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 as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby if you're not fluent in Japanese, https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php And Dimps-sama, if you are reading this, pls WM2, I get to make 50 decks in 36 hours, you get a tax right-off if it bombs if that's how it works in Japan, and your devs can have a simple dev cycle that shouldn't be too painful, everyone wins. H1 -> MM2, let it happen. Also if you wish to buy SDBH cards, good luck with your native customs, https://jp.mercari.com/ is way to look up SDBH cards to personally own them, note its best to search with the card number ("UGM6-055" for UGM6-055 Vegeta (Xeno) as an example), and that if you try to go for big name cards like UGM7-SEC3 Goku Black, it can go into hundreds of dollars but other cards are relatively cheap.
STEP INTO THE GRAND TOUR! GRAND TOUR! DRAGON BALL GT!

- Why?
- You got the one reference to the OP that used the scores of the damned as vocal back up, I don't know why a deal with Moloch was made for Dragon Ball GT in America, seems Japan had contact with Izanagi for something beautiful, but they did. So this is pretty much me trying to break the new MM2 UR of Goku (GT) because he's like UGM8-015 Goku, but cool, and does things besides being a HE slut for revive spam. No, I think this set actually opens up a new layer of degeneracy, healthgating. Healthgating is thing in Borderlands where the game can't one-shot you, putting you to 10% HP and has little/no internal cool-down, so if you can heal fast enough you are practically invincible despite taking all the damage. With Goku (GT), he wants that exact deck, one that takes the punishment but bounces back to have certain cards explode while having resilliance that decks nowadays aren't prepared to counteract. Everyone's ready for GRD/DMG reduction, maybe even revives, HP bloating and healing? Who is using UGM3-068 Vegito (Xeno)? Who?
- Ability Info for context
- Start of R2 onward, first full STA recovery, than he gains PWR and fixed Super attack DMG equal to the DMG you took on the previous round. For every 3k DMG taken, you gain 1 HE. Since this is start of round it can be used for units, his super attack is 9 HE but his CAA is a kamehameha that prevents Stun and lowers the HE cost by 6, at the end of R2 so it's mostly for R3 onward.
HP Bloat

Card |
Quick Why |
MM2-039 Goku (GT) |
Reference spiel of earlier, big damage fixed or otherwise alongside huge HE. |
MM2-049 Super Baby (healing flex slot) |
When an attacker, he steals half the PWR from allies and enemies within the same attack row as him. Not bad, then he has a R2 saiyan burst that has him dealing 3x DMG, pretty good, pretty good, and then as Super Baby 2 he has 20% life steal, which might not be the best but he also helps give the deck an extra win-con. Not participating in co-op attacks is good for BM7-SEC Goku, and the life steal could still come in handy. Main hiccup is that for it to help with the current round you want to go first so he can attack first but this deck isn't fast by any means. Could replace this for something like HGD9-58 Gohanks (Future) or something. Also will mention here, the Ultra God App (2k HP per ally attacker) is very good here. |
UGM8-VJR Goku |
At the start of the game, gain 1k HP. At the start of every round, gain 3k if you have Adult Gohan and Vegeta, 6k if you have those two and your HA. Yeah Goku's a hog wanting 4 cards of the deck but a consistent 6k boost to max HP, not just healing, is very useful. His CAA also can increase Super Baby 2's damage by 2.5x and he comes with 1.2x DMG/PWR/GRD/PWR LV himself, so that could help give the slightest push once very twenty games. |
UGM3-045 Vegeta |
Helping us not die immediately, as a supporter he disables enemy DMG multiplication, like from UGM8 Cooler with 2k fixed DMG, while as an attacker he gains 2k fixed PWR LV and disables enemy DMG reduction. Insanely useful utility that is welcome. Hard to argue against this Vegeta in general even if he is no damage and his summon is crap. |
BM4-045 Adult Gohan |
We may have all the HP in the world but we'll still blow up against the damage cap, let's make that much harder to do by making Chilled not work. Also has the benefit of free super attacks too, if you feel like Chilled isn't common in your local meta, swap this out for a good chunk of Gohans. |
UGM1-SEC4 Goku (flex slot) |
