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. 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 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.

Two Decks in a Row Around a Goku, I Swear I'm a Vegeta Fanboy!

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UGM7-015 Goku

What this card does is that at the PLBP, if he has less PWR than normal, restore it to normal and deal 2x DMG permanently. Furthermore, when attacking, if the enemy has higher PWR than him, deal 2x more DMG, finally he has a Kamehameha that can activate a resurrection if that's not sealed. So the forbidden synergy is that there are BS cards that want to attack the enemy with the highest PWR, meaning its likely that this Goku will get the DMG boost from seeing them, alongside the boost from the PLBP most likely because of whatever PWR disruption's being thrown, Aeos, Gohan (SH), Hirudegarn, Goku Black, whatever the fuck else? All exist to feed this Goku to big damage, his Kamehameha does scale with the damage bonus so like Berserku, he can do a lot of damage, the main asterisk is that this is at the end of the round, so the enemy could just kill you or something. One important thing is to make sure this card is registered first so that he can proc before your cards could happen, if he were to be boosted by UGM5-SEC Piccolo (SH) or something while attacking, he could miss timing if not the first in line.

Now, how do we throw the Goku?

Now for Goku to hit the highest PWR and guarantee his proc the best, we have, 2 and a half options, this will go over my opinions on them.

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BM5-SEC Vegito (Xeno)

So the perceptive, or equally as addicted as I, may have noticed I'm not original, a sdbh blog did this kind of deck with this card in particular, but I have a different idea with this premise though. Despite that I'm still mentioning because Vegito (Xeno) because he's very good here as he can make sure that the enemy will be hitting soft with 2k PWR after Goku's done getting angry, and his Ultimate Slash can make the enemy even softer to damage. This could also explore ideas with the link Robel and Demigra because Robel likes Demigra and what's wrong with nabbing a PWR LV Limiter unit?

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UGMP-21 Goku (GT)

This Goku disables his DMG multiplication, so Hellfire God Meteors won't affect him, when SS4, he also ignores GRD and DMG reduction. And when he attacks he steals 10k PWR from the enemy, which can be really nice against UGM5-017 Goku since this is one of the few ways to guarantee you'll do something when he activates. The climax effect could have niche uses, it's easy to proc, only needing 10k PWR LV round 1, and resets the enemy's DMG multiplication if it's above 1x (normal), so against UGM3 Vegito (Xeno) or UGM6 Demigra, this can be really welcome. Also opens the door to funny (GT) unit shenanigans? Though a lot of the good ones want Gogeta (GT) instead.

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SH3-21 Dabura

Yes, this card is from World Mission, Cruel Demon King makes it where he targets high PWR enemies, and if you win the CI, he stuns them, stunning an enemy can be useful to help make CAAs really sting, the unit is a resurrection which can be nice to stack with Goku though the members are dubious. The Double Attack promises PWR LV at least.

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UM12-041 Dabura

Take what I said before but replace the double attack with a mind control effect, where he has to be a supporter to use it, but the unit is Babidi's Brainwashing, so everyone gets 1.5x PWR LV permanently for the price of 3 HE, unit members are dubious but there is technically a through line on using them, Brainwashed Brutality isn't a bad effect to have twice, especially if you have cards like BM12-SEC Goku

The Meme Option

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UM12-041 Dabura

So before anything, this is a meme, this Dabura was just slightly better because he has Brainwashing Unit when the other had a resurrection unit, which we already kind of have, the main allure here is his Brainwashing Unit, 1.5x PWR LV to everyone is very strong, just ask UGM6-041 Gogeta (GT), he asks for Spopovich and Yamu which isn't too much of an ask due to an interesting synergy that this deck is mostly there to exploit. With Cruel Demon King he's also making sure UGM7-015 Goku is hitting someone ahead of him in terms of PWR, which is something that can be a bit hard with this deck.

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HGD7-29 Spopovich and UM12-038 Yamu

So, these two cards are here for simple reasons, they have Brainwashed Brutality, it's in WM as an accessory and what it does is that at the start of the game, they'll have their STA set to one but gain 3k fixed PWR LV, together this is 6k and can proc cards that check for allies with low STA, in World Mission you can do this with UM8-068 Great Saiyaman 3 or the accessory, Hero of Justice from a lab mission, here, we have different cards but the same idea. Start of the game, they have 3k fixed PWR LV, lots of STA and can help make for a first turn. Beyond that ability this cards do differing amounts of nothing, Yamu has a burst that steals 1k PWR, that's it. Spopovich comes with a Brainwashing Unit on his own, either for when UGM1 Aeos uses her unit or you just want everyone to have 2.25x PWR LV, but he has a mind control CAA, which we're not planning on ever using, and is a HR, which is actually important. The attack order for SDBH is co-op group than lone attacker, and then the types of Elite, Hero, Berserker. To make sure we don't lose to UGM1-SEC2 Goku (though in theory with the retargeting from Dabura, this shouldn't be the case), we need something that would attack him first, a HR co-op attack since we natively have a BS co-op group, so we need two HRs or ELs, at least, we're leaning towards having a HR co-op group over an EL co-op group due to Brainwashed Brutality synergy we're making use of.

