Notes

As a reminder if you want to see a card completely, visit 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 or DeepL. 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 moon runes. https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php 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 -> UGM5, though UGM8 would be liked.

Chilled and His Right Hand

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BM3-071 Janemba AND UGM8-031 Chilled

So the goal of this deck is to proc Chilled, but to be more mechanically interesting, Hirudegarn and UGM8 Gogeta (Xeno) are awesome, but surely even with a powerful card like Chilled there's more to explore, I doubt that his well of options is even close to being solved. First for Chilled, he offers 2x PWR LV and STA generation to his line of lizard people, (himself, King Cold, Cooler, and Frieza, not Golden Frieza or Frieza (Resurrected), just Frieza) at the start of every round alongside intense DMG amplification, where after strategy's decided he makes all enemies with less than 100 PWR/GRD take double damage, permanently. To make the enemy start experiencing spontaneous combustion, I've hired Janemba, he is one of those cards that on paper sounds absolutely insane, 1.5k PWR to all ally attackers and reduce enemy attacker GRD by 1.5k per enemy supporter, permanently. Now while PWR generation alongside GRD shredding sounds great, Janemba doesn't work well alone too often, most teams nowadays are fine with just going with 6-7 attackers and only one supporter isn't going be enough to please Chilled, so to help with that I am to recruit someone who can advise the enemy to go into the support area. Also for some breakpoint math, 3 supporters during the match, without enemy GRD generation, is enough to do the job for most cards (app stats usually bring 2k GRD at the max and with 3, that's 4.5k GRD leaving only the HA and other high-GRD cards free from Chilled's wrath).

Janemba's Aide: List of Candidates

So while there's many effects that can reduce enemy capabilities, the one thing Janemba wants is presence and intimidation, he works best when the enemy is given the time to flee, while one could incorporate a STA disruption squad, it doesn't have the best results with how security measures are nowadays, Chilled alongside his sons do quite well at laughing even Gowasu and Aeos, Shallot is a bit too slow for this purpose and this can take many slots, my goal is to be concise with this. So what about god meteors or other one-shot effects for cards as attackers? A Hellfire God Meteor is a blinking sign that going all out isn't advised and the enemy might just put a few attackers in the support area just to not risk them being stunned or proc some other effect. Another method is with PWR LV Limiting effects, the enemy won't intend to have many attackers up front if they can't go first, though for the valuable ones this again requires more resources spent and usually are just for that exact round, or come from utilizing our app for the game if we want to be more precise with the squad. Now without further adieu, let's go over those worthy of evaluation. Don't be afraid to have something to eat on the desk while reading these candidates up, while there was a preliminary evaluation of a list that'd break any sane mind, even after cutting the chaff it is a thorough list.

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SH8-50 Vegeta (Xeno)

Thankfully many of these are quite simple, he offers a god meteor that reduces enemy DMG reduction by 10% per enemy attacker, may not be much but it can give the enemy pause since surely they don't want to have everyone taking 50% more DMG premanently. He also goes great with Goku (Xeno) since after the god meteor is fired, this card does nothing and those like SH8-47 and BMPS-08 would appreciate being able to fuse. The former grants HE while reducing enemy DMG reduction if they have too much HE, and the latter focuses on being a lethal standalone attacker, tripling DMG and reducing enemy HE by 3, though his ability is a bit niche, requiring that the enemy have 3 attackers more than you to give your attackers 5k PWR/GRD and STA DMG prevention (do note that fusing into Vegito (Xeno) does reduce your attacker count to 6, making this easier to achieve). Chilled does lament having to work with 'monkies' though.

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UM6-SEC3 Zamasu (Fused)

A lamentable story of this once great agent, his god meteor makes the enemy lose 2k PWR and GRD per enemy attacker that comes in, alongside Janemba this guarantees that Chilled is online and that the enemy is in hell, they just have to choose between less PWR for them or more PWR for you. The ability lets him gain 3k PWR per enemy supporter when a supporter and reduces their STA by a bar, when asked not even Zamasu could answer why he choose to have this effect.

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BM6-064 Goddess Towa

She has the Dark God Meteor, where the enemy loses 1k HP per enemy attacker after it is fired, which is a strong incentive to have some supporters as to not lose 10k+ HP, especially if with other fixed damage like Gotenks and the GoD HA. She also offers some supporter, when a supporter and you win a CI, she gives everyone 2k PWR/GRD and 1 HE, improved to 5k and 2 if you have Fu, Dark King Fu, or Super Fu.

