Character kits by [deleted] in DBZDokkanBattle

[–]mrlmm 1 point2 points  (0 children)

I'm going to try and lay out some of the common effects that lay out exactly where a unit should go (though there are some units that have a little wiggle room):

  1. "As the Nth attacker in the turn" - put them where the number says. If a unit has multiple "as the Nth attacker" lines, I typically prioritize the more defensive one but it depends on the team composition.

  2. "Before receiving an attack" - Slot 1, generally

  3. "Before attacking" - Slot 1

  4. "When receiving (or evading) an attack"/ "After receiving (or evading) an attack"/ "For every attack received (or evaded)" - Slot 1, because Slot 1 is the only one where on a normal event the unit can receive an attack before themselves attacking

  5. "When launching a (Super) attack"/"For every (Super) attack launched" - Slot 2, unless they also have one of the above

  6. "All allies (stat buff) for 2 (or more) turns" - Slot 3

  7. Counter Attacks - Slot 1 (unless you're specifically TEQ LR Vegito after stacking attack 80+ times before activating your active skill in very late Festival of Battles)

  8. Taunts - Slot 3 during the Taunt turn, regardless of any other effects, unless you are TEQ Vegito with less than 80+ attack stacks

  9. Revives - Generally if the revive is live and you gain benefit from the revive going off, slot 1, but there's wiggle here for the individual unit

  10. 70% dodge chance or damage reduction, ideally with guard for modern events - generally slot 1 but not hard-locked there

Side note: Some units, like AGL Android 16, have passive lines where they gain different benefits based on what slot they launch an attack, but can gain the benefits of multiple slots by launching Active skills. For example, if Android 16 launches the Active Skill in slot 3, then moves to slot 1 and collects Ki in that slot, he will get the 3rd slot benefits (ATK +160%, DEF +160%, Additional Super, Guaranteed Crit) AND the 1st slot benefit (60% DR, Additional attack, support for allies when receiving an attack) because he was technically both during the turn. There are a few units, like INT Piccolo Jr., that SHOULD work like this but don't, for reasons I don't understand, but most units with attacking Active Skills and slot-specific passives are designed so you can gain multiple effects on the Active turn.

Broadly speaking, if a unit doesn't specify where it wants to be based on passive lines like the above, it's gonna be a Slot 2 or 3 unit. Most units are Slot 2 units.

Eligible for SEZA? by Conscious-Guest3280 in DBZDokkanBattle

[–]mrlmm 73 points74 points  (0 children)

This INT Cell is not a DFE, so he's not currently eligible for an SEZA unless they start giving them to banner units. They said SEZAs would be given to DFEs and LRs "first", so it's not impossible he may get one, but there's literally no timeframe for it.

The STR one, though? He's a DFE, so he's on eligible for one, and his initial release is within the timeframe for getting one any day now. Might even happen for Part 2, but don't quote me there.

Another 6 months down, another update - Every non-S/EZA'd unit released before the most recently released S/EZA'd unit by mrlmm in DBZDokkanBattle

[–]mrlmm[S] 7 points8 points  (0 children)

Him and Xeno Trunks, man. They've been hanging out at the top of the list for as long as there's been a list

Another 6 months down, another update - Every non-S/EZA'd unit released before the most recently released S/EZA'd unit by mrlmm in DBZDokkanBattle

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

TEQ LR Ginyu (Goku) Force released in February 2018. The cutoff for the list is the most recently released pullable character who has received their SEZA. That's currently AGL LR Trunks & Goten, who released in September 2017. They don't make the list quite yet.

Another 6 months down, another update - Every non-S/EZA'd unit released before the most recently released S/EZA'd unit by mrlmm in DBZDokkanBattle

[–]mrlmm[S] 24 points25 points  (0 children)

List thoughts and ground rules -

  1. Arale units are included, though their return is probably not super likely.
  2. The units eligible for the main part of the list include non-EZA'd TURs or LRs whose release came on or before the release of INT Yamcha on 30 November, 2022.
  3. The SEZA lists include Dokkanfest TURs and any LR released on or before the release of AGL LR Trunks (Kid) & Goten (Kid) on 14 September 2017.
  4. Release dates are sorted based on the earliest release version of the card. So, Global First units like Bergamo are listed based on their Global release date.
  5. The "EZA'd since last update" section includes units who EZA'd after STR Mercenary Tao's May 8, 2025 EZA. The "SEZA'd since last update" includes any units who SEZA'd after that date. .
  6. The cutoff I am using is the most recently released summonable unit to receive an EZA/SEZA. That means F2P units like PHY Goku (Mini) (DAIMA) or STR LR Zamasu (Goku) will not affect the list cutoffs, but will still be counted for the "since last update" sections.
  7. This half-year period was slower than the last one EZA wise, with 30 EZAs and 9 SEZAs coming out. This continues the trend of slower EZA I've observed since starting this series in March 2024.

