Notes (Jan of 2023)

I will explain the cards but if you wish for more in-depth information, go to https://www.carddass.com/dbh/sdbh_ugm/cardlist/ with a translate add on or utility, can copy the card text and paste it to google translate if you're an unsophisticated ningen. And Dimpsu, if you are reading this, pls WM2, I need the localized goodies so I don't have to cry on not letting my deck building autism flow, and you know that you can make it a masterpiece, H1 -> UGM6. Also for possible card choices, this won't be 100% complete, hundreds to thousands of combos, just the many initial ones that came to my mind that I thought were noteworthy. Also I won't touch apps too much if at all for these deck techs because they're not in my wheel-house, best I can say is use what feels right, PWR LV Limiter on R2/3, maybe Ultra God App if you wounded Vegito (Xeno), there's a missile app for R4/5 that deals 20k damage that you could try to stall towards. Also as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby because nippon. https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php

Welcome, TO DIE!

Image description

UM2-031 Goku (Berserk)

Welcome to the core that made me go on a journey of self discovery, that being I am medically insane, but before we begin with my mental health, let's talk about this one, Berserku, those in the arcades of 2018 (I think) as well as those that play SDBH should know all too well this demon. What this does is that at the start of the round, if he has a bar or more of STA, he permanently doubles his damage, and comes with a meaty Dragon Fist that gives him 12k PWR at the cost of 4k GRD, this action ability becomes dangerous because his damage doubling also affects this action ability. This pretty much meant that without some major PWR disruption or a card that disables DMG multiplication (in the arcade this was commonly Rumsshi from SH5 as he also tech'd against Hellfire God Meteors and HGD3 SKoT but due to WM having neither you have some choices like using Outstrategize or Divine Powers), and the special thing about action abilities, no CI required so your opponent was about to eat a fat L from some 10k+ dragon fist regardless of skill. Now this insane damage and CAA sounds like he should be ageless, a couple of problems, he sort of requires support while heavy hitters nowadays don't, no native GRD/DMG reduction pierce of any kind, and little, if any, utility. The synergies scenarios he offers are few, and not unique. He lowers his STA so you could try cards that want allies with low STA like UM8-058 GS3, he can drop his GRD to sub 100 after his dragon fist, depending on your capsules, and after R2, and he is a Goku, which opens him up to unit shenanigans, just like every other Goku.

Image description

The WM Larpers

UGM5-SEC Piccolo (SH)

First to explain what UGM5-SEC does, you can choose either Piccolo or Gohan (SH) by swapping between them while deciding attackers, what the card does depends on the character present, the abilities are expained in the table below.

UGM5-SEC Piccolo (SH) UGM5-SEC Gohan (SH)
When an attacker, increase your PWR LV by 1500 per enemy attacker (this round only), this can generate HE. While attacking, restore a bar of STA for all allies in the Co-op Group and double their PWR and PWR LV. When an attacker, prevent Stun and participation of Co-op attacks, when attacking, deal 2500 fixed damage per enemy supporter as well as 5x DMG if the enemy has 30% or more DMG reduction

So what Piccolo (SH) offers is kind of like a juiced up BM10-071 Bardock, but for BS, yes, this is Berserker aggro, there's little reason to go here but I've found out a reason that isn't just an FTK attempt, Piccolo in general is really fast, which is nice for R1 on BS because everyone (excluding berserku) will have 1 bar on average, meaning peak R1 aggression is 6k PWR LV, 2 HE, and really slow, Piccolo makes it where we can match them and attempt to outpace the enemy R2 onwards. And this is all ignoring Gohan (SH), which while he doesn't offer STA generation, can still get wins if you suspect the enemy try to play around Piccolo (SH) R2 onwards for while you might be slower, 10k fixed damage is very real, and painful. This card also can open up interesting cards because of how they want the opponent to dance around them or else get mega punished.

Image description

UM9-033 Pan (Xeno)

Now for some copium, this card's ability is that when attacking, she restores two bars of STA to her co-op group, her CAA? Capsules that either increase your Miracle Perfect chance, or increase enemy CI speed while disabling their MPs, all of this theoretical because of the extremely volatile nature of the capsule CAA, you're throwing it on the enemy because increasing enemy CI and sealing MPs is better than increasing your own MPs, even ignoring the following things like the possible snowball effect of hitting all of your BS attackers or UGM1-SEC Aeos because while Berserku is good, winning a CI can also be heavily important. She also comes with a unit that's funny, with Goku (Xeno) and Trunks (Xeno), she can increase the unit members' PWR by 1k per HE (on both teams), and the members are generic, so one could argue funny unit shenanigans, there's only two cards that have Pan (Xeno) as a unit and neither are PWR LV Limiters.

image description

Hero Avatar

Welcome to the variable slot of choice, mainly between Demon God, Android, Female Saiyan, Kai, and the GoD HA, the choice mainly depends on what you fill the rest of the deck out.

  • Kai
    • She offers 500 fixed PWR LV to all attackers or 3.5k PWR LV, back in the day this use to be really important, nowadays it's just a nice bonus to have. She also offers a freeze attack to get some survivability, STA dmg resistance for one round, and the ability to, at the PLBP, disable DMG multiplication on your team if they're less than normal, good against Hellfire God Meteors or other like effects, not so good against UGM5-017 Goku.
  • Demon God
    • Retargeting to the lowest GRD is nice, could make you ignore UGM1-SEC2 Goku depending on how layers work in SDBH, UI-Omen Demon Gods offer a one-shot boost of STA if you have 6k PWR LV at the PLBP and a stun effect if you have 3 or more attackers where you halve enemy STA, which can have implications match to match.
  • GoD
    • If you have more attackers than the enemy, he reduces their GRD permanently by 3k, this requires the enemy to have 7 attackers of which may not always be the case, and even then, feeds Piccolo (SH) giving you more PWR LV. There's also the fixed damage where if the enemy has 3 or more attackers, do 1500 fixed damage per enemy attacker they have, so trying to play around Gohan (SH) or the GRD shredding can result in fixed damage still.
  • Android
    • If the enemy has 8k+ PWR LV, you can reduce their GRD by 4k (this round only) alongside getting the PWR disruption where he steals 1500 PWR from each enemy attacker, per enemy attacker they have (so if they have three, that's 4500 per enemy attacker), like with the Demon God's effects, this can cause the enemy to play a bit more skittish, using the support area which a Gohan (SH) can punish.
  • Female Saiyan
    • You are nostalgic and want to do the one-two combo of BS Fem Saiyan God Kamehameha into Berserku Dragon Fist, if you win the PLBP (not too uncommon theoretically) she deals 1.8x DMG and then has 1.5x DMG from her god kamehameha, a CAA that fires early in the round instead of at the end. She also offers some PWR generation, 3k PWR per STA used, but to get the most requires that she becomes a supporter for a round, she also can increase her PWR LV by 1.3x if the enemy has some HE as a one-time effect, which maybe in the great math could come into play.

The Tip of Sanity

For this segment, you could probably pick any combination of the three here and do fine, this is the 'good-stuff' segment of deck building, these are the sensible, the proven, the very strong, and extremely sensible choices.

Image description

BM12-SEC Goku

This card is insurance, in case you get hit with a huge STA stun effect for at the start of the round, he'll fully restore the STA of all allies who are in a pinch, could also help proc Berserku's ability depending on how order works in SDBH, this STA generation also comes with 10k PWR to make sure they hit hard, of which this card gets regardless of his STA so he also helps R1 aggression, the cherry on top is that after attackers are decided, he increases his damage dealt by 2000 permanently, so free fixed damage.

