Notes

I will explain the cards but if you wish for more in-depth information, go to https://www.carddass.com/dbh/sdbh_ugm/cardlist/ with a translate add on or utility, can copy the card text and paste it to google translate if you're an unsophisticated ningen. And Dimpsu, if you are reading this, pls WM2, I need the localized goodies so I don't have to cry on not letting my deck building autism flow, and you know that you can make it a masterpiece, H1 -> UGM6. Also for possible card choices, this won't be 100% complete, hundreds to thousands of combos, just the many initial ones that came to my mind that I thought were noteworthy. Also I won't touch apps too much if at all for these deck techs because they're not in my wheel-house, best I can say is use what feels right, PWR LV Limiter on R2/3, many apps can help with STA damage/CI interference alongside even giving extra HP/GRD/DMG reduction if you don't have a HA or even DMG multiplication disabling for ally attackers, letting you go under hellfire effects. Also as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby because nippon. https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php

The FAG: Father of All (HE) Generation

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UGM8-015 Goku

So Goku has it where he gives himself and any ally Vegetas you have STA DMG immunity and 10k PWR, alongside this is a Double Attack S that gives him and Vegeta 2x DMG if it's SS Vegeta, otherwise it's 1.3x DMG for the two cards, he also comes with an Energy Guard Unit with Vegeta and Piccolo, finally he comes with HE generation, where at the start of the round if you're at 75% or less HP, he grants 2 HE and this does time before activating a unit so this can help proc units, the amount increases based on your HP, 50% or less it goes up to 5, and then at 25% or less it's to a whopping 10. Thank Chilled that UGM3-068 Vegito (Xeno) doesn't exist anymore because this is extremely useful and can be relied upon despite not proc'ing at R1, the goal of this deck is that we can slam the opponent with a unit attack with the greatest of ease, no CIs needed, they natively have GRD/DMG reduction pierce so it doesn't matter too much what happens. Now to help facilitate him, we also want a way to safely hit that low HP threshold which can be done with resurrection effects, after all, Aeos is nowhere near as common as of UGM8 so resurrection seals aren't something to really worry about.

Go First Button

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UM4-032 Gohanks (Xeno) OR UGM8-SEC5 Monaka

So our unit attack is most likely bound to otk, usually dealing 30k PWR even without PWR generation but able to do much more if the cards have increased PWR, the main thing here is that we need a way to go first and the two options on display are Monaka and Gohanks (Xeno). Gohanks (Xeno) has it where if we have 50% or less HP at the start of a round, everyone gets 2 bars of STA and 2x PWR LV, which is on par with someone getting an 8x PWR LV boost, then there's Monaka. He doubles his PWR LV/PWR/DMG dealt every round, increasing in intensity when your health is lower, going to 3x at below 50% and then 5x when at 25% or less HP, so while Gohanks (Xeno) is faster, Monaka offers a resurrection unit with very good units in Piccolo and Vegeta. When it comes to our super attack, there's very much a reason to go towards Monaka over Gohanks (Xeno), he also acts as a sort of contingency plan in case the unit attack just can't be fired off for whatever reason.

The Cutscenes of Choice

Yes you're seeing the TOC again, there's many unit attacks that you could use and each with their own hiccups, these are just the main ones I found valuable or easy to fit. Some things to preface, these unit attacks are form locked, so for example the HJ2-SEC Bardock which has a unit attack consisting of Goku and Teen Gohan require both to be SS, if you use SS2 or base Teen Gohan, you can't fire the unit attack, this can get really obnoxious since the database doesn't let one know the form of the card other than just looking at it, and Piccolo is in one of these so one might just have to use super attack to guess if Piccolo's Fused with Kami or with Nail. Kind of akin to that sad hiccup of the database not letting you search by unit members. Also you may notice the age of these cards, by SDBH super unit attacks were just made much rarer probably because these just don't get used all that often, 10 HE has been a hard thing to easily maintain and chances are you'd rather use a PWR LV Limiter unit than a kill switch you'd be too slow to launch (or in the arcade missions, just disabled outright when it comes to most Super Bosses, also imagine trying to land one when fucking Mechikabura was common in the meta, kek), just the meta right now doesn't have many of the normal disruptions that could do this since UGM8 Cooler doesn't care and Chilled generate HE by PWR LV so UGM3-068 Vegito (Xeno) isn't valuable. It also might've decreased because a lot of the super attacks have animations that may as well be super unit attacks in intricacy and flashiness.

