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.

New Set! New BS Aggro Variants!

Perhaps I shouldn't be trying to frame these like I'm a youtuber but I think with the people reading them, this probably isn't your first. If it is, BS aggro is a deck that is based around, at minimum, UGM5-SEC Piccolo (SH)'s intense speed and PWR doubling alongside other cards that care about being in the BS co-op group or synergistic packages that all happen to be BS. Other cards for the former include UGM10-039 Goku (GT), he who offers a fuck ton of PWR for Piccolo (SH) to then double, and UGM6-055 Vegeta (Xeno) gives you GRD, and next round when he becomes Gogeta (Xeno) while you have a HA on the team, DMG reduction pierce. But it is so, so, so much more than those 3 cards, it is a rabbit hole of terrifying depth, which is surprising since a lot of BS cards are mostly about slamming face into concrete but there's just enough variety to almost become a build-a-bear in terms of what you want it to do. Finally, BS is a shorthand of Berserker, not bullshit though with how this can get, sometimes they earn that.

2nd Coming of BM7 SEC?

Image description Image description Image description Image description Image description

Card Why
MM2-070 Adult Gohan When your co-op group, BS in this case, is attacked he destroys half of your current HE to maximize the possible damage dealt. While this doesn't stop DMG from CAAs, doing this for CIs is fucking insane. Now this is also an effect that is heavy into math, first he destroys half rounded up, so note the tables below for the math. This is still more than likely able to mitigate damage on every CI the enemy may have, BM7-SEC Goku on maximum blocks 4 attacks and is only for 1k DMG, with 100 requiring DMG reduction pierce from the enemy. This card can do up to 100 much more reliable, but only once, and note that the first one might likely be either an EL co-op group (nice on hitting UGM9-SEC2 Vegito) or a lock-on (less than ideal), still though, this does offer a unique brand of defense to be used that can help you live and win games, taking 10k DMG's a lot better than 30k.
BM6-064 Demon Goddess Towa So with Gohan procing on attack, we need cards to help. This is the best HE generator for the job since unlike UGM10-SEC Goku, she's fine with the BS co-op being attacked, most other options are one-shot before/during the PLBP which helps for starting HE but for even 10, the DMG mitigation drops off hard after the 2nd attack. If you win the CI, while having Fu/Super Fu/Dark KIng Fu on the team, the co-op group gets 5k PWR/GRD and 2 HE, when scanned first, this means she will soften the HE cost by Gohan and make things a lot less precarious, bonus points if you're a god that can keep winning CIs. Something to note is that if you do go second, the PWR generation from this will be doubled by Piccolo (SH).
BM1-070 Fuu When a supporter, if there's more ally attackers than the enemy, your attackers gain GRD/DMG reduction pierce alongside generating some STA, this is actually really good, the requirement plays well with the deck. Sure five attackers means we won't be getting it all the time but at the same when we might need it but it means they're feeding Piccolo (SH) which is a win-win situation, either they have less attackers and we get more damage, or they have more attackers giving us more HE and PWR LV, more speed, dmg, and with Gohan, even defense.
UGM10-039 Goku (GT) This card offers not only intense PWR generation, 2.5k pwr ally in his co-op group as well as a flat 3k with extra STA generation, he equals 20.5k PWR to everyone, before that gets doubled. It'd be hard to not become a death star when working with 40k+ PWR, even after everything since this activates so late. Note that if going with a non-BS support card, this does drop to 18k PWR for everyone, or 15.5k PWR if you have two that don't join his co-op group. Note that his transformation gives him 4x PWR/PWR LV, which can get pretty insane, like having 12x PWR LV on R3 after accounting everything else.
UGM5-SEC Piccolo (SH) When an attacker, he gives you 1.5k PWR LV per enemy attacker in the round, and does generate HE and is helpful for getting us a high starting HE for Gohan, then when he attacks he gives everyone on the co-op group 1 bar of STA and 2x PWR/PWR LV, which is dumb and can really let you snowball fast even if he's a bit slow, though note we also start with a boosted head-start with everyone having 1.5x PWR LV, meaning R2 everyone has 3x PWR LV. Though this is only half of the card, he can swap to Gohan (SH) which deals 2.5k fixed DMG per enemy supporter as well as dealing 5x DMG if the enemy has 30%+ DMG reduction, it could come up some times but is not the focus of this deck even if he appreciates the conundrums that Fuu puts them in, so while not to be used often, still something to keep in the back of your mind.