Image description

UGM5-063 Aeos

While this deck would love to have seven cards that immediately blow up the opponent, it's good to have some of a backbone, of which Aeos here offers in spades, first she seals enemy action abilities depending on the round, round one she seals CAAs, which include god meteors and transformations, hello BM11-SEC3 Goku and UGM4-SEC Vegito, round two she disables TAA which includes keysword locks in case it wasn't used in round 1, super/ultimate energy, shenrons, gang impacts, and super/ultimate slashes, round 3 is super action abilities, summons/climaxes, and afterwards you hopefully won the game. She also has one hell of a god meteor that sets any enemy attacker's PWR to 1 after she sends it out, which further puts the enemy into an awkward position for playing through it properly can very much mean Gohan (SH) can come to roost for a punish.

Image description

UM8-047 Fin

So this does two things, first it's a stun card that makes sure you can go first R1, and two, it disables HE generation via abilities which is important because UGM1-SEC Aeos disables fixed PWR LV this way, which can really hurt Piccolo (SH) R1, which is why this card is high up on viability in my eyes for this deck. Sucks that it doesn't reduce enemy STA such as with BM6 Broly, but for BS, this is pretty much the best we have to make sure, no if ands or buts, that we're winning R1's PLBP and there's nothing from UGM1 Namekian in Black.

Image description

UGM3-068 Vegito (Xeno)

Here's another card that seals HE generation from abilities to help combat any pesky UGM1-SEC Aeos decks about, but he also does more, a good bit more. First he has 4k PWR LV on his own, which is nice to give you some speed even when you are using Gohan (SH), then he also reduces enemy HE by 1 alongside the HE disruption as long as you have 75% or more HP, which usually means you might not have it R2 or 3 but just having it for R1's good enough, he also reduces enemy healing by half, which can be useful in certain matches, and to top it off there's his Climax, which if fully transformed, offers him 4x DMG which is nice flourish on a card that offered so much in speed and disruption.

Image description

HGD6-56 Baby Trunks

GRD/DMG reduction pierce is really nice, this card offers that as long as we have more attackers than the enemy, which further puts the enemy in a stranglehold as playing into this card gets them punished by Piccolo (SH) and UGM5 Aeos but not playing into it opens up the risk of Gohan (SH) or other cards down below.

Image description

BM10-070 Omega Shenron (Xeno)

This card acts as a stun tool similar to Fin but much less random in that you choose when to have this card as a supporter, at the end of the round as a supporter, he sets the enemy STA to 1 and increases their CI, a rare effect to see on a BS, let alone on one with great utilities here as his CAA not only can steal 10k PWR and destroy 3 HE on the enemy team, but it also drains ally STA as to better proc BM12-SEC Goku, the only problem is that this card may be a bit slow compared to the rest of the team since of the turn he'll have to be a supporter, and could turn off cards like HGD6-56 Baby Trunks or the GoD HA.

Image description

UGM1-053 Trunks (Xeno)

When this card attacks, he reduces the PWR/GRD of an attacker with high STA by 3k and lowers their STA to 1 (or maybe 2 bars, can't confirm pre transformation), this is increased to 5k PWR/GRD reduction, guaranteed to lower their STA to 1 of three enemy attackers with high STA, this is a nice form of GRD shredding that also can lower their PWR, making it harder for Jiren to disable Gohan (SH) here, as well as softening them like a BS Aeos, without the other five effects she has. As for the transformation, it gives him 3x PWR and 3k DMG when he lands his super attack alongside a burst that reduces their DMG reduction by 50%. It may not be too much, where I'm tempted to put him below, but I think what he offers is still really good depending on what the rest of the deck looks like.

Image description

UGM3-SEC2 Goku/Jiren

UGM3-SEC2 Goku UGM3-SEC2 Jiren
Increase your team's HE by the number of enemy attackers that can use their super attack, and if an attacker while the enemy has GRD pierce, that co-op group will attack with 1 PWR for this round only. When attackers are decided, increase your PWR LV by 5k and disable fixed DMG from enemies that have less PWR than you, when you attack, double your PWR and DMG dealt.

So this is mainly here for Jiren, Goku's HE generation is blocked by UGM3-068 Vegito (Xeno) and while setting enemy PWR to 1, even temporarily, is powerful, GRD Pierce I think is a bit rare, I see some, but not many BM7-SEC2 Masked Blacks for example, and cards like BM11-SEC3 Goku and UGM6-055 Vegeta (Xeno) disable GRD rather than Pierce it, so they fly over Goku. As for Jiren, he offers a good deal of protection against a specific few cards, mainly UGM4-SEC2 Gotenks and UGM5-ASEC Kid Goku, and the PWR requirement shouldn't be too hard to fill with the doubling from Piccolo (SH) alongside his own boosting but in the instance that his PWR gets set to 1 by an Aeos Keysword, you may want a flat PWR generater like BM7-060 Golden Frieza (Xeno) just to give him a floor to work with, also he can hit really hard.

Image description

ABS-17 Gogeta (BR)

This card offers many things, first is HE generation which could be welcome if you ought to use Gohan (SH) round 1 instead of Piccolo (SH), efficacy isn't too known as he's not shipped yet but even compared to UM6-SEC2 he stands to be good for 3 HE isn't much to scoff at, as long you get it and aren't stalled by UGM3-068 Vegito (Xeno) and kin, thankfully this is also the least important part of the card. His CAA is a stun that also makes the enemy take 1.5x DMG, which when combined with the native GRD shredding and retargeting, can cause the opponent to be in danger, the GRD shredding being temporary but 1k per ally HE is a good rate and the retargeting makes sure the co-op group hits the enemy that'd take the most damage.

Image description

UGM6-055 Vegeta (Xeno)

At the start of the round this card fully restores STA and prevents stun, nice for R1 aggression, when attacking he disables enemy GRD for the round, empowered to also include enemy DMG reduction if he becomes Gogeta (Xeno) which he can as a summon R2 onward, this card seems to be one of the best cards in the set and its not small reason why, while being a BS normally means he's late/best for CAAs, since the whole deck is of berserkers, everyone benefits from it, and since it disables enemy GRD/DMG reduction, cards that check for GRD/DMG reduction pierce ignore this card.

Image description

ABS-23 Vegito

So this coffee candy is pretty good, and can shore up a few weaknesses in this deck. Firstly, he does have a flaw in that he can't participate in co-op attacks meaning he won't get the synergies from Pan (Xeno) or Piccolo (SH), he is really weak to GRD/DMG reduction pierce but that seems to be rare on the ladder nowadays from what I can see, and doesn't respond to fixed damage kindly. So what he does is that at the start of the round, he deals 2x DMG and gains 20% DMG reduction, and when an attacker, he prevents stun and takes everyone's aggression, meaning that you won't have to fear everyone being stunned if you lose a defensive CI or that you'll blow up from the smallest of things. Also if the enemy has 5 or more attackers he'll prevent a random attacker from attacking and deal 1k fixed damage, this can be very nice if rng is kind (such as stopping Demigra or Robel if its the UGM6 twins, UGM4-SEC2 Gotenks, or UGM5-SEC Gohan (SH) among others), but in general should make it easier to just survive as less damage is dealt and you won't be fearing stun every second. He also has a blitz that stuns and disables the enemy's GRD, Blitz is one of the few CAAs that can be activated R1 so he can help ftk if the enemy has a lacking defensive profile.

The Tip of the Rabbit Hole

These are cards that I think have a good argument, mostly, there's reservations from making me say these are good enough to as easily recommend unless you want to play with the card, it's also the beginning of how deep this surprisingly can go as we hit into the land of techs, cards probably better suited for the top-cut of a tournament where you're more likely to know what you're against versus the random latter of the arcade.