HAs

image description So this is going to be a batch, all HR Hero Avatars have a unit attack as their unit, the exception being the SS4LB Saiyans, Note got a PWR LV Limiter unit. Also since we're mostly just going for the super unit attack, rapid fire for what they offer, and for the unit members, these cards can have overlapping units, you might see copy and paste being used.

  • Male Saiyan (UI-Omen): Easy members
    • SS Goku, we already have so we're good here
    • SS Teen Gohan:
      • BM12-049: Offers a free PWR LV Limiter Unit that doesn't cost HE as long as we add in Trunks (Future), which isn't too tall an ask as well as a defensive effect when an attacker, setting enemies with 12k+ PWR to 3k, doesn't help against DMG mitigation though.
      • UGM6-02: Reduces DMG dealt by the enemy by 30% when a supporter (this round only but repeatable), increases to 50% if you only have one attacker and has a block burst for utility
      • UM2-002: PWR LV Limiter unit with Piccolo and Vegeta with Friends in Fighting to disable CI interference
  • Female Saiyan (UI-Omen): Easy members and some PWR generation
    • SS Goku, we already have so we're good here
    • Base Bardock:
      • BM10-071 Bardock: Offers extra STA and PWR LV boosting.
      • UGM8-SEC3 Bardock: Can be really fast and offers fixed damage, just make sure you don't transform since that will make him Super Saiyan and we can't have that if we want the super unit attack
  • Frieza: Extra fixed damage in case you're against a really bulky deck and very solid members
    • Piccolo (Fused with Kami): This my friends is why we make unit members form generic kids, otherwise a thousand headaches.
      • ABS-22, R1 stun, uses special beam cannon but is fused with Kami.
      • BM8-005: STA generation on using a unit and a unit with Goku and Adult Gohan to reduce everyone's STA to 1 (but with the generation, you come out on top)
      • BM12-005: PWR LV Limiter Unit with Teen Gohan and Goku
      • UM9-005: Resurrection Unit with Adult Gohan and Goku
      • UGM4-CP4: 4 HE unit to reduce enemy PWR LV to .1x with Gotenks and Vegito as members, also the ability offers GRD/PWR generation of 1k per ally Attacker to all ally attackers.
    • SS Vegeta
      • BM11-070: When a supporter he gains 3k PWR LV and fixed DMG, when an attacker he sets his PWR to the enemy with the highest PWR if someone has more PWR than him, he also comes with a 3k PWR LV limiter unit that requires 2 HE and Trunks (Future) as a unit member.
      • UGM2-020: Revive unit with Goku and Piccolo alongside Feint (-50% to enemy PWR LV R1), note that for cards like Frieza/Android HA, this means you got the resurrection unit for free basically and could stack it with Monaka to have all the revives HE and Aeos (who has dropped off as of recently) willing.
      • BM11-004: Super PWR Destruction unit (3 HE to set enemy PWR that is 14k+ to 1) and Cruel Assault (1.5x Super attack damage, set PWR to 1 after firing it for the first time), unit members are Beerus and Whis so it could open up funny things.
      • UGM8-004: Solid Tactics with a PWR LV Limiter unit requiring goku and adult gohan.
      • HGD6-15: PWR LV Limiter unit with SS Trunks and Piccolo (Kami), if you have less HP than the enemy he gains 2k fixed damage on winning a CI.
  • Android: CI interference and heavy PWR disruption which can help you do more damage to the enemy as well as put a cap on the enemy damage (we want to be low on HP, not at 0 you know)
    • Piccolo (Fused with Kami):
      • ABS-22, R1 stun, uses special beam cannon but is fused with Kami.
      • BM8-005: STA generation on using a unit and a unit with Goku and Adult Gohan to reduce everyone's STA to 1 (but with the generation, you come out on top)
      • BM12-005: PWR LV Limiter Unit with Teen Gohan and Goku
      • UM9-005: Resurrection Unit with Adult Gohan and Goku
      • UGM4-CP4: 4 HE unit to reduce enemy PWR LV to .1x with Gotenks and Vegito as members, also the ability offers GRD/PWR generation of 1k per ally Attacker to all ally attackers.
    • SS Vegeta:
      • BM11-070: When a supporter he gains 3k PWR LV and fixed DMG, when an attacker he sets his PWR to the enemy with the highest PWR if someone has more PWR than him, he also comes with a 3k PWR LV limiter unit that requires 2 HE and Trunks (Future) as a unit member.
      • UGM2-020: Revive unit with Goku and Piccolo alongside Feint (-50% to enemy PWR LV R1), note that for cards like Frieza/Android HA, this means you got the resurrection unit for free basically and could stack it with Monaka to have all the revives HE and Aeos (who has dropped off as of recently) willing.
