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.

Final Rites, for now

Alright, for the sake of my sanity, this will be the last for the initial burst of MM2 creativity. Part of a big quartet of rentry.org/healthgateaggro, rentry.org/mm2bsaggro, and rentry.org/omegabullshit, the decks below aren't really connected beyond the fact it was inspired by MM2 URs, and are more limited in scope, these decks don't have as flexible as flex slots for the other decks or that much in terms of depth.

Kid Buu Happy Ending

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Card Why
UGM6-SEC Gogeta (Xeno) First he doubles his PWR/GRD at the start of the round as well as 2k fixed PWR LV, then at the PLBP he does something, if you have less HE than the enemy, he generates HE equal to number of ally attackers, otherwise he enables his super attack and if you have 3+, he deals 4x DMG. Very strong while also bringing HE generation early on which is important for Kid Buu and the rest of the deck.
BM9-045 Kid Buu At the PLBP he'll destroy all of your HE, then destroy the enemy's HE by an equal amount, and then gain 1.5k PWR/GRD per destroyed HE. This is important since he, on his own, can destroy 7+ HE which is needed for Hercule while also boosting his GRD to absurd heights and making sure the enemy's on low/0 HE.
BM6-062 Demon Goddess Robel Retargeting for more defense, while BM9-045 Kid Buu can be targeted and felt by UGM8-SEC Vegito, unlike UM12-SEC4 Gogeta (UM), and thus hurt by Chilled too, I don't think it kills the deck, 15k+ GRD is still something to eat through, just means it might be a risky later on as the DMG reduction is in the deep negatives and Robel has to pick on less than great targets.
MM2-006 Hercule When you attack, he generates HE equal to the HE that's been destroyed for the round, if it's 7+ than he grants permanent energy guard for you, he also has a block burst and doesn't need to be an attacker, so you can use his block burst R1 to help defend yourself or something.
UGM7-060 Broly At the end of the round, if the enemy has 0 HE, reduce all their STA to 0, and with Kid Buu, especially post HE guard from Hercule, unless the enemy has an ability that does it they get to fucking die.
UGM3-SEC2 Jiren He disables enemy fixed DMG if they have less PWR than him and generates 5k PWR LV that translates into HE and big damage as he doubles his PWR/DMG dealt on attack, bit of a flex slot despite helping on offense/defense.
UGM3-068 Vegito (Xeno) If you have 75%+ HP than the enemy can't generate HE from abilities, used for UGM10-SEC Goku, is a flex slot if he drops off the meta or you don't see him much.

Thoughts

It looks to be threatening, and even if it doesn't have the best hopes in the meta, GRD pierce is devastating and leaves the deck naked in terms of defense, but if UGM8-SEC Vegito is all that's around, you might be fine. A lot of GRD can be potent defense, and then having the enemy be pinned on low STA is just brutal from Broly, and then there's the 0 HE issue from Kid Buu while you get all the HE in the world, even if you don't get the energy Guard, Hercule pays you back the HE you used. And it's cool to have UGM6-SEC Gogeta (GT) as a card used for synergy rather than just for power, the fact it's both speed, DMG, and HE generation is awesome. The other thing you will have to worry is if the enemy has a way to disable DMG multiplication, at least 3 of our attacks rely on this for a lot of their DMG, but with free super attacks, and Vegito (Xeno) having GRD/DMG reduction pierce, you might be able to get away with it. Just not that Jiren and Vegito are tech choices for the most part, Jiren especially, if you want PWR generation and STA generation you could look for that but if the enemy has no STA, than you not having much is fine as long as you win CIs and don't get stunned.