Image description

UGM7-060 Broly

This card has it where at the end of each round in which the enemy has 0 HE, he massively reduces their STA, he also has an old awoken burst that makes him increase enemy CI speed and deal critical STA damage with Gigantic Cluster, it's 3 HE here. The stun effect is very tantalizing, able to feed Gohan (SH), Hoi, and others while making sure the enemy's slow, the only problem is that he requires a bit of support, thankfully good cards help with this, like UM3-038 Goku, UM8-047 Fin, ABS-022 Piccolo, and then UGM3-068 Vegito (Xeno) can make sure the enemy is not having much on the way of HE, remember that for HE from PWR LV, it's hard to do so in a world where you have no STA to spend. Only reason he's down here is because of the support he kind of requires.

Image description

UGM5-062 Cell

This Cell has it where he gains 3k PWR and 1 HE for the team per 5k PWR LV on the enemy team, his CAA is whatever, he also has it where R1 he halves the enemy STA which makes him the best stun effect on a BS, you could theoretically go for BM10 Chilled but this does more to the HR/EL of the world or on cards that start with STA generation, and the PWR/HE generation could come up.

Image description

UM8-SEC2 Gogeta (Xeno)

Probably more fitting for the next segment but this card offers really nice damage with GRD/DMG reduction pierce if you have 3+ HE over the enemy as well as 5k PWR LV, also it feels nice seeing this and UGM3-068 Vegito (Xeno) together, like two long lost brothers coming back or maybe father and son considering the age. The summon can do a lot of damage, if it happens, Aeos does exist and no, you're not using the UGM5-060 SKoT to disable Time Prison just for this card, if you're using this and UGM3-068 you should be alright but don't expect her to be much beyond a Keysword lock, could theoretically expand to have a Trunks (Xeno) replace a card (Pan (Xeno) for her PWR Killer Reversing Unit (2 HE to restore all ally PWR to normal and everyone that changed deal 2x DMG), but that's beyond the scope for here.

Image description

BM8-SEC2 Masked Black

A bit of a warning, did you know that ever since masked black went Rose, he always was a BS when it came to SECs? Strange, well we can make use of them to varying degrees, and it's probably more my copium at the 'cool' factor of the cards (mostly BM8 and BM10). A refresher is that this card, if you have 50% or more HP, he'll slice an area on the enemy board equal to where he stood, all enemies on that line have their STA/PWR/GRD set to 1, strong, the problem is hitting the right cards, though with other cards mentioned above alongside UGM5-SEC, it could help make the opponent more predictable or harder to predict as you have to imagine playing through UGM5-SEC, UGM5 Aeos' God Meteor, BM8-SEC2 Black, possibly a HA, and there's still the 3rd slot. The kamehameha on here gives Black 5k PWR/GRD/PWR LV which is nice, even if a bit slow, and if there's a Goku on the enemy team he prevents STA DMG to himself while doubling his damage, making him hit harder.

Image description

BM9-SEC2 Masked Black

This one is thankfully much simpler, when an attacker he reduces the PWR/GRD of two enemies that have the highest PWR by 100,000 as well as make them take 25% more damage, good if you have retargeting as well as potentially slow down some heavy hitters, the ultimate energy here can also stun the enemy, will warn, I've yet to see this card ever do damage, his ultimate energy is standard damage scaling and his super attack just seems to have horrendous scaling, or this card gets really punished by PWR disruption.

Image description

BM10-SEC2 Masked Black

Now for possibly the most memey of ones, if you win the PLBP, this card receives all the attacks from the enemy, and when attacked, he gains PWR/GRD/PWR LV/HP based on if you win or not, if you win, it's 3k HP and 6k PWR/GRD/PWR LV, lose and it's all cut to a third of the value. He does have synergies with redacted but the healing could also be useful for keeping UGM3-068 Vegito (Xeno) or BM8-SEC2 Masked Black active, he does get punished by GRD pierce though like from BM11-SEC3, or UGM3-068's healing reduction.

Image description

ABS-16 Omega Shenron

So at the start of the battle, seal enemy TAAs/CAAs but at the end of the round if you took 2k+ DMG, they're unsealed, depending on the rest of the deck, this can be really hard to unseal for round 1 and is a very powerful effect, disabling the extra damage many cards offer like UGM2-065 Piccolo (SH), which offer damage only after his Gang Impact, the many transformations, and even keysword locks as to make sure your team doesn't get put on the off-foot. This card also has the funniest interactions/situations due to how his check works, he only unseals if he can, so if he's stunned (of which people sometimes intentionally lose CIs just so that he might get stunned), or if he gets sealed against UGM5-SEC2 Aeos since she seals until the end of the round, when he'd perform the DMG check, while the former is asking for problems considering the whole team is BS and its hard to tell who specifically being targeted so you could be risking someone else getting stunned or taking too much damage, the latter could come up. His CAA also is really good, stunning an enemy as well as setting their GRD to 1, welcome for retargeting abilities from ABS-17 and the Demon God HA, this also helps it do some damage itself.

Image description

BM7-060 Golden Frieza (Xeno)

This card is simple, at the start of a round, restore STA to all allies as well as increase their PWR by 5k, the STA generation is about half a bar which can help R1 aggression and make sure everyone's STA is topped when it comes to going all in, this effect is further boosted when below half health to two bars of STA, which is a lot, and 10k PWR, also really good and having a round where you're under 50% HP isn't unheard of even if you don't have the most defensive of cards as long as you can win defensive CIs, the only HP that matters is the last one after all. There was a reason this card some a solid amount of play during late BM and early UGM, pretty much only being stopped by UGM2 due to the (SH) core of which don't fit here, being ELs and all.

Image description

BM7-064 Metal Golden Cooler (Xeno)

Basically the brother card to BM7-060 this has the same design but in reverse, reducing enemy STA by 1 bar and GRD by 2k, increasing to 2 bars of STA and 5k GRD when below 50% HP, this has importance since it can help slow the enemy down in the scenario they interfere with your PWR LV multiplication or don't play into Piccolo (SH) while having speed of their own, or make them play into Gohan (SH) more as they put more supporters to make sure key cards don't get stunned. Finally, this can be an option to tech against a couple of cards that could really hurt this deck; UM8-045 Goddess Poutine and redacted Goku, the former's effect to seal enemy fixed PWR LV and reduce enemy STA requires that she has a bar of STA, which if order's on your side, this can put her off of activating it, and for the latter, the less STA he has, the less he'll make this deck hate it's existence. There's a small bonus as well if you use both this card and Golden Frieza (Xeno), in which they both become immune to stuns.

Image description

BM12-067 Fuu

This card is here as a more secure and controlled variation of ABS-16 Omega Shenron, when he's a supporter, he seals all enemy super attacks, if your team has 7+ HE, it gets boosted to include CAAs/TAAs, which is powerful, he also has a counter rush which could be useful to help survive a couple of matches otherwise you would've died in, requiring 7 HE can be rough depending on the enemy team early in the game but this can help prevent the enemy from going for a push after using Aeos' unit or UGM5-017's Goku ability.

Image description

UGMP-21 Goku (GT)

This card's climax makes it where the enemy has their DMG multiplication set to normal if it's higher than normal, which is nice against cards that try to stack their DMG multipliers, but the ability is surprisingly nice, when he attacks he'll attack the enemy with the highest PWR (retargeting for the crew) and steal 10k PWR and normalizes his DMG multipliers, this happens before DMG calculation so he is a way to deal damage through UGM5-017 Goku and HGD3 SKoT, especially when transformed to SS4 as he gains GRD/DMG reduction pierce. The only problem here is mostly in the details, if used with UGM3-068 Vegito (Xeno), only one can transform in their Climax, whomever was registered first, and he makes you more vulnerable to redacted since your co-op group now has GRD/DMG reduction pierce once he's transformed. Also the Climax itself is niche, not every deck will be affected but compared to others of this niche, he's the better option.