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HGD10-SEC Demon God Demigra

The originator of the Dark God Meteor, not only this but he offers STA generation and 1 HE for the team meaning he can fill as supporting role while the God Meteor has those scurry before you. He also comes with a potent variation of the PWR LV Limiter unit but the contacts it requests are far from ideal to say the least.

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UGM8-055 Dark King Demigra

This has an improved Dark God Meteor, this time doing 1.5k HP per enemy attacker, which is splendid but he also comes with added benefits. He comes with a unit that offers 10k HP and STA generation for the team for 7 HE if we were to employ Cell, of which is decent. He halves enemy attempts of recuperation and steals 5k PWR and 1k GRD from any attackers while making them more susceptible to STA dmg, which can feed Chilled and Janemba as the enemy may be afraid of stuns.

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BM5-062 Demon God Demigra

When he is an attacker, he gains 1k PWR and PWR LV per enemy attacker and then when he attacks he lowers enemy HE based on his PWR, this can be a nice way to get some speed while hindering the enemy, especially when Janemba boosts him further, though this caps to 3 HE being destroyed. Alongside this he brings a god meteor that punishes supporters with permanently sealing their PWR LV multiplication, can be used if there's a sufficient foundation of STA damage to make being a supporter a fruitful endeavor.

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UGM6-060 Demon Goddess Robel

On the topic of Demigra, is his assistant, Robel who commonly has bonuses based on being on the same team with Demon God Demigra, or with this card in particular, Demon God Demigra or Dark King Demigra. First, at the start of the game she'll halve enemy STA and increase their CI permanently, already putting them on the back foot, especially when stacking with Chilled's STA damage R1, then when she wins her offensive CI while in a co-op group with Dark King/Demon God Demigra, she heals your team for 2k HP per enemy attacker and generates 1 HE. The healing is intense and can shut off enemy damage a long as you're able to win her offensive CI, further more the Demigra must be an EL as to be in a co-op group with her, so while BM5 is off limits, HGD10 and UGM8 aren't which can orchestrate a symphony of pain.

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UM3-036 Robel

It is heavily recommended that you run a Demon God Demigra with Robel, she offers, although temporary, 4k PWR to your attackers per enemy attacker, this can go hard giving your team 10k+ PWR although she doesn't fare well against cards that set PWR in the PLBP, she still offers an incredibly burst of damage that can be hard for some teams to defend, without her boss, she only offers 2k which can still be impressive if the enemy is going all out, capping out at 14k, it is nowhere near the weight of 28k, and less impactful when the enemy is more hesitant.

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UGM5-063 Aeos

So for each round she seals abilities, depending on round number, more specifics on this in the table below. Aside this she offers a demonstrably strong God Meteor, all enemy attackers have their PWR set to 1, this guarantees good tidings from Chilled as they either get their PWR to 1 or have Janemba feasting, which if we reduce their GRD by 6k or more, probably good enough to proc Chilled alongside free PWR.

Round What's Sealed
R1 CAAs, which include transformations, Bursts, lock-ons, god meteor and switch changes. For R1 transformations this pretty much is exclusive to UGM4-SEC Vegito, a agent that has seemingly fallen off but can never be too sure, switch changes are very peculiar in its application. What it means is that UGM5-SEC is stuck as Piccolo (SH), which can stop some fixed damage from the Gohan (SH) side, UGM3-SEC2 starts as Goku so if you utilize fixed damage, you won't have to fear Jiren stopping you R1 (he also won't give the team 5k PWR LV and stalls his snowball of DMG/PWR too). Slowing down god meteors is also incredibly powerful, Hellfire God Meteor is much less a worry when it'll be in effect on R3 instead of R2.
R2 TAAs, of note include Super/Ultimate Energy/Slash, Keysword locks if they were't used R1, Shenron and block bursts. This can certainly be welcome, no block burst means your heavy attackers can go unimpeded for the round and no energy/slash TAAs can mean you're safe from deadly foes like BM7-SEC Masked Black or UGM6 Demigra.
R3 Summons/Climaxes, not really of use since most fire R1 or R2 but if you're against a UM12-SEC4, this can slow down his summon for around, though I think there's bigger things to worry about than his summon, such as the person using the card.
R4 All enemy super attacks
R5 Everything on the enemy team

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BM1-SEC2 Beerus

A bit strange for a GoD to be on the list but when you offer an endless buffet from half a dozen alternate Earth's, he seems to find it hard to decline. His god meteor disables super attacks for all enemy attacks and he loves that, for each that can't he gains 3k PWR and GRD and if need be in a pinch, we can leave him as a lone attacker to attack 3 times while the team recovers, uncaring about various Hellfire esque effects that come his way.