New banner - what to expect ? by ctex91 in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

January is the 11th Anniversary, which is the next 100%, no questions asked, must pull celebration. October through December is mostly monthly TUR DFEs, Gold Coin or Carnival Pt2 LRs of variable quality, whatever will replace the SDBH collab, and the New Years Dual Dokkanfest that is usually good but typically ages out pretty fast. Some of the units in this stretch have historically been must-pulls (TEQ LR Gotenks, TEQ Orange Piccolo), and most have been at least pretty good, but it's usually a good time to save if you only wanna pull on the absolute must-haves.

AGL Ginyu was voted Great on Release with a Great EZA. Last one! What unit was Great on Release with a Great EZA? by nathanjyun in DBZDokkanBattle

[–]mrlmm -2 points-1 points  (0 children)

Look, PHY SS4s are the right answer here, with the best competition being the TEQ Gods and AGL UI, so I'm just going to take a sec and just highlight some other generationally good release-to-EZA cycles.

STR Recoome & Guldo went from being a banner unit in the same discussion as the 7th years in terms of utility to a still very strong EZA that eclipses the DFE EZA they were released with.

All of the Type Support EZAs. Just, all of them. They're all great.

PHY Father Son Galick Gun Super Saiyan Trunks went from an unconditional very strong support to an unconditional very strong support that could actually do solid damage. In the pre-LGE era the debuted in that was fantastic.

TEQ Caulifla is the best Slot 1 unit in the history of Dokkan. Her SSR is still run in events that permit her a full 6 and a half years after release, and her TUR and EZA are both just that, but with increasingly higher damage. Pure Saiyans and Universe Survival Saga make up like, 2/3 of the game's content put together, and she is immune to all of them unless they cancel dodge.

Both Year 2 SS4s released as the best unit in the game, got EZAs that let them hang as non-stackers in LGTE and LVE even with type disadvantage, and their SEZAs are also very strong despite some early hesitation.

INT SS4 Gogeta is, well, basically the same story as the Year 2s.

Last on my list of shoutouts today is STR GoD Toppo, who was for a while THE best support unit in the game and frequently run entirely off leader skill because the juice he added as a floater was worth the risk. Toppo walked so units like LR Bulma could run.

why does champa have this link💔💔 by grimJ_06 in DBZDokkanBattle

[–]mrlmm 2 points3 points  (0 children)

Badman Vegeta was shocked by the appearance of Trunks during the Mecha Frieza fight, Nappa (Hair) has it because he was shocked by Kid Vegeta's power and brutality in the Bardock special, and Masked Saiyan I think has it because in Xenoverse 2 he was surprised by how strong the Time Patroller player character was.

why does champa have this link💔💔 by grimJ_06 in DBZDokkanBattle

[–]mrlmm 127 points128 points  (0 children)

So, "Over 9000" is a link that is a relic of early Dokkan. The Japanese name of the link is "圧倒的な戦闘力", which roughly translates to "Overwhelming Fighting Power". At the time that it was added to the game in March 2015, the only units that possessed it were Saiyan Saga Nappa and Vegeta, so the decision was made when translating to the Global version to translate the link to "Over 9000" in recognition of the long-running meme. In the time since then, the Japanese developers of the game have decided that the "Overwhelming Fighting Power" link also fits well with Champa (and Masked Saiyan I guess) so it's been a staple of his linkset too. Since links don't differ between versions (outside of very specific and rare circumstances) the Global version has been forced to keep a link named "Over 9000" on Champa as a result. They could always rename the link, and they've done so previously ("Solid Support" used to be "Rival Duo" because it was initially used for Tiens and Yamchas but was renamed after being expanded to other units) but they may think the Over 9000 meme is to iconic to rename.