Image description

BM3-071 Janemba

This might be more a meme option but I do think it has applications with UGM5-SEC alongside other options, when an attacker Janemba increases your team's PWR by 1.5k per enemy supporter while also reducing enemy GRD by 1k per enemy supporter, this is permanent, alongside a CAA that sadly is too slow to be too great, -5 to enemy HE's great, not at R3. This can be like a mix of ABS-17 Gogeta (BR) and BM7-060 Golden Frieza (Xeno), with the cost that the opponent decides how effective he is, if there's 3 supporters, it's 4.5k PWR and 3k GRD which isn't amazing on its own but together it sounds really good, and if they fear Janemba, they're feeding Piccolo (SH), and if they fear Piccolo (SH) more, imagine this stacking with Gohan (SH), everyone has tons of PWR, the enemy has no GRD, and they're about to take a ton of fixed damage, not an enviable position but with like other cards around this, it's all about how you two play the mind game, which I think is awesome even if inherently volatile, of course it can be solved simply by just getting good and reading the opponent like a book.

Image description

BM4-043 Vegeta

This is a defensive option where you take half damage at R1 but disable PWR LV multiplication for that round as well, if you're not using cards like BM6-ASEC Goku, all this'll do is give you some defense while making the enemy's Fin not look as appealing, he also increases his PWR at the end of the first PLBP by your PWR LV, which can get quite high depending on if you're using UGM3-068 Vegito (Xeno), Piccolo (SH), and other such cards. This card comes with an Energy Guard Unit with Goku and Goku (Xeno) as the members, we already have Goku so you could add in a Goku (Xeno) to activate the unit in case you want to be safe against BM11-ASEC2 Goku (theoretically, requires the enemy to not have 11 STA to do it or for you to use cards that generate HE in the PLBP/end of round), finally he has a CAA that lets him deal 10% more damage per HE you have, and this applies to his Dragon Fist as well, though be aware that this means you can't use Berserku's dragon fist in the same round.

  • Goku (Xeno) Options:
    • PUMS8-03: He increases his PWR by 3k per HE you have, increased to 5k if you are in a CI winning streak, sadly temporary but can still enable him to do damage after UGM5-017 due to its timing being on attack rather than beforehand. His CAA also does increased damage alongside stunning the enemy which can be valuable.
    • UM10-033: This has retargeting for the enemy with the lowest GRD as well as fixed damage, a meager 1k until he summons Vegeta (Xeno) to fuse into Gogeta (Xeno) where it is raised to 4k, though depending on the enemy deck this can be an if, UGM1 Aeos still exists after all, and be forewarned that if this card fuses, it can't be used for the unit but you usually want Energy Guard activated early on so its okay.
    • UGM6-KCP1: He comes with fixed PWR LV as well as doubling his PWR/GRD every round due to his CP ability, which is welcome, but the main reason is the STA damage this card can do, his CAA is EX Spirit Bomb Smash, which does a bar of STA DMG and has the possibility of stunning the enemy if they have less than a bar of STA, and his main ability is that if the enemy took 4k+ DMG, he'll reduce their STA by a bar at the end of the round, which can help.

Image description

BM9-040 Frieza

We have a CAA that permanently disables the enemy's GRD which is nice if you have retargeting but the main reason he's here is because of his ability, he reduces the enemy's PWR and HE dependent on how much STA your team's consumed, 1-9 it is 3k PWR and 1 HE, 10-19 is 6k PWR and 2 HE, and if you can do 20+ bars of STA, it can be a solid 9k PWR and 3 HE, considering the STA requirements you probably want to have extra STA generation such as from BM7-060 Golden Frieza (Xeno), though this leans towards a more balanced deck rather than a more cut-throat deck that wants to immediately kill if possible.

Image description

UM12-SEC3 Teen Gohan

The main reason it's used is in case of PWR disruption from the enemy team since this card restores PWR to initial values during the PLBP if they're less than 100, the transformation's welcome, even if a bit slow, and if he gets fixed damage you've probably lost unless you have BM12-SEC Goku, if there was to be unit shenanigans relating to Teen Gohan, this'd be the one I'd use since we don't really need the extra damage or speed from UGM1-SEC3 and he asks for Goku as a supporter, though this view could change depending on how the deck works in practice.

Image description

UGM6-SEC Gogeta (Xeno)

So this probably lands more in meme territory but there could very much be a reason to run this card if the meta changes a bit, what this card does is that during the PLBP, if you have less HE than the enemy (by some stun effect or what may have you), generate HE for each other ally attacker you have (6 in this case), and if you have more than the enemy, than this card can use its super attack for free, and if the difference is 3+, than this card'll deal 4x DMG. This card also comes with the SS4LB CP ability of 2x GRD/PWR and 2k PWR LV at the start of every round, and with a starting PWR of 9.5k, this can quickly get out of control. The problem is that this would be an amazing card in BM4-5, before we had UGM3-068 Vegito (Xeno) to laugh at this card's attempts of HE generation during R1, and beside that, it just hits really hard which we already do with Berserku, more couldn't hurt though? The burst, thankfully is awoken, but the effect of reducing enemy PWR by 5k per HE you have is weird, and getting that 4x DMG might be harder than one might expect if you don't use cards that interrupt enemy's HE generation one way or another. And if you and the enemy have the same HE, welp this card does nothing.

Image description

PUMS11-22 Gogeta (Xeno)

This card is here for a similar reason as Teen Gohan, tech, this time against Hellfire God Meteors, UGM4-SEC Vegito, and other cards that reduce your DMG dealt, at the PLBP, this card disables everyone's DMG multiplication if it's lower than it was at the start of the game (less than 1x/100% dmg dealt), Promo Zamasu gets told off, HGD3 SKoT is told off, and maybe a few other cards, UGM5-017 Goku is not one of them though. The CAA also doesn't do much but if you want this type of effect for this deck, this is the card to go to.

The Waters of Madness

So for the most part, the cards above were cards that if put in, would do something a good deal of the time or act as important cards to have on hand in case you needed to take something into account, those here? Very much pet cards or extremely niche, and even when under that niche, may not stack up to much, if you want to give these cards a home because you like the art or think they're cool, then use them, but outside of maybe one, I'd never recommend these for tournaments or if the goal was to win.

Image description

UM11-SEC3 Hearts

This card's ability is that if an enemy attacker has 10k+ PWR, he steals 3k of it for himself, those below 10k have their DMG multiplication disabled, he also comes with a God Meteor that makes it where supporters next round have their GRD/DMG reduction permanently disabled. The ability can give him some PWR, gaining 12k PWR isn't but bad stealing 3k isn't much defensively and 10k PWR is still enough for the enemy to do a good deal of damage, but disabling the enemy's DMG Increases can be valuable to assassinate two cards in particular, BM11-SEC3 and UGM3-068, both quadruple their DMG which he puts to normal, Goku gains his PWR post transformation, when he's already sealed, and Vegito (Xeno) doesn't generate PWR at all, only PWR LV. There could be other cards he could hit like the new UGM6-SEC3 SS3 Goku, UGM3-SEC2 Jiren (if you have PWR disruption to make sure he has low PWR), and maybe UGM4-SEC Vegito (requires them to win the PLBP and even then, good luck next round without similar support as Jiren). As for the God Meteor, it can have the enemy play into Piccolo (SH) sometimes since the effect is strong but it's also possible that the supporters hit were never going into the attack area in the first place so it's just free damage off the God Meteor itself, which isn't much usually. Also no, you can't meme with BM8-065 Cell because his PWR LV Limiter unit requires Goku and Super Hearts, not the normal Hearts this card is listed as, oof.