Thoughts

So, first, there's a few tables below for Adult Gohan and Towa napkin math on situations that'll probably occur. As for the deck, well first it fucking sucks that Energy Guard doesn't work with Adult Gohan, he needs to actually destroy HE to do his thing, but as long as you aren't stunned, you could still have a lot of PWR LV for starting HE, the main issue being R1 stun can hurt our defense here due to relying a lot on Gohan and Towa's GRD generation relying on winning CIs, and if you want to use super attacks than you need to go first so that your HE won't be destroyed before you attack. That said, we do have 2 flex slots and Fuu offers a lot of utility with the pierce so the last two slots can help with things depending on what you fear/want. Though since we want the co-op group of Adult Gohan to be attacked, it's vital that everyone's a BS so we don't lose games to a 1/5.

HE destroy DMG cap
5 HE 100
4 HE 1k
3 HE 3k
4 HE 5k
5 HE 10k
Starting HE HE destruction path
10 HE 5 > 3 > 1 > 1; first two attacks are heavily defended, 3rd and 4th not so much
9 HE 5 > 2 >1 > 1 > 0; same but less defended on 2nd attack
7 HE 4 > 2 > 1; Well defended at first, 2nd and 3rd attacks not so much
5 HE 3 > 1 > 1; semi defended on the first attack, not so much later on.
Old HE HE Paths on winning a CI with Towa
5 HE 4 > 2 > 1; just winning the first CI after having 10 HE can make the card a lot more defensive.
4 HE 3 > 2 > 1 ; same but less defended on first attack
3 HE 3 > 1 > 1; pretty solid defense on the next attack
2 HE 2 > 1 > 1; not great but still something
1 HE 2 > 1; again, not great but still something
Other Options

So this is mainly options to consider for the last two slots within the deck, just note you'll want them to be an attacker so you can make the most of Goku (GT).

Card Why
Fuu BM1-070 Fuu isn't the only option to make Demon Goddess Towa work, BM5-SEC2 Dark King Fu is -2k GRD alongside STA DMG to a random battle type at if the the start of the round as long as you have 50%+ HP, STA DMG only applies to members with 2+ bars of STA. BM2-SEC2 Fu or BM12-DCP1 Dark King Fu give you a godbird if that's something you want, and then PBBS11-09 Dark King Fu's the best BS attacker we have, doubling his DMG/PWR and gaining some DMG reduction if he wins his attack CI, which could help if you get lucky, Robel will make it where Gohan won't proc.
UGM8-SEC3 Bardock Really fast alongside fixed PWR LV and DMG considering the two supporters, the MP chance increase can also be helpful on both winning offensive CIs and defensive ones if he gets attacked.
UM8-047 Fin / UGM5-062 Cell These are R1 stun cards that'll help you go first even if the enemy has a R1 stun card against you.
UGM6-SEC Gogeta (GT) BS attacker that gives you HE based on ally attackers if you have less HE than the enemy, also 2k fixed PWR LV every round and huge damage on his own if you win the PLBP, big thing if you're stunned to have some form of HE, just note that this doesn't fare well against ABS-22 Piccolo.
UGM9-059 Bardock in Black & Goku Bardock's very reliable STA generation and there's good Gokus to explore with, UGM10-023 Goku gives you a ton of speed and dmg for example, BM12-SEC and PUMS13-SEC both offer some emergency STA restoration alongside dmg. PUMS12-17 Goku halves enemy's GRD and increases their CI speed on attack.
BM10-070 Majin Omega Shenron When a supporter he increases enemy CI speed and lowers their STA to 1 making it really hard to go first against you while also making their CIs harder to win, also doing it when a supporter gives more credence to using UGM8-SEC3 Bardock.
MM1-SEC2 Cell Lots of HP, steals some PWR from the enemy, then he disables enemy MPs, halves their STA each round, and can deal fixed DMG, thing to note is that he should be registered before Glass in Black so that if they have 4, what happens is that he halves them to 2 and then Glass puts them to one unless boosted. Just to note you'd need more STA disruption to fully stop BM7-SEC but this can be useful in other situations and sealing MPs can just be comforting.
MM2-SEC3 Syn Shenron We can't heal from him unless you trade Goku (GT) for something else, which could be worth your while, but he's still a BS that offers a free revive on R1 at least which could be worth going balls to the walls for.
HGD7-SEC1 Gotenks (Xeno) / HGD1-16 Goku With the PWR from Piccolo (SH) and Goku (GT), you're guaranteed to be going first R2, similar vein with HGD1-16 Goku just that he cares for DMG dealt instead of what his PWR looks like R2
HGD9-SEC2 Masked Vegeta More a flavor/nostalgia option but since it's easy to have 4 HE here, he'll always 3x his own PWR and full restore STA, means he's pretty fast and being able to 3x his own PWR that easily, could make him a strong attacker.
ABS-16 Omega Shenron At the start of the game, the enemy can't activate TAA/CAAs, but at the end of the round if you took 2k DMG than they're free to use them again. So what if we only take the smallest of chip? Bonus points being it can be difficult to break through with Adult Gohan as long as we can maintain HE, can prevent SSG from UGM10-SEC and make him much more frail.
MM2-049 Super Baby & UGM7-SEC2 Broly Baby can steal PWR from UGM7-SEC2 Broly so that Broly can stun the enemy, main issue is that the PWR generation will interact with Broly, good in the sense Baby will have tons of PWR to steal from your end, bad in the instance that Broly may not stun the enemy reliably R2 onward unless they have PWR generation on their own.
BM6-ASEC2 Goku When an attacker he seals enemy miracle perfects and disables CI adjustment for your team, he also doubles his own PWR LV and can set your team's HE to 10 if he becomes MUI, just that he isn't the hardest hitting and to hit MUI requires two rounds of 10k+ PWR LV.
UM11-055 Hit and Jiren If hit's in a co-op attack with a BS Jiren, like UGM3-SEC2, than he'll permanently increase enemy CI speed while also offering 1k fixed DMG.
HA For the deck, probably BS for the PWR disruption but you could go Demon GOD HA for handling BM7-SEC Goku completely R1 or the Kai HA to get some more fixed PWR LV if you feel that's needed. Also 10k HP can help with defense.

