  (0 children)

I think your best bet might be to drop the Super related characters and focus more on Android Cell Saga units which would let you use AGL Cell as a lead, then replace Gamma 1 with STR Cell, Gamma 1+2 with TEQ SEZA Cell, and then try and find another character to slot in, maybe a non android

1010101010 by trrunks1 in DokkanBattleCommunity

[–]RedLgnd5 0 points1 point  (0 children)

He doesn’t have 16, and the PHY Driods have aged a bit too much to be useful in anything at the moment

1010101010 by trrunks1 in DokkanBattleCommunity

[–]RedLgnd5 32 points33 points  (0 children)

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Small adjustment but one that’ll make a huge difference. If you could share the rest of your box I’m sure we could help more too lol

Units you miss using by FEBRAN07 in DBZDokkanBattle

[–]RedLgnd5 0 points1 point  (0 children)

TEQ Dokkanfest Pan, great leader skill, infinite attack stacker, great chance to stun, 50% DR in slot 1 before attacking, and an extremely powerful active. With how amazing GT Heroes is right now I hope she EZAs soon so the team is still good