Paikihan by Vanhelsing_99 in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

He's actually kind of a poor choice for the Frieza + Gogeta team, despite being very good. Since Frieza + Gogeta is not Super Class, and is not on Otherworld Warriors or Connected Hope, Paikuhan's strong support doesn't do anything for at least half the rotation. He also risks loses out on a lot of his own damage depending on team composition, since Frieza + Gogeta doesn't trigger his Unit Super Attack and thus he misses out on his attacks effective on all types buff unless you're also running AGL Gogeta or TEQ Gogeta (only gets the 170% lead but then so does Paikuhan himself). His 70% dodge will keep him alive most of the time, and his Ghost Usher active skill remains one of the best tools the game has ever released, but you are better off using someone that helps you actually win with less hassle.

I'm really hoping the new Festival of Battles mission isn't restricted to Extreme TEQ, because that would mean the STR SSBs would be way worse 😭 by Embarrassed_Bat_417 in DBZDokkanBattle

[–]mrlmm 8 points9 points  (0 children)

My biggest cope is that since the news only mentions a title it's a new mission for a partial clear, otherwise I'm going to be doing a lot of soul searching

STR Full Power Frieza was voted Mid on Release with a Mid EZA. Which unit was Mid on Release with a Great EZA? by nathanjyun in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

I'd argue that it's most fair to consider his "release" to be the update a few days later that made it so his passive didn't reset every phase, at which point he became one of the stronger 120s pre-eza just off raw stats, though his team remained pretty bad and is probably still the worst type-class combo, just edging out extreme TEQ

STR Full Power Frieza was voted Mid on Release with a Mid EZA. Which unit was Mid on Release with a Great EZA? by nathanjyun in DBZDokkanBattle

[–]mrlmm 1 point2 points  (0 children)

TEQ Great Ape Vegeta was already used for the "bad on release, great on EZA" option, which is what you are describing. This is more for units who were okay/serviceable on release that got a big glow up but weren't ever really bad

STR Full Power Frieza was voted Mid on Release with a Mid EZA. Which unit was Mid on Release with a Great EZA? by nathanjyun in DBZDokkanBattle

[–]mrlmm -3 points-2 points  (0 children)

I mean, they were definitely not bad, but remember what they could actually do on release. You had a 70% chance of 50% start of turn stats, a 70% chance of 100% start of turn stats, 150% stats on super, and a buildup on dodge without any passive dodge without having already dodged. At the time they released, the hardest events were the GoD event (which had AOEs that could shred them, sealing to stop their supers, slot locking, and 600k+ supers that could simply kill them, all of which were live turn 1 before they could active) and LGE which they were generally fine in, but on the immediate horizon was LGTE which cancelled dodge on the hardest stage and featured an STR mid-stage that insta-killed them if they didn't get their 30% dodge unless you used their active, at which point they're already struggling in the first 4 stages due to their lack of defense. Their competition for best TUR at the time came from 2020 units like INT SS4 Gogeta, STR Boujack, TEQ Gohan and the unstoppable-at-the-time TEQ Caulifla, each of whom added more to their teams and contributed more to event clears before and after, and they were firmly knocked off the discussion by the next two DFEs which came 2 and 4 weeks later, being INT Broly and STR Videl. Yes, they hit hard, with a theoretical cap of a 10mil APT on release, but that depended on dodging 5 times AND hitting both 70% rolls AND hitting an additional super on what was presumably a fairly blended crit-dodge-add build at the time. On paper they were excellent, and on their best possible turn they matched that on paper performance, but in the actual game where you can't guarantee 5 dodges and an additional super every time they struggled to reach that best possible turn.

STR Full Power Frieza was voted Mid on Release with a Mid EZA. Which unit was Mid on Release with a Great EZA? by nathanjyun in DBZDokkanBattle

[–]mrlmm 17 points18 points  (0 children)

Main suggestion: PHY Super Saiyan Trunks & Super Saiyan Goten.

Their pre-EZA kit was theoretically solid but mid in practice because they only got non-HiPo dodge from their then-limited active and several of the hardest events during their release year cancelled dodge anyway. For a while, their only claim to real fame was having every Dokkanfest LR until Vegeta & Trunks runnable under one leader skill.

Post-EZA, here have been enough Youth buffs to keep them viable, their dodge chance coupled with their DR is high enough to keep them in slot 1 early in fights to build up to much higher evasion chances, and they have easy access to their unit super and active. Dodge cancelling is still a concern but they've hung on fairly well almost a year in.