Image description

BM4-040 Goku

This card has a cool super attack heavily inspired by FighterZ, as for itself, first it offers 3x PWR LV, DMG, and Ki DMG, nice even if the KI DMG is a bit random, if you win any of his CIs, this card restores his STA but if you lose, his PWR/GRD is halved instead, and his CAA is a double dragon fist that fully restores STA and triples the PWR LV of the two users. This card offers a lot of speed, especially for R1, though he also makes your deck that much more at risk against Aeos' unit, as it pretty much undoes this card completely and no, the 3x DMG doesn't boost his double dragon fist, if it did than maybe I could elevate this card to just a risky option for when you want to just want to see the opponent deck as an extra copy of Berserku.

Image description

UGM7-SEC2 Broly

Do you hate UGM5-017 Goku? I mean, REALLY hate it? This card might be for you. At the start of the round, if normal Goku (not GT/Xeno/(BR)/etc.) is on the enemy team, he'll restore his STA, and gain 2x DMG dealt and PWR LV, which makes him hit really hard and be fast, but with this deck, it's kind of natural for that since everyone's a BS and doubling PWR and whatnot, but still really welcome as Goku is far from uncommon, redacted, BM8-054 sometimes, BM11-ASEC2, BM12-SEC, and a few more are cards that see play, and against those, he can really shine with biggest dickus damage. Thankfully this isn't all because otherwise I wouldn't give him the time of day, the interesting effect is that at the PLBP, if he has less PWR than an enemy attacker, that enemy attacker will have their CI speed permanently increased speed as well as reducing their STA greatly, if his PWR is set to 1k or less, he'll probably less than the enemy team ignore that timing is hell and Goku technically flanks this card because he activates after the PLBP, when this card does its PWR check but even then, EL Android HA exists and be able to be similar to BM11-017 but a BS that can work with Piccolo (SH) and Pan (Xeno). He also has an awoken Saiyan Burst that promises 10x PWR and PWR LV, meaning he can be really, really fast and hit hard when compounded with the PWR/PWR LV boosting of Piccolo (SH), though this also goes against the STA disruption he offers too. C'est la vie.

Image description

UGM6-033 Hoi

So I may not have been able to fit Zamasu here, but I can fit Hoi thanks to UGM6, he has Evil Wizard and a draw, the former reduces all enemy PWR/GRD by 2k per enemy supporter at the end of the round and his Draw is technically extra DMG and HP, not much but still is, the reason you use him is the ability. The ability hasn't aged the best but this deck might be able to make it work if the opponent fears Piccolo (SH), they play onto this and force an early UGM1 Aeos' unit or take a decent hit on their PWR and GRD. The biggest flaw is that this ability is slow, being at the end of round so Aeos will always laugh at you. You could also think of it as a more defensive and slower Janemba with the upside this reduces enemy's GRD more.

Image description

UM9-SEC2 Gogeta (Xeno)

There is a problem one might've thought of with this deck, there's only one CI, so you may want to make sure that you are sure to win that CI, to do this you could use cards that increase Miracle Perfects (in the land of UGM1-SEC Aeos? Lol), increase enemy CI speed (what Pan (Xeno) does but without any form of consistency), or lower your own CI speed since the co-op CI speed I think is an amalgamate of everyone's CI speed, so if you lower someone's CI speed, it'll lower it for everyone as the average gets lowered. Welcome to the Gogeta (Xeno) card that saw less play than WM in the west, what this does is that per 5k enemy PWR LV, permanently increase your PWR by 10k and lower your CI speed, this can cause the enemy to play more with supporters allowing Gohan (SH) to punish them, or not fear this card because who'd know what this card does nowadays? He also has a blitz that does critical STA DMG and increases the enemy's CI speed, which can be welcome and done on R1 if you have enough HE. It may not be much but it's honest work, the unit is a Power Explosion Unit which doubles the team's PWR for 4 HE, and the use of Gohan and Goten (Xeno), which could result in a huge boost in damage, but at the sacrifice of your deck slots.

  • Gohan (Xeno) Options
    • BM4-051: He has a nice double Kamehameha that offers 1.5x DMG to the two users as well as 2x PWR/GRD and a full STA restore on R2 just incase it was needed.
    • UMDS2-03: The double kamehameha here offers 50% DMG reduction alongside the ability that prevents his CI from changing beyond normal, could be nice if you meet CI interference.
    • BM1-058: He has the God Kamehameha of Devastation, it deals 2x DMG which is really nice, his ability is the same as UMDS2-03, not great but could come up.
  • Goten (Xeno) Options
    • BM4-052: Has the same ability as BM4-051 but checking for Gohan (Xeno), these two represent 12k PWR LV even if everyone has 1 STA with the doubled PWR LV from Piccolo (SH), which with the fixed PWR LV, could be enough to take the lead if the enemy plays into him, the CAA is 1.5x special move damage which isn't as great but doesn't conflict so it does something.
    • BMPS-10: The triple attack is a guaranteed stun and he gives himself 1.5x PWR/PWR LV R2 onward, which could come up.

Image description

SH6-SEC3 Vegito (Xeno)

May seem like we're scraping the barrel here but it can get worse, if you have 15k+ PWR LV he deals 2x DMG and has slower CI speed, the counter rush is whatever (stuns, which is really good, but may come too late if you hit 50% HP or less), this is better than UM9-SEC2 Gogeta (Xeno) if you fear UGM5-017 Goku since he doesn't do anything to DMG multiplication and is guaranteed to happen unlike Gogeta (Xeno) which cares about the enemy.

Image description

PCS15-02 Beerus

This card has Dimensional Pressure which means when attacking or attacked, heavily increase the enemy's CI speed, for those that played the arcade missions in WM know this is really annoying in Super/God Boss missions, now you can have the enemy taste it, maybe, the CAA is worthless outside the fact it's a Star Break which means he doesn't conflict with anyone when going for the kill (aside from a GoD HA). I believe that Dimensional Pressure works when his co-op group is attacked, meaning that he can work defensively as well, though its still all in on CIs though.

Image description

UM10-050 Vegeta

First off, Hellfire God Meteor, really good and exceptionally rare for a BS (there's three cards, one of them will be mentioned later), the ability? If you have allies with low STA at the start of the round, he gives them 1.5x PWR LV, this is increased if they have less GRD than normal, this could come up, rarely, but remember to order properly if you're using BM12-SEC Goku, this card needs to be registered first so that it can boost the PWR LV before BM12-SEC restores their STA. If you were to try to add a card because it has a unit with Goku and Vegeta, this is a solid option, though I'd still suggest BM12-SEC Goku despite already having one because if this card procs, you have little STA, and you won't get more until after the PLBP so it makes sure you can be aggressive.

Image description

Battle Pride/Pride of Battle

What this does if you have more HE than the enemy, your attackers get 2k PWR per HE you have over the enemy, there's a few cards with this effect, in machine gun fashion, they're listed below, overall the effect can be powerful if you come out with disruption on the enemy, getting tons of PWR for everyone, but needs a bit of build-around to be worth it.

  • UGM1-056 Jiren
    • He has a brutal swing that stuns the enemy, really appreciated, and a unit that has Goku on it alongside Hit, which could open doors if you want to.
  • BM8-CP2 Vegito (Xeno)
    • It's SS4 and the Ultimate Slash only reduces the enemy's GRD by 3k, not the best but if you want to use SS4 Vegito (Xeno), who am I to oppose.
  • BM11-BCP6 Vegito (Xeno)
    • SS4LB this time, his ultimate energy increases the enemy's CI speed, okay, and he can generate STA at the end of the round equal to 10% per ally from the same CP, this isn't inherently bad but is a non-bo with BM12-SEC Goku.
  • UGM2-GCP4 Gamma No.2
    • The Concrete Crash here does 1.3x DMG, really good, and his CP ability is that he gives you a higher chance for MPs (eh) while the enemy gets none attacking you, they do for defending against you but not for offense, appreciated.
  • UGM5-CP3 Teen Gohan
    • We have the Saiyan Awakening CAA that offers 4k PWR and 2 HE, it's a unique CAA that won't conflict with the others?