      • BM11-004: Super PWR Destruction unit (3 HE to set enemy PWR that is 14k+ to 1) and Cruel Assault (1.5x Super attack damage, set PWR to 1 after firing it for the first time), unit members are Beerus and Whis so it could open up funny things.
      • UGM8-004: Solid Tactics with a PWR LV Limiter unit requiring goku and adult gohan.
      • HGD6-15: PWR LV Limiter unit with SS Trunks and Piccolo (Kami), if you have less HP than the enemy he gains 2k fixed damage on winning a CI.
  • Android: CI interference and heavy PWR disruption which can help you do more damage to the enemy as well as put a cap on the enemy damage (we want to be low on HP, not at 0 you know)
  • Demon God: Retargeting towards the enemy with fastest CI and really weird unit members
    • Base Towa:
      • BM2-062: When a supporter she seals enemy revives and resets ally CI to normal, niche if you need it covered.
      • BM12-010: Any with Genius Scientist's Brain could be a decent R1 stun card as it prevents HE generation by PWR LV, doesn't stop HE generation but yamchad and UGM6-SEC aren't common nowadays, and some decks run UGM6-041 which already seals HE by abilities anyway, this one just so happens to have a 4 HE unit with Dark King Fu and Mira that offers the three 2 bars of STA and 1k fixed PWR LV, theoretically could come up one every thousand matches, otherwise the specifics don't matter.
      • HGD4-54: Offers DMG reduction/GRD pierce to linked ally (really nice with Monaka), her unit requires 3 HE and Mira and Dabura (Xeno) to have them deal 3x DMG with reduced CI speed for one round.
      • HGD9-59: PWR LV Limiter unit with Mira and General Bon, her ability is Opportunity to Obstruct which is decent too.
      • BM6-010: When a supporter she gives you 1k PWR LV per enemy attacker for the round, if not using Gohanks (Xeno) this could help with early aggression
    • Base Mira:
      • BM4-060: When a lone attacker or supporter, reduce the STA and GRD of two enemies with high STA to 1, pretty good if you can support him being a supporter which the above, usually want to do, the GRD disruption's not bad and is permanent, only issue is if this counts for the Demon God's Unit Attack, this Mira could be the wrong 'base' or something.
      • SH8-054: You can get a PWR LV Limiter unit if you hate yourself and want to add in Shun Shun and Haru Haru
      • SH6-09: Intense Pressure makes the enemy CI faster if they have 10k PWR LV, not too tall an ask when they try to go for lethal, and has a unit with Towa and Demon God Salsa that makes all enemies that have 3k+ PWR have it set to 1 for the round, meaning you can get past certain thresholds much safer.
      • HGD2-SEC2: If you win the PLBP, he gains GRD and DMG reduction pierce while also increase enemy CI speed, honestly pretty good lines of text if your flex slots focus on some speed control or even a slot for PWR boosting.
      • HGD6-61: Intense Pressure with a 3 HE unit that decreases enemy HE by 5 and disables miracle perfects, really nice if you hate the new Bardock since his miracle perfect rate on transformation is supposedly really high, members are Dark Towa and General Bon.
  • GoD: Fixed DMG and light PWR disruption
    • SS Goku, we already have
    • SS Vegeta:
      • BM11-070: When a supporter he gains 3k PWR LV and fixed DMG, when an attacker he sets his PWR to the enemy with the highest PWR if someone has more PWR than him, he also comes with a 3k PWR LV limiter unit that requires 2 HE and Trunks (Future) as a unit member.
      • UGM2-020: Revive unit with Goku and Piccolo alongside Feint (-50% to enemy PWR LV R1), note that for cards like Frieza/Android HA, this means you got the resurrection unit for free basically and could stack it with Monaka to have all the revives HE and Aeos (who has dropped off as of recently) willing.
      • BM11-004: Super PWR Destruction unit (3 HE to set enemy PWR that is 14k+ to 1) and Cruel Assault (1.5x Super attack damage, set PWR to 1 after firing it for the first time), unit members are Beerus and Whis so it could open up funny things.
      • UGM8-004: Solid Tactics with a PWR LV Limiter unit requiring goku and adult gohan.
      • HGD6-15: PWR LV Limiter unit with SS Trunks and Piccolo (Kami), if you have less HP than the enemy he gains 2k fixed damage on winning a CI.
  • Android: CI interference and heavy PWR disruption which can help you do more damage to the enemy as well as put a cap on the enemy damage (we want to be low on HP, not at 0 you know)