Alternative Cards
Card Why
UGM5-SEC Piccolo (SH) / UGM10-039 Goku (GT) / UGM6-055 Vegeta (Xeno) & HA We do have a lot of BS surprisingly so you could use any of these for everyone to hit hard, note that you'd have to replace Jiren to have Vegeta (Xeno)'s pierce, UGM5-SEC Piccolo (SH) is more immediate speed which helps with HE generation for Hercule/Kid Buu.
UGM6-060 Demon Goddess Robel & UGM6-059 Dark King Demigra The former is a stun card halving enemy STA while increasing their CI speed for R1, and then when attacking with Demigra and winning her offensive CI, she heals for 2k per enemy attacker. For Demigra he reduces enemy HE per enemy supporter and increases his PWR/DMG dealt depending on how low HE they have, of at 0 it's 3x which is very good to make his ultimate energy lethal. If you want more lethality long-term and a R1 stun, these two are very good, Demigra himself can be used on his own as well if you don't want to make room for Robel.
ABS-15 Gogeta (GT) Since you'll have a ton of HE, he's a lot of PWR/GRD for everyone, meaning there's no bad target really for Robel, could also really help rebound someone's PWR/GRD if it's set to 1 as well, such as from UGM8-SEC Fusions.
ABS-16 Omega Shenron If you trust on Kid Buu, than you could use this to disable enemy CAA/TAAs for a round, maybe two if it's really good.
MM2-SEC3 Omega Shenron Same idea as before, he offers extra healing to help the team be more defensive as well as a panic revive if they kill you from full HP.
UM12-SEC2 Dark King Mechikabura Start of the game he halves enemy STA and fixed DMG, then as long as you have 50%+ HP and the enemy doesn't have a keysword lock, you seal HE from abilities for the enemy.
UGM1-061 Bardock in Black His summon seals HE from abilities, also offers PWR/GRD/STA generation to a few allies.

Aeos' Learning to be a Fujo

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Card Why
UGM5-SEC2 Aeos When she attacks and can use her super attack, if there's 3 or less ally attackers, she disables the enemy attackers for the round, she also does light STA disruption at the start of the round and has a lock-on that multiplies her DMG based on how low of STA the enemy is (4x at 0 STA). As she disables on attack, she is a tech to BM7-SEC Goku among many other things, if she gets to go first, you won the PLBP, than she also gets to disable enemy action abilities and various abilities from proc'ing, not everything, but still a nice chunk.
MM2-061 Goku When an attacker, he generates PWR/GRD for ally attackers based on how few attackers you have, for the sake of the deck it's 6k PWR/GRD, also comes with the benefit of GRD/DMG reduction pierce and is a HR, meaning Aeos will be in a HR co-op group so the next card doesn't need to be a specific type for order reasons, so the 3rd attack is pretty open depending on needs.
UGM7-SEC3 Goku Black He's cool and steals half of the PWR from the enemy if they have more attackers than you, extremely likely, and then if they have a Goku as an attacker, he steals HE per enemy attacker meaning he'll activate your Aeos easily on his own, though I wouldn't feel comfortably having only Goku Black for this since not every deck uses Goku. He also gives you 5k HP and 50% DMG reduction if attacked. The PWR theft also helps enable Jiren to disable fixed DMG.
UGM6-034 Hirudegarn Reduces enemy PWR by 2k per enemy Attacker, this makes them deal a lot less DMG even amidst PWR generation and lets Jiren more easily check their fixed DMG if present.
BM2-053 Turles When a supporter, he generates full STA for 3 attackers alongside 5k PWR/GRD.
UGM9-045 Pan / BM3-059 Vegeta Both are link cards but for different niches, the former gives you 50% miracle perfect chance on a card (note it won't apply on the defensive CI unless the linked ally is the one specifically attacked) alongside 3k PWR LV, helpful for more HE and launching the attacks, Vegeta is 10k(x; bars of STA he has) PWR/PWR LV to an ally to help them deal more damage and guarantee going first.
UGM3-SEC2 Jiren Fixed DMG tech alongside 5k PWR LV, former helps defense, latter helps with having HE for Aeos.

Thoughts

It's similar to lone attacker decks using ABS-20 Gogeta (GT) but it's focusing on Aeos, the new Goku's a really nice buff since it's both PWR/GRD generation as well as pierce for her from a HR, meaning she gets to attack first guaranteed. For the flex slots it's a bit free-form. Not much to say, you have a few lads turtling in the support area for the main three to go ham, just win CIs so that way you can watch the eye candy on your team and not get sunned five ways to Sunday.