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BM12-SEC Goku OR UM9-SEC Goku (GT)

And here they are, you do get two options, each with a pro and con. First, what they do:

BM12-SEC Goku UM9-SEC Goku (GT)
At the start of a round, this card and allies at critical STA, have their STA greatly restored and 10k PWR. Also when an attacker, this card deals 2k fixed damage permanently, repeatable. He comes with Kamehameha CAA that prevents stun for himself. At the start of a round, allies at critical STA have their STA greatly restored and gain 1k fixed PWR LV. He comes with a God Kamehameha that gives him 10k PWR as well as DMG reduction pierce.

Now for what it means. BM12-SEC Goku hits a lot harder, giving everyone PWR and fixed damage, but he's a BS and the CAA is competing with UGM7 Goku meaning we have less action ability burst damage, Goku (GT) on the other hand offers some PWR LV, when we already have a solid amount, but is a HR so he fits the quota for Spopovich and gives us some flexibility with our next slot, the DMG reduction pierce could be neat against cards like promo Zamasu or ABS-20 Gogeta (GT).

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UGM5-060 Supreme Kai of Time

We really don't like Aeos here, this disables Time Prison so that UGM7-015 Goku's resurrection is secured and Vegito (Xeno) can climax change in peace if chosen, she also offers an EL, which could be nice on tripping UGM3-SEC Gohan (SH), a keysword, very useful in a variety of situations even if it's not the -100k keysword of Aeos, and with how aggressive we are, her ability to make the enemy take more damage might do something, the enemy taking 1.5x damage is nice even if from two rounds of buildup.

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BM11-069 Fuu OR UGM3-068 Vegito (Xeno)

Here's another table to explain what these cards do before heading into why.

BM11-069 Fuu UGM3-068 Vegito (Xeno)
A HR that at the start of the round, if you have 50% or more HP, reduce enemy HE by 2 and disable miracle perfects, if less than 50% HP your HE is protected from destruction. His CAA is an Ultimate Energy that reduces the enemy's PWR equal to this card's PWR. At the start of the game, gain 4k PWR LV and halve enemy healing. At the start of each round, if you have 75% or more HP, seal enemy HE generation via abilities and -1 to enemy HE. Has a climax that can be finished with 10k PWR LV at R1, giving him 4x DMG and prevents STA dmg.

We, REALLY hate Aeos here, part of her thing is that if she has more HE than you at the start of a round, she disables your fixed PWR LV, this is terrible news that we don't want to hear so we need to prevent the UGM1 Namekian from giving her HE at round 1, if you chose BM12-SEC Goku for STA generation, than the card to use is BM11-069 Fuu. Fuu can stop her from disabling fixed PWR LVs if he procs after the namekian in black but before Aeos and then is a HR that allows a HR co-op group alongside Spopovich. Now the other option here is UGM3-068 Vegito (Xeno), who completely disables HE generation and reduces it as long as you have the HP meaning he just needs to proc asap, the main issue is that he's a BS so you had to have picked UM9-SEC Goku (GT) instead of BM12-SEC Goku for the HR co-op group. Vegito (Xeno) isn't the only card though, you could pic UM3-038 Goku, UM8-047 Fin, or ABS-22 Piccolo which all prevent HE generation by abilities round 1 for the enemy depending on preference, Fin makes sure you go first R1, Piccolo has a nice lock-on, and Goku brings the opportunity of fusion, but this deck can't fit a Vegeta without cutting something really important. Note here that registration order matters, Spopovich and Yamu must be before your STA generating Goku/Goku (GT) of choice and these two should be first in line as to make sure UGM1-SEC Aeos doesn't disable fixed PWR LVs.