HJ2-SEC Bardock

Image description This card does fucking nothing, 1k PWR LV at the end of the round is god damn dog shit, but it's theoretically something.

  • SS Goku: We already have
  • SS Teen Gohan:
    • BM12-049: Offers a free PWR LV Limiter Unit that doesn't cost HE as long as we add in Trunks (Future), which isn't too tall an ask as well as a defensive effect when an attacker, setting enemies with 12k+ PWR to 3k, doesn't help against DMG mitigation though.
    • UGM6-02: Reduces DMG dealt by the enemy by 30% when a supporter (this round only but repeatable), increases to 50% if you only have one attacker and has a block burst for utility
    • UM2-002: PWR LV Limiter unit with Piccolo and Vegeta with Friends in Fighting to disable CI interference

HJ7-40 Broly

Image description If he gets a perfect CI when attacking, 5k fixed damage, he has high speed so good luck.

  • SS4 Vegeta (GT):
    • BM3-073: 2x PWR LV if the enemy has 20k+ HP (guaranteed).
    • HJ6-33: Can set his PWR to 1 when a supporter in case you wanted to proc any of those synergies.
    • HGD5-46: At the PLBP for R2, he sets the enemies with 15k+ PWR to 5k PWR and gains 3k GRD, used to be decent defense back in the day.
  • SS4 Goku (GT):
    • UM9-SEC: Requires a God Kamehameha from R2 onward but he is STA dmg insurance, restoring STA and increasing the PWR LV of those at critical condition.
    • UGM1-CP5: Hellfire unit if you add Trunks (GT) and Pan, also 5k PWR to the team after using a unit.
    • SGPSJ-02: 2x PWR LV at the start of the game and prevents enemy increasing HE by PWR LV round 1.
    • UGMP-21: A climax change that can be done in R1 if you have 10k+ PWR LV, resets enemy DMG multiplication if above 1x to help assauge Cooler, steals 10k PWR from the enemy when attacking and has GRD/DMG reduction pierce while going for the hardest hitter.
    • HGD5-43: Fuses to Gogeta (GT) which you don't do, main allure is that if the enemy has 11k+ PWR LV, your team's PWR/GRD is permanently (I think) doubled.

HGD5-44 Gohan (GT)

Image description If your HP is at 50% or less, he gains 3k PWR LV, PWR, GRD, and a full STA restore, really cool but sadly not much nowadays but it's better than Bardock at least, and for WM it's too slow since it's after strategy's decided, not before, so you can't profit off the STA generation really.

  • SS4 Vegeta (GT):
    • BM3-073: 2x PWR LV if the enemy has 20k+ HP (guaranteed).
    • HJ6-33: Can set his PWR to 1 when a supporter in case you wanted to proc any of those synergies.
    • HGD5-46: At the PLBP for R2, he sets the enemies with 15k+ PWR to 5k PWR and gains 3k GRD, used to be decent defense back in the day.
  • SS4 Goku (GT):
    • UM9-SEC: Requires a God Kamehameha from R2 onward but he is STA dmg insurance, restoring STA and increasing the PWR LV of those at critical condition.
    • UGM1-CP5: Hellfire unit if you add Trunks (GT) and Pan, also 5k PWR to the team after using a unit.
    • SGPSJ-02: 2x PWR LV at the start of the game and prevents enemy increasing HE by PWR LV round 1.
    • UGMP-21: A climax change that can be done in R1 if you have 10k+ PWR LV, resets enemy DMG multiplication if above 1x to help assauge Cooler, steals 10k PWR from the enemy when attacking and has GRD/DMG reduction pierce while going for the hardest hitter.
    • HGD5-43: Fuses to Gogeta (GT) which you don't do, main allure is that if the enemy has 11k+ PWR LV, your team's PWR/GRD is permanently (I think) doubled.