So this is the flex slot, meaning this isn't integral and is the slot most open to changing, especially if you aren't Scrooge McDuck and swimming in gold. I picked him since we're increasing our max HP, getting to half HP is easier, especially since we don't have that much GRD/DMG reduction (trying to take some damage here), and being able to heal alongside stunning the enemy's STA is great. He also has a free revive for R1 so that way we won't immediately die and stem R1 aggression just by his mere presence. |
HA |
Sadly EL Android HA's the best slot here, lack of STA generation here and she offers it alongside some GRD generation, PWR disruption, and everything else. Just really good here and I feel like we aren't totally lacking for damage. |
Thoughts
This deck could have issues if you either one, can't win CIs, or two, are against STA disruption but I feel like this deck can win games a good chunk of the time since of the value of Vegeta/Chilled forcing down the enemy's ceiling really hard, Goku makes it where you don't have to fear R1 as hard and as such can hoard the HP for R2, and start going for broke then, note that Super Baby is PWR disruption if you can catch the enemy so the enemy won't be dealing all of their damage all the time. MM2 Goku (GT) should be able to have more PWR than UGM3-SEC2 Jiren and thus still be lethal in terms of fixed DMG.
Vegeta
Card |
Quick Why |
UGM9-068 |
Considering we don't have that much PWR generation, you could use this as the Vegeta slot as repeatable defensive stance alongside. |
MM2-072 |
If using UGM9 Dark King Demigra, this offers PWR/GRD/STA generation, make sure that this is registered before Dark King Demigra. |
BM8-SEC2 / BM2-SEC3 / UM10-SEC3 |
Take your pick on damage card, most utility is that BM2-SEC3 is a R1 stun card the reduces enemy DMG dealt if they can use their super attack as well as increased MP chance for the EL co-op group, which can be abused. |
ABS-27 |
If you add in Adult Trunks to the deck, than this is decent CI/PWR/GRD disruption against the enemy as well as having a strong unit that disables enemy DMG reduction and DMG multiplication at the same time, for good Adult Trunks, MM1-069 Trunks could be something since he offers GRD generation with some speed/fixed DMG, as long as you are able to deal damage to the opponent, ABS is some STA generation or PWR/GRD generation for the team alongside a strong unit that is functionally a PWR LV Limiter. |
Generic Notes |
There are domain of the strong and PWR LV Limiters if you want to try those, UGM8-004 actually wants Goku + Adult Gohan with Solid Tactics and with Goku (GT)'s timing, you can do a form of unit aggro with the flex/healing slots having activatable units if cards are willing. |
Adult Gohan
Card |
Quick Why |
UGM7-016 |
When attacker, he grants 10% DMG reduction to all ally attackers per ally supporter for this round only, also energy guard for the round if you have more ally supporters than you have HE which can be useful for Goku (GT) to make sure you have the huge HE for him. |
UGM9-016 |
A stun card, as long as you have more HP than the enemy, they can't gain HE from abilities and only can gain 3 HE from PWR LV, which can help massively mitigate damage with HE destruction cards on top of it. |
Generic Notes |
There are domain of the strong and friends in fighting alongside other niche utility cards in case you needed more from this slot than what the two URs gave above. |
Healing Slot
Card |
Quick Why |
UGM1-SEC4 Goku |
Could have this be in the healing slot rather than outright flex slot if okay with just two cards that heal. |
UGM10-SEC3 Kid Goku / UGM8-FCP1 Frieza / MM2-SEC3 Syn Shenron |
You get the free revive but no healing, UGM8 Frieza doesn't work with the Goku core we have, at all so he's off the list. Kid Goku come with the benefit of being when you think you'll need it, meaning the opponent could play more passively trying to predict it, whereas UGM1-SEC4 Goku is always R1 and much easier to play around. Syn Shenron is any round in which you have 90%+ HP, meaning R1 and R2 they try to be really light on their chip, he's also 4k HP and fixed DMG which could be nice but he doesn't heal since we have Goku/Goku (GT). |
HGD9-058 Gohanks (Future) |
Has the same healing as UGM1-SEC4 Goku but instead of waiting for 50% HP, it's when the enemy has 7k+ PWR LV, he also has a lock-on to set an enemy's PWR/GRD to 1 which can be useful in certain situations, especially with his 4 HE super attack. |
BM10-SEC2 Masked Black |