Glass Aggro Variant

Image description Image description Image description Image description Image description

Card Why
UGM6-041 Gogeta (GT) So this offers your team 1.5x PWR LV at the cost of no HE generation from abilities, and when a supporter he generates STA for the entire team at the end of the round. He's reliable STA generation alongside a nice kick to R1 aggression, an issue with UGM5-SEC is that it can take some time to start being fast, especially if the enemy plays around him with few attackers, but this helps mitigate that while also putting the next card into action.
UGM8-059 Glass in Black When an attacker at the PLBP, if you can't generate HE from abilities, she disables enemy DMG reduction, very useful ability to have, and then reduces enemy STA too, impeccible to have. BM7-SEC Goku shuts us down like no other since this deck will only have one co-op attack, meaning any leftover STA means we do 100 DMG where people have 30k+ HP, this also is a stun effect that can disrupt the enemy's speed for subsequent rounds depending on their make-up. One thing to note, to make this really shine we need a way to heavily reduce enemy PWR since that'll make it where she does enough STA dmg to counteract late STA generation.
UGM10-039 Goku (GT) This card offers not only intense PWR generation, 2.5k pwr ally in his co-op group as well as a flat 3k with extra STA generation, he equals 20.5k PWR to everyone, before that gets doubled. It'd be hard to not become a death star when working with 40k+ PWR, even after everything since this activates so late. Note that if going with a non-BS support card, this does drop to 18k PWR for everyone, or 15.5k PWR if you have two that don't join his co-op group. Note that his transformation gives him 4x PWR/PWR LV, which can get pretty insane, like having 12x PWR LV on R3 after accounting everything else.
UGM5-SEC Piccolo (SH) When an attacker, he gives you 1.5k PWR LV per enemy attacker in the round, and does generate HE this way since it's from PWR LV and not from an ability outright, then when he attacks he gives everyone on the co-op group 1 bar of STA and 2x PWR/PWR LV, which is dumb and can really let you snowball fast even if he's a bit slow, though note we also start with a boosted head-start with everyone having 1.5x PWR LV, meaning R2 everyone has 3x PWR LV. Though this is only half of the card, he can swap to Gohan (SH) which deals 2.5k fixed DMG per enemy supporter as well as dealing 5x DMG if the enemy has 30%+ DMG reduction, it could come up some times but is not the focus of this deck even if he appreciates the DMG reduction pierce of Glass in Black since he gets 5x DMG without it being mitigated by the DMG reduction (at min of 30%, he'd deal 3.5x DMG instead of 5x and gets worse as they have more DMG reduction).
UGM8-SEC Gogeta (Xeno) The half of the fusion we're exclusively using for the deck, he lowers the three enemies with the highest PWR to 1 for the round, gains 30k PWR when attacking and if the enemy can't be stunned, makes them take 3x DMG. For this deck he's the best way to easily proc Glass in Black's increased STA disruption, make sure he's registered last so that he can hit after the early forms of PWR generation, and then Glass in Black as first so that in the PLBP she could activate before the enemy generates PWR there.