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UGM5-017 Goku

When an attacker he sets the enemy's PWR to 1k for the round while sealing CAA/TAAs, blunting their offense heavily, while it may not line up perfectly in every situation, it is still a useful tool to have and his presence could offset the enemy to halting his offense in case you bring him forward and dull a round.

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UGM4-SEC2 Gotenks

Contemptible brat, but effective, he does 1k fixed damage per enemy attacker and can increase it R3 when he transforms, gaining an additional 1k per HE you have, furthermore if you have issues with HE generation and are less than the opponent, he gives you Energy Guard so they can't destroy it again. This card's fixed damage is nothing to sneeze at and players commonly respect it, setting aside supporters for their offensively weaker attacker of which feeds back to Janemba and Chilled.

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BM11-061 Gogeta (BM)

Even I'll say this is a strange contact, he gains 1k PWR per enemy attacker and then if he has more PWR than the highest PWR of enemy attackers, he deals 500 fixed damage per enemy attacker, note that with Janemba he gets boosted and if paired with potent PWR disruption, than Gogeta (BM) can easily be half Demon God Demigra and half Gotenks, his CAA also offers 4k fixed damage for the match as well.

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BM11-071 Trunks (Future)

He deals 50% more damage as an attacker per enemy attacker, reduced to 25% if Vegeta's also an attacker, and comes with a very powerful PWR LV Limiter unit with Goku and Vegeta as unit members, there are Vegetas with which one could use for this unit that do not wish to attack all that often, UGM3, BM3, BMPJ-51, and BM11 Vegeta all are fine with being supporters for most of the match so that Trunks can be at full power while keeping access to his unit while also offering extra utility, BM3 offers fixed PWR LV and PWR to a linked ally to help someone hit harder while bringing speed, BMPJ is a block burst with Outstrategize, meaning we have insurance against UGM8 Cooler, and UGM3 Vegeta can cancel out DMG multiplication from the enemy while a supporter while also gaining fixed DMG and even DMG reduction pierce when an attacker if needed.

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UGM6-034 Hirudegarn

When this giant beast from Hell is a supporter, he reduces enemy attacker PWR by 2k per enemy attacker and enemy supporter supporter GRD by 1k per enemy supporter, acting as a repeatable Crimson God Meteor he will happily feed into both Janemba and Chilled effectively.

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UGM7-SEC3 Goku Black

So while the cards before may have warranted a more breakneck pace to better utilize Janemba's PWR boosting, Black asks for restraint. When the enemy has more attackers than we do, Black will steal half of their PWR and on transformation, gains 5k PWR/GRD and 50% DMG reduction, making him not only defensive but offensive as well. If we have only 3-4 attackers, than the enemy will need that few attackers too which will necessitate having supporters. This card can work well with UGM6 Goddess Robel thanks to his GRD/DMG reduction boosting making him a common target for retargeting, though do note he can be stunned.

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HGD9-56 Gohanks (Future)

This offers HP generation if the enemy has 6k or more PWR LV, 1k HP per enemy attacker, which can be a problem for the opponent to deal with if you can have a sufficient defensive profile that takes care of fixed damage such as UGM3-SEC2 Jiren with PWR disruption.

The Enlisted Team; Demon's Wrath

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Card Why
Chilled This card offers a lot of damage as long as we can keep the enemy's stats below 100.
Janemba The main way we want to do that, if you can get 4 supporters in a game, aside from GRD generation from UGM2 Gohan (SH), he probably guarantees everyone is hit by Chilled and you gained PWR alongside that. There are times also when you don't need to do anything as the enemy tries to get fixed DMG on UGM8 Bardock or a lone attacker Cooler.
Demon Goddess Robel Offers a R1 stun that stacks well with Chilled as well as massive healing if the enemy tries to load up on attackers.
Demon God Demigra He offers some STA generation and his God meteor really punishes enemy attackers with fixed damage, further fueling Janemba hopefully.
Gotenks What if we could have a Dark God Meteor as an attacker every turn? Here you go.
Gogeta (GT) Not only does he offer this deck great STA generation, he also gives us 1.5x PWR LV which means more HE and speed with which to attack with.