Image description

UGM7-051 Gogeta (Xeno)

So, you want to deal with fixed damage? This card does, sort of. At the start of each round in which he has a STA or more, good luck against R1 stun, he'll halve the PWR and fixed DMG of all enemies of a random battle type, that they have. In theory this could land on HR, hitting UGM4-SEC2 Gotenks, and against HR aggro, this does so much, but beyond those instances this card does not do much, the unit is worth almost nothing, and the Gang Impact is extra STA generation alongside 1.5x PWR LV, which is appreciated but not amazing.

Image description

HGD4-18 Chadbourine

This card is a Crimson God Meteor without the telegraph, extremely powerful if there wasn't the problem that this is UGM, PWR generation is decently common, UGM1 Aeos stuffs this card, and UGM5-017 exists that does this card's job but better in every way. Still I think there could be matches where this card's presence would give pause to the enemy, forcing theme to play to Gohan (SH) or Hoi's tune, may not stop CAA/TAAs but this card is permanent, not temporary.

Image description

REDACTED BM7-SEC Goku

Zamasu who art thou in Heaven, forgive me for my transgressions upon thy holy land of Heroes as I forgive those that build goodstuff turbo with no understanding of synergy. So yes, this card exists and I feel almost as criminal mentioning it as I would not mentioning it, this is decently on the first tier of cards to think about because of its defensive prowess. For the innocent, this card has a block burst so once as a supporter he can stop an enemy attacker's attack, useful for all the fixed damage or other big attackers that exist in the world, then, when your team is attacked while he's an attacker, he loses a bar of STA but reduces the DMG taken massively from the co-op group, capping it at 1k or even just 100 if they have GRD pierce, and can do this as long as he has bars of STA to use, up to 4. If you go first, with UGM5-SEC Piccolo (SH) and UM9-033 Pan (Xeno), he'll have three bars of STA, also has synergy with BM12-SEC since he lowers his STA quite easily to proc him and can act as a safety catch if you are going second since Goku will still have STA to use. The only fear right now is UGM4-064 Gohan (SH) if he's still about, and UGM5-SEC2 Aeos, as they are good counters to this cursed piece of cardboard.

Abaddon, Bottomless Abyss Where Death is Bliss

Sometimes, when thinking on a deck, you descend to this, the deepest parts of the rabbit hole, hoping that this is it, and for now, it is. These are ideas that could greatly change the make up of the deck depending on how you want to tinker with these cores, or just combos so abhorrent and unholy, that it is a sin comparable to what got man ousted from the Garden of Eden to even mention these ideas, but alas, I am a sinner, handholding be thy guide, let's descend.

Image description

BMPS-17 Gogeta (BM)

This is the other card of note with Hellfire God Meteor, good CAA that gives you defense while telegraphing it, which this deck can use to great effect since it may be easier to play around the enemy and punish them appropriately, it also comes with a solid ability, disabling HE generation via abilities during Round 2, and even comes with a PWR LV Limiter unit that requires Goku (Xeno) and Vegeta (Xeno), an excellent cherry on top.

  • Goku (Xeno) Options (including PUMS8-03/UM10-033/UGM6-KCP1 mentioned before for the reasons they were mentioned with BM4-040 Vegeta)
    • UGM6-053: This has a keysword lock, which is really nice, and Trusty Teammates; when activating a unit your team gets 5k PWR afterwards,
  • Vegeta (Xeno) Options
    • UGM6-055: Amazing card but be warned that he'll fuse R2 onward so you have to use the Unit asap or else you can't use it period.
    • UGM3-047: He also has a keysword lock, Opportunity to Obstruct (if you have an ally with less than 100 GRD, halve the PWR of the enemy team and increase their CI speed) that Berserku could proc, and if you want to try placing a Trunks (Xeno) in the deck replacing probably Pan (Xeno), you can get a unit that sets all enemies with 14k+ PWR to 1 permanently.
    • PUMS8-04: When attacking he increases his DMG dealt by 10% per HE you have, increased to 30% if you are in a CI winning streak, he also has a dragon fist but we already have two of the with the HA and Berserku.
    • PCS16-10: He has a block burst as well as giving your team 40% DMG reduction one time when a supporter, if you need defense it's not a bad option.

Image description

UGM6-041 Gogeta (GT)

What this card does is that for the price of disabling HE generation via abilities, everyone gets 1.5x PWR LV at the start of the game, increased to 3x PWR LV if you have Pan, when a supporter he'll restore 2 bars of STA to all allies at the end of the round. His Concrete Crash does double damage and comes with a 1 HE unit that increases everyone's GRD by 1. The PWR LV boost is strong since its too everyone, and permanent, the STA generation is nice since he can be act as a secondary source of STA generation in case someone gets sealed by Aeos (either UGM1 or UGM5), using Pan can open you up to Trunks (GT) as those two usually get some cards to support unit turbo and that's what you can lean into here a little. The main thing to note before going into the unit members, you may want UGM3-068 to secure yourself in the Aeos matchup as if she can use her unit R1 via Namekian in Black, it'll be up to reset the PWR LV this card offers (though you could say that's good because everything else is practically fair game then).

  • Pan
    • BM9-053: PWR LV Limiter (4 HE to set enemy max PWR LV to 2k) and a link up ability (if a supporter, link an ally to reduce their CI Speed and restore STA, repeatable at least)
  • Trunks (GT)
    • UGM3-032: He has Solid Tactics so that using units gives you STA generation in case you really want to replace Pan (Xeno) with Vegito (Xeno) or just more STA generation, his unit makes it where everyone has 1 STA but due to how the ability works, the Unit fires first and then you get the STA generation guaranteeing you'll go first hard and heavy. Also setting enemy STA to 1 can make them possibly play to Gohan (SH) if they fear getting stunned, I'd say other cards but by going here you won't have the room for other cards like Hoi. Also he has Paralyze as his CAA, a lock-on that sets the enemy's PWR to 1 (this round only I think), which is really nice even if it'll mean he won't be in the co-op attack.
    • UGM6-ICP3: He offers everyone 5k PWR at the start of the battle to help start the PWR snowballing.

Image description

UGM5-023 Trunks (Adult)

The main reason this card is here is because of the unit, for 4 HE he sets the enemy's max PWR LV to 5k (good enough to win against a PWR LV Limiter capsule) and increases their CI speed, we already have Goku, all that's needed is Vegeta. Also if he wins a CI, he can make the enemy take 2x DMG (4k if perfect win), problem is that it'll be late since 6 BS should attack first over the lone EL he'd be, of course I'm not too sure, if he does go first even as a lone EL, bit better argument then. He also has an ultimate slash that increases enemy CI speed and starts with 2.5x DMG. If you just want the unit, you do get 1 flex slot, of which there is a couple of meme options alongside the options mentioned before this point.