The core

With Gogeta the deck seems to be strong, main hiccup is that Gogeta (Xeno) isn't the best defense on his own, you'll want something else but that's where the last two slots could be since with DMG reduction pierce, Goku (GT), and PIccolo (SH), damage shouldn't be a problem.

Other Options

So if HE guard's too much of a sacrifice to secure, than you can just get really good BS cards to round off the deck, for the sake this will focus on cards that work with the deck and be summations for the cards, not just cards that are good and can fit. Also remember that you also have room for two cards, not just one.

Card Why
UGM8-SEC3 Bardock Really fast alongside fixed PWR LV/DMG if you have any supporters, admittedly with this deck that won't be often but he is still one of the fastest cards in town and his transformation also grants you increased MP chance which can be important to make sure you win Perfect ties.
UM8-047 Fin / UGM5-062 Cell These are R1 stun cards that'll help you go first even if the enemy has a R1 stun card against you.
UM12-SEC3 Teen Gohan He helps in the PLBP by resetting the PWR of anyone with less than normal PWR while also being 3k PWR LV after he transforms R2.
BM8-SEC3 Masked Black As long as you have 50%+ HP, he'll set the PWR/GRD/STA of enemies on the same row as him to 1, procs Glass in Black while hitting the enemy's GRD, just note he only needs to hit someone for Glass in Black to be happy.
BM9-SEC Masked Black Reduces the PWR/GRD of two enemies with really high PWR as well as make them take 25% more damage, guarantees Glass in Black is going off and if the enemy has no PWR generation, will stay that way.
UGM9-059 Bardock in Black & Goku Bardock's very reliable STA generation and there's good Gokus to explore with, UGM10-023 Goku gives you a ton of speed and dmg for example.
MM1-SEC2 Cell Lots of HP, steals some PWR from the enemy, then he disables enemy MPs, halves their STA each round, and can deal fixed DMG, thing to note is that he should be registered before Glass in Black so that if they have 4, BM7-SEC Goku won't mean anything. He'll halve their STA to 2 bars and then Glass puts them to one STA unless boosted.
MM2-SEC3 Syn Shenron We can't heal from him unless you trade Goku (GT) for something else, which could be worth your while, but he's still a BS that offers a free revive on R1 at least which could be worth going balls to the walls for.
HGD7-SEC Gotenks (Xeno) / HGD1-16 Goku With the PWR from Piccolo (SH) and Goku (GT), you're guaranteed to be going first R2, similar vein with HGD1-16 Goku just that he cares for DMG dealt.
HGD9-SEC2 Masked Vegeta More a flavor/nostalgia option but since it's easy to have 4 HE here, he'll always 3x his own PWR and full restore STA, means he's pretty fast and being able to 3x his own PWR that easily, could make him a strong attacker.
ABS-16 Omega Shenron At the start of the game, the enemy can't activate TAA/CAAs, but at the end of the round if you took 2k DMG than they're free to use them again. So what if we only take the smallest of chip? Perhaps worthy of exploring a MM2-070 defense focused variant that doesn't care for the damage Piccolo (SH) and Goku (GT) grant. Only thing to fear is summons at this point.

Broly Aggro

Image description Image description Image description Image description

Card Quick Why
MM2-071 Broly At the PLBP, this card destroys half your HE to deal 2k fixed DMG per HE destroyed this way. This is important for BS aggro since the only other option that was a BS was BM5-029, and he's fucking awful, now we have room deck building wise for something else in the EL slot. And the DMG here, is all the time, he permanently increases his DMG by 10k if you have the HE, and you don't need to a win a CI for it. He also has 30% DMG reduction and deals 1.3x DMG because of the dokkan CP promo ability.
UGM5-054 Goku Free super attacks for everyone is a very handsome prospect, with this we can get a ton of damage even with only having 1 HE at the PLBP, he also is more STA generation which is always nice and his awoken burst is extra fixed DMG.
UGM10-039 Goku (GT) So there is one thing I do fear for, UGM3-SEC2 Jiren, if he has more power than Broly than Broly can't deal his fixed DMG, while this is slow, it's good to guarantee having the PWR next round. This deck doesn't have the room for UGM8-SEC Gogeta (Xeno) even if he would more likely than not hit Jiren, but even then there are options to go against him that isn't just this even for R1 if you want to free this slot up.
UGM5-SEC Piccolo (SH) Part of the BS aggro ideal, hit hard, hit fast, have tons of HE for Broly to destroy, go ham.
Possible 2nd EL This has some flexing, not just as an answer to BM7-SEC Goku as we'll get to. The main thing to note is that if you want to respect UGM1-SEC2 Goku, than you need another EL in the deck. Admittedly it's been a hot minute since I've seen him so I don't think he's that much to worry about, so it could also be seen as a 3rd flex slot, which is very appreciated.
2 flex slots Note this can be even more if you want to go in a different BS direction than with UGM10-039 Goku (GT) and UGM5-SEC Piccolo. Perhaps instead of PWR generation, you want to explore something with UGM6-055 Vegeta (Xeno) and the HA, which the latter has some room to breath since you can use any EL/BS HA for your needs.