Alternative Cards
Card Why
UGM5-ASEC Kid Goku HR aggro shenanigans, offers STA generation and fixed DMG, only 3k for the deck since we won't have more than 3 attackers but still nice.
UM9-052 Goku He sets enemy PWR if they have over 12k to a number while also offering STA generation to the attackers, and fixed DMG on his Saiyan Burst, 8k with how the deck's to work.
PUMS10-01 / UGM9-SEC Goku HR aggro shenanigans, when attacked you gain 50% DMG reduction and halve fixed DMG with the latter, the former makes the enemy deal 30% less DMG and sets their PWR for the round to 3k if they have 15k+ PWR.
UGM6-SEC2 Goku (GT) HR co-op shenanigans, when you're attacked he gives you 40% DMG reduction and also boosts his spirit bomb DMG.
UGM7-061 Dark King Demigra More offensive Turles, instead of 5k PWR/GRD he offers 2x PWR while also disrupting enemy STA.
UGM3-045 Vegeta / Outstrategize / Divine Powers Many cards for all the same purposes, disabling enemy DMG multiplication, helpful against UGM8-SEC Vegito and UGM8-SEC2 Cooler among others.
UGM9-061 Future Gohan in Black 1.5k PWR/GRD for everyone per enemy attack as well as 3 HE is very powerful.
Generic Notes A lot of cards could be on here, depending on needs for your disruption or if you want the utility a different 3rd attacker brings over UGM7-SEC3 Goku Black. CI disruption, STA disruption or stun cards instead of the fixed PWR LV focus on here.

All the PWR All the Time

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Card Why
UGM9-061 Future Gohan in Black If you have a Goku he generates 3 HE as well as 1.5k PWR/GRD to all allies within the same row as him and Goku, this can max out at 10.5k PWR/GRD which is a lot, and even if the opponent is more tempered, having 4 attackers means he's just as good as Gohan (SH).
MM2-068 Goku So while he's mentioned here, in reality this is one of the last cards I'd register. First he gives everyone 3k PWR at the start of the game, than he triples everyone's PWR in the PLBP, which is just insane he does it so easily and was the inspiraton for this, the main hiccup is that you need a Super Saiyan Vegeta. Not Super Vegeta, not Super Saiyan God Super Saiyan Vegeta, Super Saiyan Vegeta, in a card database that doesn't specify cards by form so sort of have good luck discerning SS1 Vegeta sparks and SS2 Vegeta sparks, the only blessing is that Vegeta just needs to be an attacker, not in the same co-op goup. Also he is a unit member for Note since he's in SS1, meaning half way from the PWR LV Limiter unit requirements while also letting everyone hit really hard.
BM10-071 Bardock Yeah, it's HR aggro practically, he resets ally CI speed, doubles their PWR LV, and gives them 5k PWR on attack. Then at the end of the round he restores STA based on how many CIs you've won, all of this is very useful to either prevent death or to kill the opponent.
ABS-27 Vegeta He increases the enemy's CI at the start of the game as well as offer some HE/PWR/GRD disruptiion, -2 and -5k respectively, then he has his unit which disables enemy DMG multiplication/reduction, very usefulf for both offense and defense.
ABS-30 Adult Trunks He gives your team a nice chunk of STA round 1, then when an attacker he's light PWR/GRD generation, 3k, while as a supporter he'll generate STA and 1 HE for the team, for the deck he's more of a supporter to give some stability to the aggression since Bardock requires winning CIs. He also has a unit that lowers the STA of the enemy while increasing your own team's STA as a way to go first against Majin Ozotto when Note's unit won't pan out.
BM10-067 / BM7-065 Bardock in Black Both do similar things, first they let you use Future Gohan's unit, increasing enemy CI speed while disabling their miracle perfects, as well as do something for the team on using a unit, the main difference is how. BM7 is 2 bars of STA + 3k PWR/GRD for the team while also hurting the enemy if they'd use a unit (a unicorn event that does exist) in the opposite manner, while BM10-067 is a scaling PWR/PWR LV boost to the team, starting at 5k/500 and then increasing by that much per unit (2nd unit gives everyone 10k pwr/1k PWR LV for a total of 15k PWR/1.5k PWR LV from him), the main preference here is what do you prefer.
HA SS4LB Note, first off Goku really cares about having PWR, so having a floor of 10k PWR before being tripled is really good, also more PWR generation while an attacker for the first time, secondly she offers 1.7x DMG to three high PWR attackers, 1.5x PWR LV to the team when you've dealt 6k DMG to the enemy, and then 3k PWR to everyone per bar of STA she consumes the first time as an attacker. She hits really hard and lets others hit really hard as well.