Considering we're using BM4 Gohan, if you can win your CIs and PLBP, than this card can be decently defensive while also offering healing, just note that huge GRD can make him take little damage, not working well with Goku (GT) but at that point I think you're in a good position still. |
BM1-066 SKoT |
Keysword lock's good as his her godbird ability, much easier to get perfect CIs and she offers 5k HP if you can do it but it is a one-shot effect, so make sure it counts, like having Goku (GT) fire his super attack. |
MM1-SEC2 Cell |
6k HP while also stealing half of the PWR of the strongest enemy attacker R1 is very good, being able to do a lot of fixed DMG while disrupting enemy MPs and STA is also really good, main issue is that he wants you to be as close to max HP as possible whereas this deck also increases your own max HP, unlikely you'll get the 10k fixed DMG proc aside from R1 and from there he heavily drops but could still be powerful. |
BM8-054 Goku |
R3 he gives you 10k HP on his transformation besides that he's solid STA generation when a supporter and GRD/DMG reduction for the team when an attacker and there's 4+ other ally attackers. |
HJ6-27 Dr.Kochin |
At the PLBP, he heals you for 10% of your PWR LV, so if you're fast than he can heal a lot, there was a time where he was meme'd with BM9-SEC3 Frieza since R3 10% of 530k PWR LV is 53k HP, which is basically a full heal each round. Don't think you need to do that here but the idea could still apply of going fast to get more healing, also has STA generation for himself to boot. |
BM2-062 Dr.Wheelo |
For one round at your choosing, he can be used to give your team 2k PWR/GRD per enemy attacker and heal for half of the DMG received. |
Flex Slot
Card |
Quick Why |
UGM9-064 Dark King Demigra |
We're already using BM4 Gohan, why not have a more offensive push alongside STA generation? Goku's used to more be in line with the ethos of playing ping pong with our HP as a 3rd healing card with a revive effect just in case. |
UGM7-SEC3 Goku Black |
If on a slower pace, this card can have value as PWR and HE disruption if the enemy's too aggressive, with Robel he could also be targeted making use of the 50% dmg reduction from his transformation, also offers 5k HP to help with the big HP pool. |
UM4-032 Gohanks (Xeno) / UGM9-070 Gotenks |
If you feel like you can float around here while still having a lot of HP, than this is something to look into, Gohanks (Xeno) and Gotenks offer a lot of speed and STA generation, main difference is style and that Gotenks might do extra damage. |
UM8-059 / MM1-065 Laggs / MM2-073 Janemba / Promo bardocks |
Very strong stun effects while you're damaged, former is STA dmg and CI speed, latter reduces enemy PWR LV multiplication for the round, halving when above 25% HP before making it 10% PWR LV while disabling fixed PWR LV. Janemba is CI at the start of the game with his low health proc being STA dmg and reduced DMG reduction, which can be useful as long as you don't disable enemy DMG reduction. There's also two promo bardocks that have it where they reduce enemy STA and generate their own PWR as long as you're on low HP with an extra effect to disable enemy revives if you are below 50% HP, main difference is that the HR has the 30th VJR ability to slightly boost Goku and that he's base Bardock so if you wanted too, you could use SS4LB Note's PWR LV Limiter unit instead of using EL Android HA, whereas the EL (BMPJ-48) has 1.5x PWR LV. |
UGM8-SEC5 Monaka |
Big DMG and speed and we are half way on his revive unit, add in a piccolo and you can get another revive thanks to Goku (GT) |
BM7-060 Golden Frieza (Xeno) / BM7-064 Golden Cooler (Xeno) |
Only have the room for one unless you want to not have another card that heals, former is STA generation and 5k PWR that is 2 bars + 10k PWR to all allies when below 50%, latter is 2k GRD and STA disruption, boosted to 5k GRD and 2 bars of STA damage when below 50% HP. |
Generic Notes |
For the sake of brevity, other cards that could be good here just like in any deck won't be referenced, yes UGM4-064 Gohan is good as a way to handle BM7-SEC Goku, BM7-SEC2 Masked Black is an alternative for HE disruption and DMG/Reduction pierce, UGM8-SEC Gogeta (Xeno) makes three enemy attackers do very little damage while being a house on his own, UGM3-SEC2 Jiren's great against fixed DMG, etc. |
UGM7-SEC2 Broly |