The core

Note this is stripped down to showcase the room on display, you can make it even more of a general HE destruction aggro deck instead of a variant of BS aggro, just with more focus on dealing damage than mitigating it with UGM7-063 Goku (BR), and in such a way as to be incompatible with DMG reduction pierce like UGM4-066 CellMax.

2nd EL
Card Why
UGM2-064 Gohan (SH) Put the good boy in a supporter and he can help make sure Jiren won't have the PWR to knock out Broly's fixed DMG, only issue here is that his disruption's not enough to counter act UGM9 Future Gohan in Black, big thing is versatility, either being an attacker with extra generation for PWR/GRD/HE, or disruption as a supporter. Just make sure UGM5-SEC stays as Piccolo (SH).
UGM4-064 Gohan (SH) / SH5-60 Heles / ABS-28 Gogeta So this is the dedicated EL BM7-SEC answer slot, a card dedicated to the assassination of that card's viability, all with different kinks that make them tic. Gohan (SH) has it where when he attacks, he reduces enemy STA and generates HE based on how little damage he deals, of it's 1k than you gain 3 HE and 3 bars of STA dmg to the enemy. If above 1k, it's 2, above 5k it's 1, and then it's 4 bars and 5 HE if it's below 101 damage. It being don on attack also means he can be shut out by a block burst and played around by intentionally losing CIs if they don't have BM7-SEC on the team, he also doubles his PWR and PWR LV, meaning he can be fast and hit hard, for better or for worse. His CAA also promises a lot of PWR for him and partners, 3k per HE you have, and there's two of them that give you a free unit with some utility and are BS. SH5-60 is a repeatable Strongest of the Strong (set enemy attacker STA to 1 when an attacker) in the PLBP as long as you have less HE which you can guarantee with another form of HE destruction on the deck but Broly should get by just fine on his own, though her CAA is worthless aside of being free damage, but she isn't blocked by a block burst since it's not on attack. Finally there's ABS-28 Gogeta, the most finicky of them, he has native DMG reduction pierce, stun prevention, and a Kamehameha rush that allows him and his partners to ignore GRD, sounds amazing, issue is that his STA damage only works on enemy attackers that have 3+ STA, which is good enough most of the time but can have issues that they could go under this card by having less STA generation, for this deck 2 bars is still enough to block the majority of your damage.
HGD10-SEC Demon God Demigra / God Meteor Slot Obviously God meteors are good whether it's HGD10-SEC giving you 1k fixed DMG alongside STA/HE generation, BMPS-06 Zamasu being potent defense, UGM8-055 Dark King Demigra offering more fixed DMG at 1.5k per attacker alongside PWR/GRD theft, even good against Jiren, but it's a flex slot where you can do much depending on the needs. There's a SSB Vegeta with Hellfire God Meteor for fusion memes.
Dark Shenron / Ultimate Spirit Bomb Smash EX So if the enemy has 1 STA from some other source, than these can stun the enemy on use, a stunned enemy is prone to either taking a ton of damage or doing nothing at all, both favorable outcomes. Thing to note is that you can only use one spirit bomb or dark shenron, but if you have something like SH5-60 Heles as your STA dmg, instead of a one-time use Strongest of the Strong, then you can use both of these to get two rounds of stun shenanigans. Now there are cards that have both Strongest of the Strong and one of these CAAs, even as an EL, like PUMS13-039 Dark King Demigra or BM6-065 Demon God Gravy. UGM10-GCP5 Glass in Black is almost this, but requires a Yamcha on the team to affect the enemy team and her STA disruption isn't enough on her own.
UGM4-SEC Vegito Sets enemy HE to 0 if you win the PLBP when he goes Vegito Blue, which can feed into a UGM6-SEC Gogeta (Xeno) if you want to that fused duo of death, or UGM7-060 Broly if you to have him be a big stun card (sets enemy STA to 1 at the start of the round if they have 0 HE). but otherwise is a lot of damage and disruption, able to be lethal all on his own, gets 6x PWR/PWR LV, insane super attack, possibly 4x DMG on it, and then halves enemy PWR/PWR LV which is just debilitating with any STA disruption.
MM2-053 Frieza <-> Cell It's a switch card that really hates Goku, Frieza is STA disruption that lowers enemy attacker PWR by 1k per enemy attacker, tripled if they have Goku or Goku (GT), insane but it is PLBP so it is too slow to catch Jiren R1 but if he's ever in the attack area, chances are he won't have the PWR to stop Broly next round. Cell is reduces enemy GRD by 2k while also being 500 fixed DMG per enemy attacker, tripled in the presence of Goku/Goku (GT) like before, and can end games when needed.
Flex slots