HGD7-40 Champa

Image description When a supporter he reduces enemy HE by 1 and permanently increases their CI speed, since this stacks he can make it really hard for the enemy to win CIs and maybe destroying 1 HE could come up once in a blue moon.

  • SSB Goku:
    • A preface that there's 19 pages of goku cards, of which I had to comb over half of it because you can't search via forms (or unit members, please add this), help.
    • UM3-038: R1 stun that prevents any HE generation for the enemy, can fuse into Vegito for DMG reduction/GRD pierce but due to how timing is with fusion (it asks before you can use units so at earliest you are doing it R3 if you can get the super unit attack R2, theoretically it's amazing for units that ask for fusions though).
    • UM12-058: PWR generation based on his STA consumption for the whole team, 1k at 1 bar, 3k at 2 bars, 5k at three bars, also if you win an offensive CI reduce enemy HE by 2. PWR Generation is really nice since that's the best way of increasing the dmg for the super unit attack, normally its 25K+ damage which is normally lethal but under decks with huge HP reserves, like chilled with the big HP app, this is just a lot of damage, with some PWR generation it can easily get beyond 30k or even 60k. This card does ask for a lot of STA generation though.
    • BM1-SEC: Increases own PWR/DMG dealt by 1.5x every round and reduces the HE requirement for his super attack based on the number of enemy attacks so its normally really cheap, combined with a summon that your will decently often have the HE to supercharge, this card can represent a lot of extra damage, nothing else beyond that though.
    • UGM2-062: Comes with a 2 HE unit that halves enemy PWR LV for a round if you add in Piccolo and Vegeta, the ability is that at the end of the round he restores STA to the team and generates 2k PWR to everyone for each CI you've won, finally his kamehameha rush does add in some defense if you need to go the distance.
    • UGM2-051: He has a godbird and uses a god kamehameha of devastation (GK gives him 4k PWR and being devastation means this deals 2x DMG, good to help put a dent on healthbars) to go into SSB meaning he'll be it R2 onward. The main thing to note is how much you think you'll have the 10 HE by round 2, if you think it'll be more often a R3 endeavor than Gokus that transform via God Kamehamehas or Saiyan Bursts into SSB on R2 can work for the unit member requirement.
    • BM7-036: God Kamehameha of Devastation with Opportunity to Strike Back (10k PWR to all allies with less than 100 PWR for this round only).
    • SH6-ACP9: Trusty Teammates (5k PWR to the team after using a unit) with Crimson God Meteor (-3k PWR to all enemy attackers per enemy attacker), first card with TrustyTeammates actually.
    • BM4-CP1: Trusty Teammates but with a Triple Attack that deals 2x DMG and increases further if he does it with Adult Gohan and Android 17, half damage unit for 4 HE with those same members if you really want more DMG mitigation options
    • BM7-CP2: Trusty Teammates but with a 2 HE unit with Trunks (Xeno) and the SKoT to halve enemy fixed damage for a round, big thing to note is that if you want to use revives but fear Aeos, UGM5-060 SKoT exists.
    • BM12-HCP1: Godbird with a 3 HE unit that reduces enemy PWR for the round by 10k, the members are Vegeta and Super Hearts
    • PUMS2-01: Outstrategize which disables DMG multiplication on the enemy when a supporter in case you fear Cooler and BM9-SEC3 Frieza.
    • PBBS9-04: Crimson God Meteor with Opportunity to Strike Back, also uses Hakai as his super attack
    • BPSE-01: Kamehameha Rush that gives him and partners 1.5x DMG multiplication, his ability increases his PWR by 5k per enemy in the attacked co-op group, if it's 3 or more he has GRD/DMG reduction pierce.
    • PBBS12-02: After attacking you gain 1 HE and the enemy loses 1, increases to 2 if his BS co-op group did 5k or more DMG.
    • UGMP-01: He has Battle Pride
    • BM2-077: FUCKING CUNT ASS MOTHER BITCH He has UM6 Zamasu's god meteor which reduces enemy PWR/GRD by 2k per enemy attacker and Blue Saiyan, where you gain 1.5k PWR LV when he's an attacker per attacker on the field (this doesn't generate HE). Finally for 3 HE and Vegeta and Trunks (Xeno) as unit members, he can seal the enemy super abilities (Climaxes, summons, etc.) for a round.
  • Base Beerus:
    • BM1-SEC2: lone attacker contingency that doesn't care about hellfire effects just in case, not as good as Cooler but the god meteor can stop a lot of damage, may request more tailored cards in the flex slots just to better facilitate this card.
    • SH5-65: At the end of R1, if your HE is less than the enemy it is matched to the enemy, could be good against R1 stun cards from fast decks allowing you to get a lot of their HE before Goku tops it off next round, depending on how setting one's HE is counted in relation to HE generation since Fin or ABS Piccolo might disable it still if it's counted as HE generation and not just a setting maneuver.
    • UM11-CP2: When he attacks, he reduces the enemy co-op groups GRD by 3k, not much but could still be nice in a pinch or whatever.
    • PMDS-04: Hellfire God Meteor with Opportunity to Obstruct, massive DMG mitigation with some CI and PWR disruption if they lower your PWR too much.