You can have him at Super Baby 2's side to drain his PWR so that he'll have less than the enemy and this reduce their STA to 1 and increase their CI speed, can have issues doing this if Baby is hitting the same cards. |
Cell Aggro

Card |
Quick Why |
MM2-039 Goku (GT) |
Same as before, with Cell we should be able to get a lot of damage taken but not be in dire straits, meaning Goku's representing a lot of damage and even HE. |
BM8-865 Cell |
When attacked, heal for 50% of the damage taken, that is why he's here. He also comes with a free super attack and steals PWR/GRD on the enemy co-op group depending on the damage he deals, which can help make him more likely to be targeted by Robel as long as UGM8-SEC Vegito isn't around. |
BM4-045 Adult Gohan |
Welcome to Chilled insurance.png, here we make you cry by being one of the only/best instances of it. If you really wanted you could replace this with MM2-SEC2 Gogeta but then Robel's not likely to select Cell, which is who we want attacked, especially since the Dokkan CP part of the card gives him 30% DMG reduction natively. Order does matter here, this card needs to be registered before Robel so Robel will be more likely off going for Cell. If Chilled doesn't exist in your local meta than this is a flex slot. |
BM6-062 Demon Goddess Robel |
Our form of retargeting for Cell, she makes it where the ally that'd take the least amount of damage will be the one to be attacked, alongside 3k GRD. The goal is to target Cell so that he can heal off of the damage taken, though he sadly starts at 1k GRD meaning it's probably not like R1. |
UGM10-GCP1 Bulma |
Alright, welcome to the "I fear UGM8-SEC Vegito" pick, you see, if he targets Cell, than even after BM4 Gohan, he still only has 1 GRD and probably won't be targeted by Robel, and considering his nature of being GRD theft, he probably will be the target of it R2 onward, so here's bunny girl Bulma to fix that, she gives the linked ally 5k PWR/GRD, and also STA generation. While the PWR/GRD isn't permanent, it is just enough for Cell as the only thing that should have equal or more GRD than him is the HA, who is most assuredly targeted by Vegito alongside him and not getting 5k. That's the only issue admittedly with this, timing, in theory I'd want this as the last card registered just so that she can make sure the 5k GRD sticks, note this is actually 8k with Robel which isn't something to scoff at. Even if you don't fear UGM8-SEC Vegito, I think the most you could do is select MM2-014 Bulma to have 40% DMG reduction instead of 5k GRD, this targeted DMG mitigation is important is important for Robel to target Cell. |
UGM6-055 Vegeta (Xeno) (flex spot) |
Goku (GT) and Cell would appreciate having GRD/DMG reduction pierce, Cell needs to do some damage to steal 3k-5k GRD after all, but this is sort of a flex spot, after all where's the BM7-SEC answer? |
HA |
So for this deck, it really depends on what you think it's lacking, I don't think there's a slam-dunk of an option here. For me I'd probably SS4LB Note just so that the heavy hitters can hit even heavier, but SS4LB Beat's not bad here. You could EL Android HA for reliability, or even a BS Kai HA just for the extra speed. I do think having a HA is important just because they represent 10k+ HP at minimum and while also being strong on their own. |
Thoughts
If there was anything to note with the deck, it's very specialized onto itself. It doesn't interact with the opponent's PWR LV for example and is really hoping for Cell + Bulma + Robel to really carry us home, and is really respecting of the meta, mainly Chilled and UGM8-SEC Vegito. If you want to ignore those two, well you could very much free up two slots a lot more as well as the HA even more by proxy, you probably would still want Bulma, just to help with Robel on R1, but imagine having some form of mitigation, extra healing, HE generation, anything. Two slots is enough to get UGM9 Pan to link up to Cell while also having her unit, a way to help guarantee winning the PLBP for a round, which is important if you want Cell's GRD theft to matter for the current round. One thing is that this deck also isn't as locked into an app, Ultra God App's great but it's not the de-facto option I think. There was an attempt to look into Cell's PWR LV Limiter and while there's a lot of options for the Goku, not so much for the Hearts. If you really wanted, maybe you could use BM7-SEC Goku and BM11-063 Super Hearts but eh? BM8-064 Super Hearts was considered until I saw Cell's whopping 1k base GRD, much perfection there bugboy.