Thoughts

Well when I thought of the deck, a variant on HR aggro wasn't what I thought about but hey, the types aligned so here it is, constantly tripling PWR while having a lot of PWR isn't a bad tactic, it's hard to pin the PWR on this team down and with Vegeta's unit, you can handle their DMG reduction though GRD's a different issue entirely. Bardock in Black is a bit of a flex spot, can only use so many units in a game and with Vegeta, Trunks, and Note, that's already 2-3 so you could try having a more generically good card in that slot instead of what I picked but I felt the value of options held merit, sometimes you may not need the DMG reduction pierce, other times you might want Trunks' STA focused unit over the PWR LV Limiter from Note, and sometimes you might be against someone meming with UGM9-045 Pan and need to put them in their place. Also you could definitely replace Bardock in Black for a standard HR aggro card.

Alternative Cards
Card Why
Adult Trunks So you could use BM11-024 as a HR with STA generation on using a unit and a 4 HE unit to seal the enemy's revive for a round. If you have a 2nd EL, UGM5-23 has a great unit that limits based on Final Hope (limits PWR LV to 5k and increases their CI speed permanently) as well as possibly reduce an enemy's DMG reduction if you can win CIs.
Vegeta There are ones with PWR LV Limiters like UGM8-004 if you want to build the deck around that and UGM9-CP4 that has 2.5x super attack DMG as part of the CP with Feint to act as a R1 stun, though cards like these would necessitate a restructuring of the deck.
Bardock If you want a BS to limit BM7-SEC Goku without using UGM5-SEC2 Aeos, than you could use UGM8-SEC3 Bardock since he's independently fast, just note you'll have to wait on transforming him unless you're okay going out without Note's unit for the game.
HA-Aggro Reminder a lot of the cards referenced within Aeos deck, PUMS10-01, UGM9-SEC, UGM5-ASEC, UGM2-066, etc. all could have a home here taking the place of Bardock in Black for either more DMG, a different form of GRD/DMG reduction pierce of Gamma No.1 does work with the cards selected.
Generic Notes Honestly a retargeting card could work well, ABS-23 Candy Vegito could do really nice here, giving an outlet for the enemies that won't risk stunning your unit members and the 20% DMG reduction per round might go a long way alongside the GRD from Gohan in Black. Though more reliable STA generation could be in order as well, not leaving it to Trunks or Bardock to do everything, UGM9-059 Bardock in Black is a pretty good card that could easily be on here.