UM8-042 Gohan (Xeno)

Image description So if your HE is destroyed, this card gains 4x PWR and DMG dealt, in theory you could just use UGM7 Goku (BR) or any other mass HE destroyer to proc it while you wait to hit the threshold for Goku to just give you the unit for free, otherwise a contingency in case the enemy has HE disruption. Also note we need SS4s specifically, not SS4LB.

  • SS4 Goku (Xeno):
    • BM3-061: Reminder transformations are funny, you don't have to use the god kamehameha that gives you 12k PWR and stuns an enemy, the reward being that he gives you 1k fixed damage per ally supporter and if Vegeta (Xeno) is in his co-op attack, than his co-op group does 1.5x DMG, note he is an EL.
    • SH8-47: Titanic Clash reduces enemy DMG reduction by 50% if they have 7+ HE, could help in making the enemy easier to kill before needing to drop a super unit attack on them.
    • BMP-12: Perfect Chance (5k PWR/GRD and slower CI speed for all allies that have less than 100 GRD at the PLBP) and 2x PWR LV for R2 only
    • PUMS5-12: Strongest of the Strong with an EX Spirit Bomb Smash which can stun enemies with 1 STA, such as after a Strongest of the Strong
  • SS4 Vegeta (Xeno):
    • SH8-50: Super Saiyan 4 God Meteor reduces enemy attacker DMG reduction by 10% per enemy attacker, might throw the enemy off since going head first into it could hurt, it's a Chilled impression that comes with a 2 HE unit that resets enemy PWR/GRD to initial values if you want to splash Trunks (Xeno) and Goten (Xeno).
    • UM12-CP2: He has a godbird in case you really need a CI to win, such as with Monaka after the super unit attack doesn't kill the enemy.
    • BMPS-020: Keysword lock is really good, comes with a resurrection unit if you add Vegeta to the deck, far from a tall ask, and then High Voltage/Defensive Stance, far from a rubbish card.
    • PCS16-10: 40% DMG reduction to the team for a round when a supporter and a block burst CAA, meaning he can block one attack when needed to help with breakpoints, a lot of control over your HP with this.
    • Dimpsu, could we please wank off the (xeno) crew instead of something blue? And it be more than just their fusions? It's god damn bleak here.

UM10-042 Dark Broly

Image description The card's main thing is that he can easily access his super attack if you are at 50% or more HP, and gains some PWR/GRD, not much but big dumb idiot could be nice?