Note here that many cards previously mentioned could apply here, like UM8-047 Fin or UGM8-SEC3 Bardock. Those have applications in a variety of matches against a variety of decks, few like having their PWR LV disrupted so early on, ABS-22 Piccolo denies them any form of HE unless it's from an App, which is less than ideal for them considering there's many good apps they probably wanted to use instead.

Card Why
Dark Shenron / Ultimate Spirit Bomb Smash EX Extension of the discussion from this topic earlier, just this time looking at BS options instead of EL. For self-contained cards that are both the CAA and enable it, PBBS15-01 Goku has it alongside a strong super attack, MM2-CP3 has it but with a weaker super attack. And if you have the STA part already covered, SH8-SCP9 Demon Goddess Towa prevents enemy HE from PWR LV R1 and UGM6-KCP1 Goku (Xeno) offers more STA damage as well as being a strong attacker, getting 2k fixed PWR LV every round alongside 2x PWR/GRD.
UGM9-SEC3 Super Buu His climax gives him 30k PWR/GRD, which isn't worthless since he only needs one round of 10k+ PWR LV, and then at the start of the round if he has more PWR than the enemy, he does massive STA DMG to them. Can be good to free up slots elsewhere while greatly benefetting from the PWR/GRD generation of Piccolo (SH) and Goku (GT).
MM1-072 Vegito He reduces enemy DMG reduction which can be nice to have alongside the fixed damage of Broly to give us more avenue to mount our assault, he also comes with 1.5x PWR LV and 1k Fixed DMG, the main issue is that he doesn't do it by much without the enemy already being low on Health, fixed DMG is good as is forced life loss like from the GoD HA or the aforementioned God Meteors.
ABS-29 Janemba HE theft is always nice, and he offers either DMG multiplication, quadrupling his DMG, or DMG reduction shredding, making the enemy take 2x DMG this round, depending on your HE while an attacker, odd for the former, even for the latter, and he checks when he attacks.
MM1-043 Trunks (Future) & Vegeta If Trunks (Future) is linked with a Vegeta, than the enemy permanently takes 1.5x DMG and loses 2 HE, he alos gives STA regen for himself and Vegeta giving you extra speed early on. As for Vegeta, there's options in the BS or EL category depending on needs.
BM6-066 Demon Goddess Robel & UM12-SEC4 Gogeta (UM) / UM7-SEC Goku / PUMS9-01 Vegito (Xeno) Other ways to do this but Robel can be useful to mitigate damage even if she'll be stuck as a supporter by funneling all attacks to he who'd take the least. In this case these three come with some form of DMG reduction, Goku is a flat 70% which is great but he does come with the caveat of having a fast CI speed. Gogeta (UM) has it where at the PLBP he gains a 4k PWR/GRD per enemy attacker this round only, while it may suck he doesn't stack the PWR/GRD, it means he's harder to be hit by UGM8-SEC Fusions and Chilled meaning he will probably have normal DMG reduction alongside absurd amounts of GRD, meaning Robel and him make a nice defensive core. PUMS9-01 Vegito (Xeno) is this but made stackable, 2k PWR/GRD per enemy attacker and he has his DMG multiplication nullified meaning effects that reduce the DMG he'd deal like Hellfire God Meteor do nothing, if you don't think you'll see much of Chilled/UGM8-SEC than this is better.
HGD6-56 Baby Trunks If you're going with 7 attackers often, than this is a form of GRD/DMG reduction pierce that can help give you a ton of damage, as long as you can make sure the enemy will have less attackers than you. UGM5-SEC Piccolo (SH) is a decent deterrant but you may want something else alongside him.