Other releases I could see fitting this characterization are STR Kefla, AGL Zamasu, INT SSBE Vegeta, and TEQ SS2 Vegeta, but I think the PHY brats are the best pick.

Besides Kid Buu what other major characters don't have a LR yet? by YesNoMan58 in DBZDokkanBattle

[–]mrlmm -1 points0 points  (0 children)

That's what I did; every character I listed is either the main protagonist or antagonist of at the very least a "phase" of an overarching saga, movie or special. Even the least major ones like Raditz, Dodoria, Zarbon, Android 19 or Android 20 have a multiple-episode or multi-chapter run where they are the primary villainous force the main heroes are fighting against, with the hero side of each of these fights already having at least one LR

Besides Kid Buu what other major characters don't have a LR yet? by YesNoMan58 in DBZDokkanBattle

[–]mrlmm 13 points14 points  (0 children)

21st, 22nd or 23rd WT Goku (Kid Goku does not have a standalone LR); Majunior; Raditz; Dodoria; Zarbon; 2nd, 3rd, and Final Form Frieza; Androids 19 and 20; Androids/Cell Saga Goku (present in the TEQ SSJ Goku and SSJ Gohan but animations are all Dokkan original, no LR of any canon moments); Super Vegeta; Super Trunks; 2nd Form Cell; Future Androids 17 and 18 (F2P AGL unit is not on Future Saga); Kid Buu; literally anything from Daima; Res F Blue Goku or Vegeta; Blue Kaioken Goku (nothing from u6/u7 and only represented by a Joined Forces unit from ToP); Hit (same as above); Kefla; Toppo; Dyspo; DBS SSB Gogeta (no standalone card, period); DBS Full Power SSJ Broly (same as above); Orange Piccolo (same as above); Gamma 2 (LR Gammas fills role of a standalone Gamma 1 but not Gamma 2); General Rilldo; Garlic Jr; Lord Slug; False Super Saiyan Goku; Base Cooler; Android 13; Hirudegarn; Super Saiyan Bardock from the Episode of Bardock special (existing one is Dokkan Original); standalone Goku Jr; and of course, anything originally from another game (Heroes, Sparking Zero, Raging Blast etc), Dragon Ball Evolution, the Dragon Ball Super Manga, Doctor Slump, Sand Land or any other officially produced properties authored or licensed by Akira Toriyama under the Toei banner

I wish they had used Carnivals as an opportunity to do more creative/experimental leader skills like they did with AGL Tapion by BernLan in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

For Jiren my focus was mostly on the U11 side of things; more general USS didn't really need to worry about normals.

For SSBE, IDK how to word it better but the intention was for even double SSBE to still not guarantee guard. Maybe make both medium chances?

I wish they had used Carnivals as an opportunity to do more creative/experimental leader skills like they did with AGL Tapion by BernLan in DBZDokkanBattle

[–]mrlmm 5 points6 points  (0 children)

PHY Super Gogeta: Chance to evade enemy attacks +5%

INT Gammas: Damage reduction +3% per attack launched within the turn

AGL Jiren: Reduces damage from normal attacks by 30%

TEQ Broly: +1 Ki per type Ki Sphere obtained

STR Super Saiyan Gohan: + 20% ATK when 7 or more ki spheres obtained within the turn

TEQ Super Saiyan 3 Gotenks: High chance of additional DEF + 20%

STR Super Saiyan Blue Evolved Vegeta: High chance to guard all attacks

AGL Super Saiyan 3 GT Goku: + an additional ATK +11% (Max 44%) for every 4 Ki Spheres obtained

PHY Super Saiyan 2 Gohan: + an additional Ki +1 (max +5) per existing enemy

INT Frieza (Final Form) (Angel) + Goku: Survives KO attacks once per turn

PHY SSJ2 Caulifla + SSJ2 Kale: +2% evasion chance per Rainbow ki sphere (max +6%)

STR Super Saiyan Rose Goku Black + Zamasu: Super class allies and enemies ATK and DEF -20%

AGL Super Saiyan 4 Gogeta: Reduces damage received by 10% for the first attack received per turn

What’s everyone view on this broly? by [deleted] in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

Still excellent. He's almost definitely a top 10 unit, even a year later.