  • Vegeta (including BM4-040 (do have room for Goku (Xeno) if you want the Energy Guard unit) and UM10-050 mentioned earlier as recommendations)
    • BM11-022: His scatter-wave CAA can reduce an enemy's PWR by 3k per HE you have and even stun if their STA is low enough, the ability is that he gets 2x PWR LV if you have Goku (we do) and if you win the PLBP, he deals 2x DMG and gains 2 HE, this boost doesn't increase his CAA damage and you get the bonus of wondering WHY DOES THIS MAJIN VEGETA NOT HAVE FINAL IMPACT? WHY?
    • SUPJV2-01: He has Awakened Prince (15k+ PWR LV = 2.5x super attack damage), an awoken burst and gains 2k PWR at the PLBP, mainly here if you want to use Galaxy Breaker (UM10-050's) and are fine with needing to win CIs.
    • HGD8-34: He has 2x PWR LV and a super shenron CAA that gives him 7k PWR, slower CI speed, and a burst that causes the enemy to have increased CI speed permanently.
    • UGMP-02: Has Shenron and 'To Keep Evolving' (when he wins a CI, 2x his own PWR/GRD/DMG dealt and halve damage taken permanently), which you could lean into with BM6 Robel maybe?
  • BM4-SEC3 Gohan (Future)
    • Prepare for memes, his ability has it where if Trunks (Future) is an ally attacker he deals 2.5x DMG and prevents Trunks from being targeted (not good technically since the DMG reduction effect also works when he's attacked, not just on offensive CIs, but could prevent him from getting stunned?), at the end of the round restore the STA of all allies with 1 STA (or stunned) and gain 1 HE. He has a CP ability where his CI speed is increased as is his MP chance (oof), his transformation makes him not take STA DMG and double PWR/GRD. Finally, this card is the ultiamte lag machine as his super attack turns SDBH into a powerpoint presentation. This card can hit hard and act as a source of STA generation against UGM4-064 Gohan (SH) like BM12-SEC, just a lot more sketch and cope.
  • BM6-068 Broly
    • This is here as a R1 stun effect that's also an EL in case you wanted to secure EL attacking first, he also has the strongest STA stun effect of setting the enemy's STA to 1 and making it where the support area doesn't restore STA, working nicely with UGM5-SEC Gohan (SH).

Image description AND Image description

ABS-14 Buuhan & BM5-029 Vegeta

  • Buuhan
    • He has it where at the PLBP, he reduces the PWR of all enemies by 1k per HE you had destroyed, his CAA is a ki-blast that is R2 onward that does more damage the less HE the enemy has. So the former can be strong if you can destroy a lot of your HE, reducing enemy PWR by 6-7k+ per turn, permanently, and if you have the support to keep enemy HE low, the CAA can help also destroy the enemy. Normally this is a good card, problem is that in keeping with the BS synergies, there's only one mass-HE destruction card that is BS, BM5-027 Vegeta since unlike other HE destruction synergies, this wants a lot of HE to be destroyed rather than it happening at all.
  • Vegeta
    • First we have a blitz that halves the enemy's GRD and reduces their DMG reduction by 50%, welcome if you have retargeting on your team, then the ability. If he's a lone attacker, you gain 7 HE and can't be stunned, and then at the start of the round, if you have 7+ HE, it is set to 0 (destroyed) and he gets 2x PWR LV and DMG. This card is something, it's the only BS that destroys your HE to proc ABS-14 Buuhan. In theory this doesn't sound too hard because of the massive speed and fixed PWR LV PIccolo (SH) offers, you're never setting this out alone even in madness, and most of the meta's about preventing HE generation than destroying it (though BM11-ASEC2 is a nightmare to haunt your dreams, in general with this deck unless you want to slot in UGM5-054 Goku), and the DMG boost does extend to an impressive blitz, so there is some merit in this, it's just that this is also slow as it requires 7 HE for anything to happen so it'll be R2 onward but you can do the blitz R1 if it'll kill. Allso no, despite the art insinuating you're getting the melee combo string he did on Toppo, you're getting Gamma Burst Flash as the super attack, confusion will be my epitaph by the end of this.

Image description

ABS-06 Vegeta (BR)

This card has a whatever double Dragon Fist (1.5x PWR LV for you and the partner) but an interesting ability where if your PWR LV is 8k or more, the enemy's damage is reduced, further more if you have Goku (BR), with Goku (BR) it becomes a repeatable Defensive Stance at 50% DMG reduction, main problem here could be from UGM6-055 Vegeta (Xeno) piercing DMG reduction but otherwise it could be useful, especially if you have another source of defense since this is only a 2 card core so you have a flex slot.

  • Goku (BR)
    • PCS18-01: A BS with Realm of the Strong, could be useful to help hurt the enemy's STA the next round or even get them stunned.
    • UM6-050: While a HR, PWR Generation that you can also use to get under Hellfire God Meteors is really nice, be careful to remember DMG multipliers because even if they're above 1 (like Berserku's 8x), he'll disable it for the round.
    • UM11-063: Another HR (the BS cards decently suck) but he offers STA generation for everyone on the team as well as a potent summon and doubling his own PWR/PWR LV, could use extra STA generation like from UGM6-041 Gogeta (GT) since he won't get the Piccolo/Pan hit.

Image description

HGD9-SEC2 Masked Vegeta

So this card is pretty good for the ancient card this one is, if you can use his super attack, which only requires 4 HE, he gains 3x PWR, fully restores STA, and prevents stun. On top of this he has a burst (not awoken) that steals 3k PWR from the enemy and a PWR LV Limiter unit, the only problem is that the units are picky, Mira and Towa, normal which can make using this card a bit of a pipe dream but his PWR boosting really appreciates Piccolo (SH). You can make him in WM (Thirst for Strength and Black Mask Melee) as well as use him proper in UMX, with the unit pain in tow, and in UMX, I see him as possibly one of the hardest cards in all of DBH, especially with the ease of getting there.

  • Towa (Normal)
    • HGD4-054: An EL that links to an ally to give them DMG reduction and GRD pierce, if its to Mira, it also slows CI speed down, making it easier to win a BS CI or able to give pierce to any of the heavy hitters.
    • PSES-09: A BS that if you win the PLBP, she increases enemy CI speed, not much but it's something.
    • BM10-010: She has diversion, where if a supporter she halves the enemy's STA, good for BM4-060 Mira when you want to launch his spirit bomb, and is a BS, warning for the draw, if you're using a Demon God HA, you can't use both Draws in the same turn.
  • Mira (Normal)
    • BM4-060: So we're assuming that the Yakuza get up is okay for HGD9-SEC2 for the first two cards, this one has Spirit Bomb Smash which does a bar of STA dmg to the enemy and can stun them if they have really low STA, the ability is that if he's a lone attacker/supporter, he sets the PWR/GRD of two high-STA enemies to 1 permanently, and he's a HR so you won't feel too bad about putting him in the Support Area for his work.
    • PUMS10-08: If a supporter your team gets 40% DMG reduction, which could be helpful to not die, and comes with a galactic swing CAA which this team doesn't normally use so he won't conflict like if we got another dragon fist, even if it sucks (-1 to enemy HE).
    • BM10-009: A more safe option in case the former two don't work, he has Power Sync (2k PWR at the end of R1 per BS you have) and a double kamehameha (3k PWR to him and his partner), it's not good but might scale well with Piccolo (SH).

Image description

UGM3-057 Gohan in Black

This card's ability is that he gains PWR equal to the DMG you took at the end of the round, if it's 4k+, he also deals 3x DMG, this alone can mean he can hit really hard, especially as this deck doesn't necessarily have the most sturdy of defense, then if you have Trunks (Xeno), he gets 4x PWR and PWR LV, which just lets him scale hard or bait out Aeos' unit, and you could use UGM1-053 for this, though note if you want the unit, you'll have to replace Pan (Xeno) for it but there are other Trunks (Xeno) cards you could use, like BM2-046 which is a BS with Solid Tactics and a keysword lock. Units? Why yes, this card has a unit with the Glass Women in Black and Bardock in Black that sets the enemy's PWR LV for the round to 100 per bar spent (normally its 1000 per, and with the boosting here, really easy to win the PLBP), and his CAA is a Kamehameha Rush that gives him and his three partners 2x PWR LV. Biggest warning is that he has the same super attack as BM4-SEC3 so he's a lag machine, and he is deck-space intensive, whether its having Trunks (Xeno) and/or wanting the unit.