  • Majin Demigra (normal):
    • BM5-062: Boosts his own PWR and your PWR LV by 1k per enemy attacker, also has a god meteor to dissuade supporters depending on how you want to finish the deck.
    • SH3-CP8: Revive unit for 6 HE with Goddess Towa and Demon God Dabura
    • UM9-CP6: Keysword lock with CI interference if the enemy has 10k PWR LV
    • HGD8-SEC2: Nonbo with UM3 Robel but he comes with the ability to swap your lowest PWR ally with the highest PWR enemy at the end of the round, god meteor also increases enemy CI depending on how many attackers are out there, these could come up.
    • PUMS10-09: Battle Pride, more PWR for the team if you have more HE than the enemy
  • Base Robel:
    • UM3-036: Free PWR out the ass for everyone means you'll hit really hard with the super unit attack.
    • BM5-063: Offers a PWR LV limiter unit with Demigra and Vegito (Xeno), also 4k fixed damage if on Demigra when a supporter
    • UM9-CP7: Keysword lock, useful CAA

UM12-SEC Gogeta (UM)

Image description So the main allure here is the weird units, we want to go fast so the retargeting isn't to come up most likely but who knows in a pinch, and the DMG boost when an enemy has high grd isn't going to come up unless you're against UGM2 Gohan (SH).

  • Hit:
    • UM12-062: If he can use his super attack (5 HE), free 10k PWR, also a lock-on to set an enemy's GRD to 1 in case.
    • UM11-055: Gains 1k fixed damage on attack, if attacking with Jiren he increases the enemy's CI Speed (is a BS, just like all the Jiren cards below). Comes with Hit's level 3 from FighterZ.
    • PUMS11-15: Wall Block Burst, that's it.
    • HGD8-44: If he can use his super attack (8 HE), free 10k fixed PWR LV, also a lock-on for someone to take double damage for the round.
  • Base Jiren:
    • UGM3-SEC2 Jiren/Goku: Can swap to Goku in a pinch if GRD pierce is an issue or whatever, Jiren can hit really hard and disable enemy fixed damage as long as he has high PWR, also 5k free fixed PWR LV.
    • UGM1-056: Battle Pride
    • UGM3-051: If you add Pan (Xeno) you get a CAA Sealing unit for whatever corner case you're afraid of.

BM8-064 Super Hearts

Image description He gives everyone STA generation, 5k PWR, and undoes GRD disruption during the PLBP, used to be a big card back during the BM power creep.

  • SSB Goku:
    • UM3-038: R1 stun that prevents any HE generation for the enemy, can fuse into Vegito for DMG reduction/GRD pierce but due to how timing is with fusion (it asks before you can use units so at earliest you are doing it R3 if you can get the super unit attack R2, theoretically it's amazing for units that ask for fusions though).
    • UM12-058: PWR generation based on his STA consumption for the whole team, 1k at 1 bar, 3k at 2 bars, 5k at three bars, also if you win an offensive CI reduce enemy HE by 2. PWR Generation is really nice since that's the best way of increasing the dmg for the super unit attack, normally its 25K+ damage which is normally lethal but under decks with huge HP reserves, like chilled with the big HP app, this is just a lot of damage, with some PWR generation it can easily get beyond 30k or even 60k. This card does ask for a lot of STA generation though.
    • BM1-SEC: Increases own PWR/DMG dealt by 1.5x every round and reduces the HE requirement for his super attack based on the number of enemy attacks so its normally really cheap, combined with a summon that your will decently often have the HE to supercharge, this card can represent a lot of extra damage, nothing else beyond that though.
    • UGM2-062: Comes with a 2 HE unit that halves enemy PWR LV for a round if you add in Piccolo and Vegeta, the ability is that at the end of the round he restores STA to the team and generates 2k PWR to everyone for each CI you've won, finally his kamehameha rush does add in some defense if you need to go the distance.
    • UGM2-051: He has a godbird and uses a god kamehameha of devastation (GK gives him 4k PWR and being devastation means this deals 2x DMG, good to help put a dent on healthbars) to go into SSB meaning he'll be it R2 onward. The main thing to note is how much you think you'll have the 10 HE by round 2, if you think it'll be more often a R3 endeavor than Gokus that transform via God Kamehamehas or Saiyan Bursts into SSB on R2 can work for the unit member requirement.
    • BM7-036: God Kamehameha of Devastation with Opportunity to Strike Back (10k PWR to all allies with less than 100 PWR for this round only).
    • SH6-ACP9: Trusty Teammates (5k PWR to the team after using a unit) with Crimson God Meteor (-3k PWR to all enemy attackers per enemy attacker), first card with Trusty Teammates actually.
    • BM4-CP1: Trusty Teammates but with a Triple Attack that deals 2x DMG and increases further if he does it with Adult Gohan and Android 17, half damage unit for 4 HE with those same members if you really want more DMG mitigation options
    • BM7-CP2: Trusty Teammates but with a 2 HE unit with Trunks (Xeno) and the SKoT to halve enemy fixed damage for a round, big thing to note is that if you want to use revives but fear Aeos, UGM5-060 SKoT exists.
    • BM12-HCP1: Godbird with a 3 HE unit that reduces enemy PWR for the round by 10k, the members are Vegeta and Super Hearts
    • PUMS2-01: Outstrategize which disables DMG multiplication on the enemy when a supporter in case you fear Cooler and BM9-SEC3 Frieza.
    • PBBS9-04: Crimson God Meteor with Opportunity to Strike Back, also uses Hakai as his super attack
    • BPSE-01: Kamehameha Rush that gives him and partners 1.5x DMG multiplication, his ability increases his PWR by 5k per enemy in the attacked co-op group, if it's 3 or more he has GRD/DMG reduction pierce.
    • PBBS12-02: After attacking you gain 1 HE and the enemy loses 1, increases to 2 if his BS co-op group did 5k or more DMG.
    • UGMP-01: He has Battle Pride
    • BM2-077: He has UM6 Zamasu's god meteor which reduces enemy PWR/GRD by 2k per enemy attacker and Blue Saiyan, where you gain 1.5k PWR LV when he's an attacker per attacker on the field (this doesn't generate HE). Finally for 3 HE and Vegeta and Trunks (Xeno) as unit members, he can seal the enemy super abilities (Climaxes, summons, etc.) for a round.
  • SSB Vegeta:
    • UM2-034: Blue Saiyan gives you some speed even if it comes with no HE.
    • BM10-056: Doubles your team's PWR at the start of the game and when an attacker he resets the PWR of three high PWR enemy attackers back to normal.
    • UGM3-045: When a supporter he disables enemy DMG multiplication while gaining 2k fixed DMG, when an attacker he gains 2k PWR LV and disables enemy DMG reduction, a very solid card in nowadays meta thanks to Cooler/Frieza.
    • PUMS9-13: Battle Pride
    • BMPJ-51: Outstrategize with a block burst
    • HGD8-CP2: Hellfire God Meteor
    • BM12-HCP2: Godbird with a 3 HE unit that reduces enemy GRD by 5k for the round, unit members are Goku and Super Hearts.