Abusing Metamorphosis on the Grand Tour

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Card Why
MM2-SEC Goku (GT) At the start of the round, he reduces all enemy PWR/GRD by 2.5k, then when attacking, he (this round only) gets 1.5x PWR/DMG dealt. R2 he fuses into Gogeta (GT) and if you have 10 HE it's stronger with critical STA dmg and -3 to enemy HE and his ability gets quadrupled. For timing this means R2 onward he gets a temporary 6x PWR/DMG dealt and starting R3 he reduces all enemy PWR/GRD by 10k. The disruption is decently strong though it's also really slow, needing to wait for R3 to be on par with Gohan (Future). Now due to the fusion timing and everything he also is like MM1-SEC Vegeta, where at the start of R2 you can use a unit with Goku (GT) and then have a unit for Gogeta (GT) r3 onward, practically having both members on the team even if temporarily. The biggest boon to his PWR boost being temporary is that he evades Gogeta (Xeno) but most of the time they're using UGM8-SEC for Vegito, not Gogeta (Xeno).
UGM9-045 Pan / MM2-041 Pan For the sake of the deck I went with UGM9-045 Pan but it is a greedy option, first she's 3k fixed PWR LV and 50% MP chance for a linked ally, then she has a 6 HE unit, which is a bit much, that lowers enemy STA/HE to 0, which is really good. If you want to go even greedier for some defensive utility, and trust your CIs, than you can use MM2-041 Pan since she has a revive unit to be used.
UGM3-032 Trunks (GT) He has a Gogeta (GT) unit for 3 HE that lowers enemy STA to 0, making sure you're likely to win the PLBP and hit hard first, further more he has solid tactics so if you can use the units from him and Pan, you have reliable STA generation, note this is a unit for R3 onward.
MM2-053 / BM9-040 Frieza So the main difference is severity and timing and what is more valuable to you, MM2-053 is more versatile, he reduces enemy STA alongside being 1k PWR per enemy attacker, boosted to 3k if they have a Goku as an attacker, but the PWR disruption's in the PLBP meaning it's too slow for Chilled to notice in the same round it happens. BM9-040 Frieza on the other hand lowers enemy PWR/HE when an attacker, before the PLBP, by 3k/1 based on a tier of STA consumption, 3k/1 if less than 10, 6k/2 if 10-19, and then 9k/3 at 20+, it's not far off to be reliably 6k/-2, the former being better in games where Goku's not being an active attacker, while the latter result is nearly on par with MM2-053 Frieza. I prefer MM2 for the severity, if there's not a Goku than they probably don't have much PWR generation meaning with Goku (GT), Frieza should be able to be fine on his own. Bonus points for all of this Frieza is that they'll get boosted by Chilled as well, acting like we have 4x PWR LV multiplication from someone for a round and helping with making sure we're going to be fast starting from R1, we do want 6 HE after all. As for Cell from MM2-053, only if you think it'll win the game, the 2k GRD is nice and could proc Chilled if it's enough but he won't get STA generation from Chilled so the fixed DMG ought to end the game.
UGM8-031 Chilled First he has a R1 stun, reducing enemy STA by half a bar, a lock-on burst that sets an enemy's PWR/GRD to 1, STA restoration and 2x PWR LV for him and most of the Frieza race (Frost, Kuriza, and Frieza (Resurrected) are notable exceptions), and then if an enemy has less than 100 PWR/GRD they'll permanently take 2x DMG. If you want his 2 HE unit to disable enemy HE from PWR LV or abilities for the round, you can add a Cooler to the deck, also makes it where Chilled represents more speed as well, just note it has to be Cooler, not Metal Cooler or Golden Cooler, and that you can only use 1 unit a round so you can use this R2 if you can't use UGM9 Pan's effect because of not having enough HE, where it'd be most impactful but otherwise it might be for R3 onward, which it could be potent after UGM9 Pan's unit but it doesn't help you go first directly like Trunks (GT)'s unit.
UGM6-SEC Gogeta (Xeno) So I think with how greedy I am, and that I'm fast as fuck, the only thing I really fear is HGD9-44 Trunks (Future) who limits your PWR LV by 5k R1, meaning no unit which is very sad, this slot is then dedicated to generating HE by abilities then, most decks have one R1 stun card, very few people go with both ABS-22 Piccolo and Trunks (Future), so let's have a contingency for what I think is the more common of the two. More info on the alternatives below but I chose UGM6-SEC Gogeta (Xeno) for a few reasons, one he helps have a potent BS co-op group since if you have a ton of HE than he represents a ton of damage himself, making the HA's seal more impactful, secondly he has fixed PWR LV for even more speed against something like MM1 Majin Ozotto, and that his HE generation is only limited by how many attackers we'll have, with 5 others and the 1 HE from Pan, we'll have 6 for the unit barring anything else when against HGD9-44 Trunks (Future), if you are using a cheaper Goku (GT) unit than you have many options in this card's place depending on personal preference/needs. Also this is a tech, not every game will have HGD9-044 Trunks (Future) and sometimes you'll have to shrug against ABS-22 Piccolo.
BS Demon God HA His main purpose is that he will make sure the enemy that has reduced DMG reduction is the one being targeted for attacks, he also is STA generation one time if you have 5k+ PWR LV, in case you couldn't activate a unit R1 because of some disruption, one time STA halving if you have 3+ attackers, and then he seals the enemy on his first attack, in case you wanted to let the BS Co-op group not worry about BM7-SEC Goku for a round. If you want more disruption, than you could use an Android HA, HR to increase enemy CI speed or BS to lower enemy GRD for the round.

Thoughts

The deck seems a lot more potent than I first figured, especially since originally I thought Goku (GT)'s PWR/DMG multiplication was permanent at first and learning it was round only fucking blew some wind on the sails but being able to abuse units that usually shouldn't be together for role compression is really nice, I think the deck has a bit of teeth and exploration as I'll get to with the other cards to consider. If there was any issue, with trying to use Chilled means there wasn't that much room for flex spots, like most slots in the deck have options but there's not room for UGM8 Shallot for example. Still, thanks to the BS Demon God HA, and that the BS co-op group will attack first since we only have one HR and one EL attacker, he will be able to punch through the UGM10-SEC/BM7-SEC Goku for R1, incentivizing Pan be linked to the BS Co-op group. Something I did realize, if you expect the meta to be a ton, 90% or so, of Goku core decks, you could make really greedy fucking decks since they rarely disrupt the opponent, UGM10-SEC Goku, UGM9 Bardock/Future Gohan in Black, BM7-SEC Goku, and then the HA, that's five cards, you can slim to four if you place UGM10 Krillin in the deck but that comes with a deck building cost of wanting more Gokus, and Krillin's not as much PWR/GRD as Future Gohan in Black.