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UGM7-015 Goku

This card is here to hit hard with some extra survivability due to his resurrection, as long as its enabled, it doesn't matter how much damage the opponent does and with our fixed PWR LV, there's a good chance we can make it first next round barring any PWR LV Limiter units/capsules, or if the opponent is using BM11-SEC2 Goku, the DMG multipliers does factor into his Kamehameha damage but remember to be a bit more safe since of slow it is, he can only fire the CAA after both teams attacked. If UGM1-SEC2 Goku isn't something to really worry about because of Dabura's retargeting, and you don't fear UGM1-SEC Aeos, than you can replace the last two slots with something more generic or more of your fancy, I just really fear Aeos because she's still as powerful as ever but if you want, UGM3-SEC2 Jiren could help against fixed damage, UGM4-064 Gohan (SH) could help against BM7-SEC3 Goku, BM7-SEC Masked Black is pierce as is other options like HGD6-56 Baby Trunks, UGM5-SEC Gohan/Piccolo (SH) is an option, or even UGM5-017 Goku if you want more defense. Just be wary about using PWR generation or disruption as it can make Goku miss out on damage boosting, he only proc's if he hits less than initial values during the PLBP or is attacking someone with more PWR.

Sane Option

image description AND image description So this functions underneath a four card core here, we have UGM7 Goku, one of the 4 mentioned earlier that can target high PWR enemies with Goku, UGM5-060 SKoT as she disables Aeos' Time Prison, giving us resurrections back as well as climaxes or summons, and a HA as general good stuff to give us a lot of HP and useful abilities, this deck aims to be more stable rather than the volatility that making a deck with Dabura as our targeting resource does.
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UGMP-21 Goku (GT)

This card has a climax that makes it where enemies that deal over 1x damage are instead reset to 1x damage, useful against cards like UGM6 Demigra, UGM3 Vegito (Xeno), and possibly opposing UGM7 Gokus. This Climax change is thankfully easy, 10k PWR LV from R1, and comes with extra benefits with his ability. The ability has it where when he attacks the enemy, he steals 10k PWR from them, which won't conflict with UGM7 Goku on our end as long as Goku is first in registration in relation to Goku (GT), and if Goku (GT) is SS4, he gains GRD/DMG reduction pierce, this makes Goku (GT) one of the few cards that can reliable help do damage when UGM5-017 Goku is an enemy attacker and his ability procs, usually he isn't an attacker R1 so there's a good chance Goku (GT) will be SS4.
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Hero Avatar

For this variant there's three main targets, EL Android HA, just really, really good, huge PWR disruption, heavy hitting CAAs, and STA generation if the enemy tries to be faster than us, and than there's SS4 Note and Beat. Note gives PWR generation when she uses STA as an attacker, 3k per bar used, makes three attackers with high PWR deal 1.7x damage, and gives everyone else 10k PWR at the PLBP for this round only alongside a Double Dragon Fist and Kamehameha Rush as CAAs, with UGM7 Goku it may be counter intuitive but if he's registered before the HA you should be fine as long as her PWR generation with STA consumption isn't too much. Beat on the other hand has stronger CAAs, his Kamehameha Rush gives 15k PWR and Double Dragon Fist makes him and his partner deal 2x DMG, at the PLBP Beat can add PWR from the enemy with the highest PWR to everyone on your team, which can be useful in the instance of being against a EL Android HA, though it can only happen once in the match, the final ability is that he gets 900 fixed damage per supporter but this deck is too aggressive to warrant it. The preferred HAs are Note and the EL Android HA.

Good Stuff (SH)

image description AND image description So to end the deck off, we have three slots, of which there's two main cores I imagine, this one is basically going with the UGM2 (SH) core with Gohan (SH) and Piccolo (SH), good stuff cards ahoy.

UGM2-064 Gohan (SH) UGM2-065 Piccolo (SH)
STA generation if Gohan (SH) is an attacker, +2 HE and increases enemy CI speed if you used a unit, a Gang Impact that offers fixed damage and the a unit that for 6 HE seals CAAs/TAAs on the enemy team. When the strategy is decided, if an attacker your team gets 6k PWR/GRD and 3 HE, if a supporter it's instead reducing the enemy's PWR/GRD by 6k and HE by 3. He has a transformation that offers 4k PWR and PWR LV R2 onward.

Both are very good offering a ton of utility, the only asterisk on this deck is that Gohan (SH) is PWR generation which may counteract with UGM7 Goku since he wants less PWR than normal, but everything good, GRD helps with defense, PWR is good for everyone else, the STA generation is good for everyone, especially if you use Note.

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Trunks (Xeno) OR Pan (SH)

So the main reason for this is which unit do you want to enable, either Piccolo (SH) which seals enemy TAAs/CAAs, or the Supreme Kai of Time, which offers a PWR Reverse Reduction Unit making all allies with less PWR than normal go back to normal PWR and deal 2x DMG. For Pan the main one to recommend is UGM5-066, the only reason she's on here is because of a free PWR LV Limiter Unit in case you want to guarantee going first on a certain round, the link ability could come up but not that often as our (SH) boys aren't meant to really hit that hard. As for Trunks (Xeno), there's three main cards I think of, BMP-15, HJ6-63, and UGM1-053.