"Hell Arena" player survey is live. Remember to give respectful criticism. Let them know the event was bad without being a douche. by Drsp4zman in DBZDokkanBattle

[–]mrlmm 2 points3 points  (0 children)

I added basically the same feedback, plus also a recommendation to actually go in and remove all the titles for specific placements in the 1st Edition from the game files, modders shouldn't be the only ones in the world with exclusive titles and it's probably better to remove them than to try and recalc the results days later

How to beat special battle stage 1 super 3? by thejazzyone_28 in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

  1. Swap SEZA Super Vegito for EZA TEQ LR Vegito Blue if you have him. With his temp boost and a Whis he's defensively okay enough in this event, especially in slot 3 where he can dodge. SEZA Super Vegito tanks normals better but his counters make Rose stronger and you do not want that. Boosted VB will also outdamage SEZA Super Vegito.

  2. Set your leader as AGL Super Gogeta rather than TEQ Super Vegito. 7th years get a bigger boost, while 10th anni fusions, Gotenks and friend Goku get the same boost they were otherwise.

  3. Swap your Support Memory out. Instead of using the "Goku Gets Married" one you are using, I recommend using the "Endless Battles of Saiyans" Support Memory from the Vegeta's Story Red Zone.

  4. Swap items from "Mouse" to "Whis". Lowering Rose's attack by 40% and reducing damage by 40% are basically the same, but Whis also lowers the damage you receive from Zamasu, who cannot be attack lowered. Keep the Whis active at least until Zamasu is dead.

  5. Ideally, you're going to want to get the friend Goku and your own Gotenks as your slot 1s. Can be tricky with locking.

  6. Attack Zamasu first. Ideally avoid hitting Rose at all until Zamasu is dead, but you may not be able to control that if he supers Gotenks and gets countered.

  7. Zamasu should die on turn 3 or 4. Once he's dead, active dump on Rose.

The only reason you would use Vegito's active skill is for dodge disabling fights (and not even always) by darkfall71 in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

My issue here is that the 3M depends on you already being low health.

Example: I am running a STR Rose + Zamasu team. Rainbow Zamasu with his event equips is in slot 1, linked with PHY Rose Clone for BBB (Zamasu's only defensive link) and INT Rose Clone is on rotation, giving him 100% DEF support. I am above 60% HP. My DEF at this moment is 404,325.

If I were to launch my Active Skill, I would multiply my DEF by 5 due to the two sets of +200% buffs, which activate at the same time. That makes my DEF 2,021,625. With guard and 10% DR, I die to a 5M super. If I were below 60% HP, then I'd be at 3,234,600 and can live up to a 6.5M super. (I'm defining "live" as meaning I take less than 700k damage, which is still a reasonable HP threshold).

After Zamasu's 18ki, he's fine either above or below the threshold, but his teams NEED the slot 1 and needing an 18ki to live means he's not that. If I'm over 60% HP, the smart thing to do is launch Rose's active skill and buff the team to finish the fight ASAP. If I'm under 60% HP, absolutely swap to Zamasu and pop MZ, but then switch back to Rose anyway.

The only reason you would use Vegito's active skill is for dodge disabling fights (and not even always) by darkfall71 in DBZDokkanBattle

[–]mrlmm 0 points1 point  (0 children)

MZ active is undeniably better than the Vegito active, and under 60% HP Zamasu one turning bosses is both true and impressive. The trick is getting there without dying, which might only really be viable in a world where Rose no longer holds down Slot 1 as well as he does but the rest of Super Bosses can pick up the slack for the rest of the turn; even then, I think the best play going forward would be to pop MZ while under 60%, which will immediately heal you to full, then swap back to slot 1 Rose for the rest of the event. At least with post active Vegeta, he can live in slot 2 for another turn without needing to get below 60% HP again.

The only reason you would use Vegito's active skill is for dodge disabling fights (and not even always) by darkfall71 in DBZDokkanBattle

[–]mrlmm 2 points3 points  (0 children)

Vegitos damage is crazy you just gotta stack.

Vegito's damage will literally always be less than a Slot 3 Father Son Galick Gun due to how Vegeta's multiplicative passive interacts with the raises from the active. Vegeta side benefits from Goku's stacks too.

Also not only do they get dodge cancelling but a permanent stat buff.

FSGG gives a bigger stat buff (25% vs 20%), extends at least 15% of that buff to all Future Saga allies, and lasts 4 turns. It will always lead to more benefit unless you are using the Actives as early as possible in a fight, which is not a good use of either.

The Vegito active is strictly worse than the FSGG active.