Alternative Cards
Card Why
Pans So for this slot is a bit variable when it's the Goku (GT) unit, whereas if you want them as the Gogeta (GT) unit, the all you have is a PWR LV Limiter unit with BM9-053. UGM1-046 Pan is also a PWR LV Limiter but with Goku (GT) in case you find that more valuable.
Trunks (GT) With Trunks (GT) there's a lot more options but almost all are for Goku (GT), BM7-047 Trunks (GT) has a 1 HE unit for 20% DMG reduction and defensive stance, which can help on not dying, BM3-043 has a 2 HE unit for Time Patrol and Diversion, the latter halving enemy STA if he's a supporter and Time Patrol making sure your CI's stable, while Diversion's not great the unit isn't half bad for how cheap it is and halving enemy STA can come up sometimes. Finally there's UGM10-042 for strongest of the strong and 4 HE unit to halve enemy GRD and double team PWR, this can help further reduce enemy GRD while propping up your own PWR, most useful if against a deck with GRD generation as this will help to hit them early before Gogeta (GT) starts reducing it by 10k.
Cooler For UGM8-031 Chilled's unit, the main ones to look at if you want this are: UGM8-SEC2 Cooler, first he's an Energy Guard if you have more HP than the enemy to help secure Pan's unit, he can be used with BM6-062 Robel as someone to receive the attacks as he increases his PWR/DMG dealt/DMG reduction based on how few attackers you have (gains 20% DMG reduction if 7 attackers and then 10% more DMG reduction for each less attacker you have, so baseline of 40% with Pan and Robel), though you won't have the room for Robel and the HA if you want the Energy Guard effect R1. UM1-058 has Feint to halve enemy PWR LV R1, UM3-041 makes it where anyone in the PLBP that has less than 100 PWR gets 10k PWR for the round, UGM8-FCP2 Cooler has solid tactics and will boost Chilled's R1 stun, though this might incentivze a replacement for Trunks (GT) unless you really value his unit. PCS7-10 Cooler has a lock on to negate an enemy's GRD/DMG reduction for the round as well as increasing enemy CI speed if you win the PLBP, useful against UGM10-SEC Goku since he might not care too much about Chilled or the Demon God HA retargeting. HG10-54 has High Voltage, defensive stance by another name, and then a few cards with Feint to halve enemy PWR LV for R1 to make it harder for the enemy to have a strong offensive.
Retargeting cards So with UGM9-045 Pan, you could try and have it where you have a card to take all the attacks to better make use of the miracle perfects she's offering, whether it's native retargeting like with UGM10-SEC Goku, BM10-SEC2 Masked Black, or ABS-23 Candy Vegito, or it's something with BM6-062 Robel like using UM12-SEC4 Gogeta (UM) or maybe even a small core like your card of choice and UGM10-GCP1/MM2-014 Bulma, though this would require acquiescing on a card that's a bit more integral to the deck like MM2-053 Frieza.
HE Generation So as mentioned there's a good chunk of options for mass HE generation depending on personal needs/fears. SH4-SEC2 Dark Masked King, who is in World Mission, is very powerful, at the PLBP he generates 1 HE per enemy attacker, with a limit of 7 for 7 attackers, this makes him a better generator than Gogeta (Xeno) but he doesn't really offer anything but HE generation, and relies on the opponent having many attackers when you've stunned them, still though, this could be lee-way by giving you extra HE in some matches so that you can hit 6 even amidst some light HE destruction (max is 8). BM6-064 Demon Goddess Towa can be a two things at once, barring you can win CIs, when a supporter she generates 2 HE and 5k PWR/GRD to the defending co-op group when you're attacked as long as you have Fu/Super Fu/Dark King Fu on the team, there are things you can use them for but it's still a bit of a deck building strain when we're already trying to fit Chilled as well, probably more for a variant that isn't relying on Chilled to make it work comfortably, she also has a unit with Dark King Fu to limit the enemy's PWR LV to 3k for a round and the Dark God Meteor from HGD10-SEC Demon God Demigra. BM8-SEC Gogeta (BM), first he offers help for Goku (GT) as an HR, making it where the attacked enemy has -5k GRD and increased CI speeds for