The main issue I see with the deck is the lack of too much defense, no PWR disruption or nullifying DMG multiplication, also since it's just chilled for the frieza crew, when it comes to later rounds we may be slower than the enemy depending on how STA goes, but overall this should be a neat assortment that can punch for damage in an unorthodox way with Robel and Chilled making sure it's fine for you to go first and with Gogeta you could be able to pull a fast one the round after, especially against a naturally slower deck.

The Enlisted Team; Employment From Beyond Time

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Card Why
Chilled This card offers a lot of damage as long as we can keep the enemy's stats below 100.
Janemba The main way we want to do that, if you can get 4 supporters in a game, aside from GRD generation from UGM2 Gohan (SH), he probably guarantees everyone is hit by Chilled and you gained PWR alongside that. There are times also when you don't need to do anything as the enemy tries to get fixed DMG on UGM8 Bardock or a lone attacker Cooler.
Aeos Her god meteor guarantees procs from Chilled as their PWR is permanently set to 1 as well as being able to seal various action abiliites throughout the game temporarily which offers some defensive respite.
Gogeta (BM) With Janemba and Aeos, he offers fixed DMG and PWR boosting acting like a mini Gotenks but with style.
Goku Basically contingency for massive STA DMG from Gowasu or Shallot as well as just being big fuck all damage.
Bardock in Black So with having Goku as an attacker, he offers a lot of STA generation, around 3 bars for my guess, as well as STA dmg resistance meaning you won't be as likely to be stunned, nice to have.

So this deck did have a moment of being BS aggro just because all the cards lined up like that, but since I wanted Goku I had to cut UGM5-SEC Piccolo (SH), the deck would've had sub 20k HP before apps without a HA and I felt like it'd just explode from every form of fixed damage under the sun despite how cool and synergistic it could've been (Piccolo punishes many enemy attackers, the PWR doubling is good for BM11-061, the PWR LV and STA restoration is nice for speed, chef's kiss). As for the Goku slot, there was many options depending on one's preference, BM11-017 offers STA disruption if your fast, which you should, BM11-SEC3 is a R1 stun card that also offers being big damage when you're willing to transform, the GRD ignoring isn't important so you can focus on waiting until you want to go for broke since he loses damage the long he's in SS3. BM12-SEC is insurance in case of Gowasu for the team as well as fixed damage, PUMS12-SEC is a R1 stun card that also offers some offense, BM7-050 was really considered as a defensive pivot for R2 that also doubles the team's PWR/GRD, and then there's UGM1-SEC2 Goku which protects you from the first attack every round though. This deck is a lot more balls to the wall and extreme, Aeos sets PWR to 1, Gogeta promises PWR and fixed damage, Goku is more of an offensive focus, the deck just wants to go hard and punch face. The ultimate meme option would be to replace the HA with UGM5-SEC Piccolo (SH) to do more damage and be faster at the cost of no HP.

The Last Member: The coordinator

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HA

Ah yes, how could we forget the one that gathered everyone together, preference is mostly up to you, though note that certain options may necessitate a reevaluation for preexisting members, the three I recommend for this build is the BS Demon God HA, the EL Android HA, and either the HR or BS GoD HA. The Demon God HA offers retargeting in the instance Chilled procs on only a few of the attackers and they're playing around Janemba really well, makes everyone target the one taking 2x DMG, the EL Android HA offers more STA generation alongside potent PWR disruption, chances are after she's done Chilled will proc on everyone next round unless the enemy plays more reserved which plays into Janemba, and then the the GoD HA does a good chunk of fixed DMG if the enemy has many attackers alongside either PWR/GRD reduction depending on if HR/BS if you have more attackers than the enemy.

Edit Report
Pub: 09 Jun 2023 16:00 UTC
Edit: 06 May 2024 13:02 UTC
Views: 129