  • BMP-15
    • At the start of a round, everyone gets 5k PWR and resistance to STA dmg, if you've used a unit your team gets 1 HE and HE guard. Also has an ultimate slash that reduces enemy HE by 2, and then halves their DMG and PWR LV.
    • Solid effects but with Gohan (SH) we're hitting a high amount of PWR generation which might make UGM7 Goku not really proc.
  • HJ6-63
    • If you win the PLBP, set enemy GRD for the round to 1. Also has the slowest ki blast that activates on R4.
    • GRD shredding is really nice, especially as this isn't GRD pierce so BM7-SEC3 Goku won't be mad, main issue is that this requires you to win the PLBP at which point this deck may not be necessarily fast, at least not when compared to decks with actual PWR LV boosting.
  • UGM1-053
    • When an attacker, reduce enemy PWR/GRD by 3k and STA of the enemy with the highest STA, increased to 5k PWR/GRD with similar STA damage to three enemies when transformed. Transforms R2 where he gets fixed damage on his super attack and a burst.
    • So in theory this card doesn't go against UGM7 Goku, and the STA damage is really nice, but the issue can arise of what if the enemy with PWR that is more than Goku also has the highest STA, and the next best in line doesn't work, the one I'd go with since the STA disruption and GRD shredding is nice, but who knows what it'd be like in practice.

UGM5-054 Goku Time

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UGM5-054 Goku

So UGM5-054 Goku is pretty good, he enables everyone's super attacks as long as you've got a way to destroy HE, which there are easy ways while making sure you're slow as to not proc the EL Android HA, he also comes with free STA generation and damage reduction for any attackers you have with an ability sealed.
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UGM7-063 Goku (BR) OR UGM4-066 CellMax (SH)

So the main thing here is if you want to be defensive, at the cost of UGM7 Goku probably not proccing, or offensive, at the cost of being much easier to kill. Goku (BR) has it where he destroys half of your HE to steal PWR from the enemy team, and he can steal a lot, 30k if he destroys 5 HE, he also has a transformation which gives you some HE as well as doubling his PWR, the only issue is that with this card, it's unlikely for Goku to ever proc, which kind of asks why is he on the team? CellMax on the other hand is a giant that makes it where he reduces enemy STA, increases his own PWR, and makes them take increased DMG, making sure that Goku will proc, but not so much that we won't die soon after. Perhaps in practice Goku (BR) won't invalidate Goku on the deck but just in case, that's why CellMax is referenced.

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HE Generation

So the main thing to note here is that these should be registered before CellMax or Goku (BR) so they activate first, giving you more HE to use with them, note though that these may not always work for CellMax since he activates when the strategy's decided instead of the PLBP, pretty much here to turbo out the two cards since we don't need HE for units or super attacks.

  • UGM6-SEC Gogeta (Xeno)
    • In the PLBP if you have less than the enemy he's free HE per ally attacker you have if more than the enemy he deals 4x DMG as long as you have 3+ over the enemy. Also has fixed PWR LV for some speed, 2k fixed PWR LV per round. Mainly chosen for raw damage and that his HE generation is based on what you're doing.
  • SH4-SEC2 Dark Masked King
    • In the PLBP you gain HE per enemy attacker, has a mediocre super energy.
  • UM6-SEC2 Gogeta (BR)
    • In the PLBP you gain HE depending on your PWR LV, 3 HE at 5k PWR LV, consistent unlike the others above.
  • BM7-SEC2 Masked Black
    • He can steal HE equal to the number of enemies that can't be stunned, this happens during the strategy phase so he can feed CellMax, if the enemy has enemies that can't be stunned which is very much match dependent. Beyond this he also offers GRD/DMG reduction pierce to three enemy as well as having a powerful Ultimate Energy.
  • UGM7-SEC3 Goku Black
    • This card can halve enemy attacker PWR if they have more attackers than you, unlikely, the main draw is when the enemy has a Goku as an attacker, which while team dependent, is not much of an ask since of UGM5-017 Goku, BM7-SEC3 Goku, and UGM1-SEC2 Goku, he deals 5x DMG and steals HE equal to the number of enemy attackers, activated during strategy decision so he can feed CellMax but does require the enemy to have Goku as an attacker.
  • HGD10-SEC2 Demigra
    • When his strategy is decided, he generates a bar of STA for the whole team and 1 HE, not much but is something, also valuable is the god meteor which is 1k fixed damage per enemy attacker the round after it's fired, can be nice to help get past a particularly defense team.
Edit Report
Pub: 21 Mar 2023 16:43 UTC
Edit: 06 May 2024 13:03 UTC
Views: 139