easier wins and more disruption (boosted to faster CIs and disabled GRD if they can't be stunned), and then he doubles his PWR LV and your team's HE if an attacker with less than 2 bars of STA, this is great except for the card this slot is meant to tech, HGD9-44 Trunks (Future), if you don't fear the card than you could probably use this really safely as a way to help Goku (GT) hit hard. UGM4-064 Gohan (SH) offers some HE generation and STA damage when he attacks but the main issue is that he isn't enough HE generation, for the Pan being used we need 6 HE by R2, Gohan (SH) doesn't meet that unless he deals 100 or less DMG which is exceptionally rare with Chilled being in the deck, in the same token both UGM9-059 Future Gohan in Black and UGM2-064 Gohan (SH) aren't recommended since they only generate 3 and require another card to hit that, a point in Gohan (SH)'s favor is that he can act as PWR/GRD disruption when needed to help proc Chilled alongside Goku (GT) so you could try a variant of the deck with him. UGM5-062 Cell generates 1 HE per 5k PWR LV of the enemy for the HE we need that'd need to be 30k PWR LV which isn't common to be done R1, especially when the enemy has no STA after Chilled and him (can register in opposite order for more STA dmg if the math checks out), he does also boost his PWR to try and help being a hard hitting attacker. UGM7-SEC3 Goku Black is very strong, he's 5k HP/PWR/GRD and 50% DMG reduction so he could work Robel if you want to build a deck like that but he only steals HE if the enemy has Goku as an attacker, which people do respect Black usually so it may not happen all the time though again, this is trying to tech too much. If you don't fear Trunks than you could use this to hurt against decks with Goku with some extra defensive utility, if you decide to lay low for a turn than he can also steal half the PWR of the enemy team, further fueling Chilled. UGM10-SEC Goku gains HE when he's attacked, and will most likely be attacked since of his higher GRD and strong defensive utility, main issue is that he needs to be attacked 5 times for the HE we need, which is unicorn land rare but is very defensively sound if you want to use him. UGM10-SEC2 Gohan (SH) also can double your HE, doesn't work well when under a R1 stun effect but can work elsewhere as a fun way to get a ton of HE, his climax is 10k PWR LV when we easily clear, and he can halve enemy attacker PWR while also increasing his DMG dealt per enemy supporter they have, further helping Chilled alongside Frieza and Goku (GT). MM2-039 Goku (GT) actually generates HE at the start of the 2nd round, meaning it's rarely stopped, and is a Goku (GT) to make it where you don't need to use UGM9 Pan R2 but he requires you to take a lot of damage and not die, 3k per HE you want so you have to be careful, he does come with a 1 HE unit to help with Solid Tactics from Trunks (GT) as well. ABS-02 Vegeta can hit really hard both in his super attack and with his CAA but he just doesn't generate enough HA for the team, 2-3 depending on if he consumes 2-3 STA, on the same token ABS-17 Gogeta (BR) and ABS-29 Janemba also fall into this. The former generates up to 3 HE based on your PWR LV but also reduces enemy GRD for the round, 1k per HE you have and has it where the team targets the enemy that'd take the most damage, he'd be extremely strong of the GRD disruption was permanent and could help Chilled but even then, reducing GRD by 5k+ is still really helpful as is the retargeting, meaning you could use a different HA for your needs. Then there's ABS-29 Janemba, when an attacker he steals HE based on round number and then either quadruples his DMG for the round or makes the enemy take 2x DMG for the round based on your HE, if it's odd he'll do the former and even for the latter, meaning he can help the team do a good chunk of damage, just that he doesn't generate that much HE on his own. Big thing to note here, if you're using MM2-041 Pan than the only option is SH4-SEC2 Dark Masked King since the others won't be able to generate HE to what you need, and even then he might not be able to do the trick since he requires the enemy team to have 6+ attackers.
Edit Report
Pub: 14 Jan 2024 02:52 UTC
Edit: 06 May 2024 12:47 UTC
Views: 131