Gogeta Memes

Image description Image description

Card Quick Why
MM2-SEC2 Gogeta So what this card does, beside from doubling the team's PWR, is that when the enemy attacks, all allies gain 40% DMG reduction, but if someone has negative DMG reduction, like that from UGM8-031 Chilled, than it's boosted to 80%, which is very nice. The issue though is that 80% in of itself isn't great against Chilled, there's a reason lone attackers aren't the meta even if strong in the great ocean of rogue, becasue Chilled stacks. First you take only 20% of DMG, then its 40%, by R3 it's as if your DMG reduction didn't exist, the exception is UGM10-SEC Goku because he gains 40% DMG reduction each time he's attacked for the round. But that's if they target someone constantly being hit by the negative DMG reduction, Gogeta gives you the 90% to everyone even if only one guy got it. He also comes with a free super attack, 30% DMG reduction and 1.3x DMG dealt due to his dokkan CP ability.
HGD4-19 Demon King Piccolo Double-Edged Superpower, in World Mission as a Tera+ accessory, makes it where he deals 3x DMG but takes 2x DMG at the end of the round when an attacker. He also has a burst that deals 3k fixed DMG with a 4 HE super attack. Since he reduces his own DMG reduction, Gogeta can be reliably active R2 onward but as is now, it's just random chance whether this card gets hit or someone else. We still are missing the final piece of the puzzle, making sure someone is getting hit that isn't reduced by Chilled or in this case, himself.
(Retargeting slot) There are a nice helping of cards, BS or otherwise, that'll happily get in the way of every attacker from the enemy team, more information on them below but these can work well since they not only have their own native defense, but now 80% DMG reduction while also making sure no one else might get stunned by errant super attacks, adding a layer of increased stability to the deck. The main issue that'd lie is if the retargeting card is DMG reduction based, since we'd still be very open to DMG reduction pierce from decks not focused on using Chilled.
4 (Flex slots) Yeah, we have a lot of room to play around with, admittedly if you want the BS aggro mainstays of UGM5-SEC and UGM10-039 than this is halved to two but still pretty solid that you basically have all your defense covered meaning the last two cards can focus on utility, or doing extra DMG exclusively.

Retargeting

With the two cards sufficiently explained, we now need cards to abuse the fact they have free DMG reduction.