UGM5-067 Gamma No.1

Image description He offers some HE generation at the start of the round as well as team STA generation and enemy team STA disruption if you can use a super unit attack.

  • Gamma No.2:
    • UGM2-GCP4: Battle Pride, 2k PWR per HE you have over the enemy for the team's pretty nice.
    • UGM5-068: Has a PWR LV Limiter Unit with Gohan (SH) and Gamma No.1 and some PWR generation.
  • Piccolo (Potential):
    • UGM2-064 STA generation, also unit that seals enemy CAAs/TAAs for the round if you have Gohan (SH) and Pan (SH)
    • PUMS12-02, PWR LV limiter unit with Gohan (SH) and Pan (SH).

The Rest of The Deck

So depending on the unit of choice, you might have some room and the most I can say here is this is some flex slot to help the deck work smoother and is mostly just here to help you work with the rest of the deck, ABS Piccolo, UGM2 Piccolo (SH) and a Gohan (SH) for STA generation, BM4 Gohan so you don't blow up, a HA, UGM8 Cooler as both Energy Guard and a contingency plan when you need to just wall up a round without using a revive (or even explore cards like BM5-ASEC that cap damage from the enemy which when on enough health could get you to survive despite tanking CAAs though this could require BM4 Gohan for that) and many other things to help with the deck that are just generically good. One thing of note I'd like to mention are cards that offer resurrections themselves like UGM1-SEC4 Goku and UGM8-FCP1 Frieza which can let you relax on R1 to just strike back with a vengeance R2 barring all goes smooth, though it'd still be nice to have a resurrection unit available since they are a way to guarantee you endure a round in which you won't be going first though it can necessitate timing. Can't really give specific recommendations though due to how variable one's unit choice can influence this, some unit attacks let you splash in members that can help fulfill some of these things.

Edit Report
Pub: 02 Jun 2023 15:59 UTC
Edit: 06 May 2024 13:02 UTC
Views: 149