  • Glass Woman in Black
    • UGM4-061: The only BS Glass Woman in Black and is mostly here because of that, her ability is that she reduces the STA of three random enemy attackers, by 1 bar, if you have Yamcha this affects the whole enemy team but it's not worth it, but she's a BS. Her CAA is a lock-on for critical STA dmg and her unit is an Energy Charge Unit that we can use, in case you wanted to replace Pan (Xeno) for BM2-046 Trunks (Xeno).
    • UGM3-058: So while she's an EL, her supporter ability is strong, when a supporter she halves DMG dealt on the enemy and lowers their STA by 1.5 bars, this effect gets increased if the enemy has GRD/DMG reduction pierce, at which point its 90% reduced damage and sets the enemy's STA to 1. Finally she has a freeze attack lock that might be able to stun the enemy before sealing them with the lock if they have really low STA, regardless it's still really good defensively.
  • Bardock in Black
    • UGM1-061 (BS): So the purpose here is that he gives 3k PWR/GRD and a bar of STA to three low STA allies, making sure Berserku is safe in activating his ability, if a supporter he can temporarily set his PWR to 1 to make your team resistant to STA DMG but that's not the intention here, finally he has a summon that prevents the enemy from getting HE from abilities, by the time it's fired it probably isn't too much but the free damage could be welcome (or it's hurting the enemy as they're losing HE for Aeos and something low-impact).
    • BM10-066 (BS): Much-Needed Support is nice, a bar of STA to all allies after attackers are decided as well as giving everyone stun prevention, paired with a dark shenron which even if it has HE destruction stapled onto it has very good utility, the pick if you're afraid of being stunned to oblivion.
    • PSES18-04: Realm of the Strong on a stick with a stunning Ultimate Energy, nice, also BS as the final cherry on top.
    • UGM4-057: So he's a HR but when a supporter he doubles the PWR of your team and disables DMG multiplicatiion as well (give or take, dependent on your situation) and sets the enemy's PWR to 1k for the round, if you want more defense with some extra PWR boosting, couldn't go wrong with this lad.

Image description

BM5-047 Jiren

So this Jiren, has three really nice things on the table. First, the CAA, a galactic swing that does 2x DMG and disables the enemy GRD. Next, the ability; if he wins the PLBP, prevent stun, participating in co-op attacks, and redirect all attacks to this card, then when he's attacked, halve dmg dealt by the enemy and disable fixed damage from abilities. Finally, the unit, for 5 HE, and using Dyspo and Toppo, EACH unit member gets 3k fixed DMG and PWR LV, and the enemy's CI speed is permanently increased. This deck's speed means that Jiren will be active, at which point he prevents stun for the rest of the team, is DMG mitigation that isn't ignored from BM11-SEC3 Goku or UGM6-055 Vegeta (Xeno), and ignores fixed damage from sources like UGM4-SEC2 Gotenks and UGM5-ASEC Goku alongside other possible cards like BM12-SEC Goku, AND his unit not only gives a floor of damage in case of the absolute worst, he also increases enemy CI speed making it easier to win. So for the problems, it's not enough DMG reduction and requires you to be fast? For those unknown, (sdbh) Kiriku on youtube does SDBH content and he has a thing about Jiren as a part of the channel joke, the reason it's an injoke is because he tried to get this card to work and for some reason it just didn't. Well, Kiriku bless the Jiren in my eyes and those that would want to use this card, I see it being able to do well, even here where he can't regen STA or get all the PWR.

  • Toppo
    • UM7-054 (HR): First he has a good CAA with a super star break that sets an enemy's GRD to 1, nice for retargeting, and then he has it where at the start of a round in which the enemy has 10 HE, he sets them 0 and halves their STA, a very nice STA disruption effect but possibly finicky as it requires the enemy to have 10 HE, no less, this could also have the enemy contemplate slowing down as to note proc him, which you could try capitalizing on.
    • UM1-039 (BS): His ability is that for each 5k PWR LV of the enemy he gets 5k PWR, his CAA is a Triple Attack that deals 2x DMG, both of which are nice for damage and the former scales well with Piccolo (SH), finally he has a unit that gives the unit members 3k GRD, which might help Jiren take a bit more punishment or just proc BM5-045 Dyspo's ability for STA generation/easier CIs.
  • Dyspo
    • BM5-045 (BS): His CAA is a burst that reduces enemy DMG reduction by 50%, his ability is a Ultimate Preparation (after using a unit, restore a bar of STA for the team and slow everyone's CI for the round) which is pretty good for this deck, especially with the PWR LV Limiter Unit this card has.
    • BM11-CP4 (EL): The ability reduces the enemy's PWR by 3k (permanent) and HE by 2, his CAA is a Gang Impact that restores STA to him and his partners, the big thing is the unit, 3 HE to just reduce enemy PWR by 10k which could be nice to help assauge Jiren's defense or prevent some things from activating like UGM3-SEC2 Jiren's sealing of fixed damage.

Image description

PBBS13-10 Gogeta (BM)

His ability is Overwhelming Super Warrior; at the end of hte round in which you did 4k+ DMG to the enemy, gain 2 HE, the main allure is his burst, being the same as BM4-SEC2 Fu's (Awoken Burst that does 5x fixed damage), and has a PWR LV Limiter Unit just like the first Gogeta mentioned here, main difference are the units, here he wishes to have Trunks (Xeno) and the Supreme Kai of Time.

  • Trunks (Xeno)
    • UGM1-053: General good stuff as mentioned earlier
    • BM2-046: He comes with Solid Tactics enabling himself as a source of STA generation as you use units.
    • BM6-059: He has a block burst and a god bird, which can help win a CI for a particularly hard-hitting ally even if he'll disrupt the co-op shenanigans.
    • HJ6-63 (EL): The Xeno Messenger boy, If you win the PLBP, he sets the enemy's GRD to 1, which is useful as it doesn't act as pierce, not proccing certain cards like UGM3-SEC2 Goku, also there could be a chance that 2 EL have higher priority than 5 BS so if you have this and something like UGM5-060 as an attacker, they might be able to bait out UGM1-SEC2 Goku's DMG mitigation so that the BS co-op group can go ahead unimpeded more reliably.
  • SKoT
    • UM11-042: Has a keysword lock and Supreme Kai's Healing (1k HP per ally of the same type, which is BS here so its 7k healing and a bar of STA generation)
    • BM10-CP6: Has SKH and the blessing of SKoT unit (3 HE for 1k PWR LV to all members on your team, members here are Goku (Xeno) and Trunks (Xeno), could replace Pan (Xeno) if you want the unit), has an ultimate lock-on (lock-on with awoken burst) that halves DMG dealt by the enemy for this round only.
    • BM7-050: Has a Kai's Blessing unit (4 HE for 5k healing and 50% STA to all members, members are Pan(Xeno) and Trunks (Xeno)), as well as a godbird.
    • PBBS-07: Has the same unit as BM10-CP6 with a different ability, Divine Power, so that you can tech against some heavy hitters if desired.
    • PBBS13-04: Has the SKoT Blessing Unit with Goku and Trunks (Xeno) as well as SKH with the CAA being a gang impact, preferable to BM10-CP6 as it doesn't require you to add in a Goku (Xeno) for unit requirements.
    • PUMS11-09: Hellfire God Meteor in case you wanted defense, really strong CAA, the ability is practically flavortext.
    • UM10-045 (EL): When a supporter she increases enemy CI speed, disables MPs, and if you win the PLBP, you also disable resurrections, in case you wanted to be more secure in your CIs while fulfilling unit requirements because it's not form/status locked.
    • UGM5-060 (EL): Has a Reverse PWR Reduction Unit (2 HE to make any ally who has less PWR than normal go back to normal and deal 2x DMG, the members are Goku and Trunks (Xeno)), alongside a keysword lock and her ability disables Time Prison, so climax can be fired freely without fearing about UGM1 Aeos if you have UGM3-068 in the team replacing a card because Trunks (Xeno) is used as the STA generation.
Edit Report
Pub: 06 May 2024 13:04 UTC
Edit: 06 May 2024 13:05 UTC
Views: 60