Flex Slot
No table here for it pretty much would just be generic tools, various stun cards or those that like it when you're on low HP could also work here, a lot of the cards mentioned in the earlier deck would be here and I'd be repeating myself. For more ideas, you could explore a few-attacker variant with the HA being BS Male Saiyan HA to act as a slow Chilled, and then using something like UGM7-SEC3 Black or other such cards to help facilitate that idea of the deck, I just decided to fear DMG reduction more for this deck but you could try something like HGD7-SEC3 Black + ABS-15 Gogeta (GT) + any card that lowers their PWR to 1 when a supporter (repeatable) to just GRD stack like crazy while Goku Black is either a lot of HE or PWR theft.
Revive Aggro

Card |
Quick Why |
MM2-039 Goku (GT) |
So what's important here is that Goku (GT) can generate HE at the start of the round, meaning it's on time to pay for units, as well as going hog wild in terms of his PWR/fixed DMG. Note we do have a throwaway Energy Charge unit here in case you need to activate a unit without getting too low of HE to use super attacks (R2 is limited thanks to Ozotto, if we use revive unit we have 6-7 HE R2, decent but we want more). |
MM2-041 Pan |
Oh look, a convenient Revive unit that has a unit already on here and a pretty solid unit member. As a supporter she steals enemy HE equal to the number of supporters they had. |
MM2-044 Trunks (GT) |
His unit makes sure we can win the round when needed and his ability offers 10k PWR/GRD to the team with the help of a friend. If you fear BM7-SEC Goku replace with UGM10-042 Trunks (GT), his unit doubles the team's PWR while halving the enemy's GRD, can be nice if you don't need to activate a revive or everything else. |
UGM8-068 Shallot |
We want to hit hard, and fast, you could use ABS-18 Vegito for more damage across the whole team, 4x PWR and 2 HE is pretty nuts, but I figured having more speed and another lone death button would be nice. Also is STA disruption so he makes it easy to stun in preparation for the next co-op group. |
MM1-066 Majin Ozotto |
The only card that limits our PWR LV as of now and what a wonderful one, sets the enemy's STA to 1 and their PWR LV to 10% meaning you're more than likely to go first even if you only have 10k PWR LV. |
BM10-067 Bardock in Black (Unit Abuser) |
When you use a unit, everyone gains 5k PWR and 500 PWR LV, and this effect increases by 5k PWR/500 PWR per use of it. So first is 5k PWR/500 PWR LV, 2nd is 10k PWR/1000 PWR LV, totaling to 15k PWR/1.5k PWR LV to everyone on the team. Equal PWR to BM11-ASEC Goku after the 3rd use, slightly less when compared to 2nd use, and has speed with the PWR LV for everyone. |
UGM1-SEC4 Goku (Free Revive) |
For our recklessness, we need a revive to make sure we don't fucking die and as much as I'd love to use MM2-SEC3 Syn Shenron, we do have a Goku (GT) on the team, and I don't think we have the support to make sure we're getting revives from him, chip is a nightmare for him and we can take some decent chip. Thus it's UGM1-SEC4 Goku it is again, if budget UGM8-FCP1 Frieza is mostly the same, Goku just offers more STA damage and his kamehameha CAA has fixed DMG when we're on low HP. |
Thoughts
So this deck is a bit senseless, since we're going for low HP to get all the HE from Goku (GT), note that this also means he is a lot of fixed DMG since that is 1-to-1, while HE is 3k-to-1, just note it's only on his super attack. The deck also just wants to will the situations, hence the use of one-shot cards like UGM8 Shallot and MM1 Majin Ozotto, if you fear HGD9 Trunks, which I'll admit seems to have subsided a bit, UM8 Fin can let you get under him. If you do fear BM12-LSEC Gogeta (BM), UGM1-SEC Aeos with any card that lowers their PWR to 1 can seal the enemy's super ability while also having everything else in her essay of abilities. Finally, you could make a variant that uses BM9-045 Kid Buu/UGM7-063 Goku (BR), UGM9-064 Dark King Demigra, and UGM5-054 Goku so that the former sets you to 0 energy for UGM5-054 Goku while Dark King Demigra makes everyone take/deal 2x DMG so that it's easier for you to take all the fucking DMG to feed unit spam. Something to note here is that you could also try something with the low-hp cards more commonly used in revive aggro in place of MM1 Ozzoto and UGM8 Shallot, your Gohanks (Xeno)s, Monakas, etc. It just gives this deck a more threatening aura to me, like you see this and prepare to mentally buckle down instead of thinking you're safe because the aforementioned require a turn of build-up and can be played around.
Unit Abuser
Card |
Quick Why |
BM11-ASEC Goku |
10k PWR + MP chance increase is very strong, just that it's a slight increase, not the same as UGM9-045 Pan immediately, and sadly no STA generation, maybe on two activations it's equal to UGM9-045 Pan? Maybe not, idk how his odds work as there's nowhere near the amount of data for him as there was for Pan. |
BM12-068 Goku |
On using a unit you get STA restoration and 1.2x DMG dealt for everyone, boosted to 1.5x if you have a Teen Gohan, also has a potent PWR LV Limiter unit himself if you can fit a Vegeta to the deck, and Teen Gohan himself has cards that could be useful in a vacuum like UM12-SEC3 to make sure everyone has some PWR in the PLBP. |
UGM2-060 Piccolo (SH) |
While he really wants Gohan (SH) on the team, he's still a bar of STA in the PLBP alongside 2 HE + increasing enemy CI speed on using a unit so he could be something to look into. |
BMP-15 Trunks (Xeno) |
5k PWR and STA dmg resistance to everyone as well as Energy Guard + 1 HE on using a unit's appreciated, welcome to why Trusty Teammates won't be mentioned here. |
BM7-067 Bardock in Black |
Welcome to why Solid Tactics is not getting lip service, he offers the STA generation as well as 3k PWR/GRD, if you feel like you need more STA, this is the preferred, also has the funny effect of reducing enemy PWR/GRD/STA if they use a unit like the Goku core. |
Free Revive
Card |
Quick Why |
UGM8-FCP1 Frieza |
He seals the super attack of the ally with highest PWR, probably your HA, and then gives you a revive R1, the predictability is what makes me hesitant, the R1 stun isn't that needed since we have UGM8 Shallot. He also doesn't play well with Goku, who was an option for unit abusing. |
UGM8-SEC4 Goku |
He can't revive R1, instead having to be at the very end of R2 to enable a revive activation, though it is a strong one at 3.5k(x); x is round number. Also the parry ability's not bad, we just don't have an all EL crew so it's rng if it shows up. |
UGM10-SEC3 Kid Goku |
Not included due to poor interactions, he seals our abilities before the PLBP and I'd like to have the PWR/GRD from Trunks (GT), could be into the slot if you feel comfortable with it, just be wary on using it round 1 since it also shuts off SSG Shalot from coming out. |