Card Why
BM10-SEC2 Masked Black If you win the PLBP, he takes all the attacks. When attacked he gains 1k HP and 2k PWR/GRD/PWR LV, this gets tripled if you win the defensive CI. Main issue with this card is that he doesn't prevent stun on himself, meaning it's really easy to get stunned and take a lot of unnecessary damage if you're not good with CIs, the healing is really nice though as is the GRD, though the increased GRD can have the issue of getting picked up by UGM8-SEC Vegito and Chilled, though the healing could be enough to help lessen the issue.
BM5-047 Jiren Enter Kiriku's nightmare, you win the PLBP, he gets targeted and reduces DMG dealt from the enemy by half, disables fixed DMG, but can't join co-op group. He also has a 5 HE unit with Dyspo and Toppo that's 9k PWR LV/DMG. Main thing to note with this card is that he can't joint he co-op group and won't benefit from UGM5-SEC Piccolo (SH) and UGM10-039 Goku (GT) as much. But he could be very powerful still since DMG reduction pierce and fixed DMG won't amount to much.
UGM10-LSEC Goku He's an EL that is retargeted if you win the PLBP and have 50%+ HP, and when attacked he caps the enemy's DMG to 3k, his CAA is a kamehameha rush that gives him and his partners 50% DMG reduction. Just like Jiren he warrants speed control but could be argued some form of mitigation since he does leave you open to DMG reduction pierce..
ABS-23 Vegito (Candy) At the start of the round, he doubles his DMG, gains 20% DMG reduction, STA restoration. Then when an attacker in the PLBP, he can't join the co-op group but is retargeted, and if the enemy has 5+ attackers than one of them at random won't be able to attack and the enemy takes 1k fixed DMG. This is the easiest retargeting to put on a team, just have him as an attacker and he'll make sure everyone hits him with the extra 80% DMG reduction that Gogeta will bring alongside his own DMG reduction, just note that like Goku before, DMG reduction pierce can do a number on him but at least he doesn't healthgate his retargeting.
PUMS11-01 Goku When an attacker he gains 20% DMG reduction and if he has the highest GRD on your team, than he'll be targeted by the enemy. Note that with him you may want to look into UGM10-GCP1 Bulma for while he has high base GRD at 3k, it's less than your HA if in the team and he won't respond kindly to UGM8-SEC Vegito reducing his GRD to 1.
UGM10-SEC Goku When an attacker, anyone that'd take more DMG than him won't be targeted, and then if he's SSG when attacked he gains 50% DMG reduction and 1 HE for the team. He transforms into SSG R1, quadrupling his PWR/GRD and gaining 50% DMG reduction. While he's a HR, he's still exceptionally defensive and being a Goku, free reign to use UGM9-059 Bardock in Black as free STA generation for the team, if you want you could try some form of Goku core with this, using Gogeta and Demon King Piccolo with UGM9 Gohan in Black/Bardock in Black and this card while having two slots open to do something else with.
UGM1-SEC2 Goku A HR that when an attacker, he restores STA of three allies with low STA and then makes it where those with less GRD than him won't be attacked, note he starts with 4.2k so you should be fine normally, and the first time he's attacked in a round he'll limit the enemy's DMG to 1k. So while he won't help for multiple attacks, he can be useful to disrupt a strong EL co-op group while offering some STA generation as utility, that said that's about all he does. Vegeta isn't that valuable aside as a final hoorah, and he really is hoping that Chilled isn't present since he'd make the 80% DMG reduction Gogeta gives not that valuable. Note to think about UGM10-GCP1 Bulma if you fear UGM8-SEC Vegito reducing your GRD to 1 since he does have high base GRD.
Android 16 with "Android that protects the Weak" First before strategy's decided, he'll restore the STA of allies with less PWR than him, then when he's an attacker, he'll make it where those with less PWR on your team won't be targeted for attacks. Note for this that you'll need BM3-059 Vegeta, preferably registered last so he doesn't get hit by UGM8-SEC Gogeta (Xeno), to make sure he has PWR worth a damn because 3.3k isn't enough. Secondly, there's five cards with the ability, only UGM5-031 is a BS but there's two with a PWR LV Limiting unit with A18 and A17, UGM5-031 has the classic 2k PWR LV for 4 HE, but MM1-029 is a HR that has a 5 HE unit that sets enemy's PWR LV to 1k for the round and disables revives, use if needed.
BM6-066 Demon Goddess Robel At the PLBP, she targets the ally that'd take the least damage and has them be retargeted by the enemy alongside 3k GRD. This can be a bit more free-form, as of present she'll target Gogeta with his 30% DMG reduction for a solid start but if you want to experiment, you could use UGM10-GCP1 Bulma or MM2-014 Bulma (brings more DMG reduction than Gogeta's CP ability) alongside a card that wants to be attacked. You can use BM1-SEC3 Bardock if going for a slower deck, BM10-SEC2 Masked Black is still an option if you don't want speed control, MM2-047 A18 could good if you think he'll be hit by a lot of HR ki-blast co-op groups alongside ELs, BM8-065 Cell is a BS that actually will join the co-op group while offering a unique form of DMG mitigation, and finally there's HGD4-SEC2 Tarble which has the highest base GRD in the game at 4.9k and makes it where everyone else gains 5k PWR each time he's attacked, if you wanted to do that. Though there's many others you could look into, cards that want to win defensive CIs for example, and with Bulma and Robel, you can make them be the targeted attacker while still having other attackers instead of going a lone attacker route.

Flex Slot

This is probably the deck least needed to be a form of BS aggro, you could incorporate the core if you have 2-3 open slots in any BS aggro variant but I still think there's merit despite the investment of being able to grant a card like BM10-SEC2 Masked Black extra DMG reduction to help with defense early on. Also don't forget, he gives everyone 2x PWR at the start of the game so he's not just defense. As with the last two decks, a lot of their flex slots could apply as could strong generics, here it's mostly for cards uniquely poised here.

Card Why
BM7-SEC Goku As Jiren haunts Kiriku, this haunts me. When an attacker and your team's attacked, he'll reduce his STA by a bar to limit the DMG to 1k, you can use this alongside UGM9-059 Bardock in Black for nigh impregnable defense for the deck, the only thing you'd be left to fear is if the enemy has STA disruption in the PLBP or strong CAAs since those are the two ways that Goku won't be defending you. Goku also has a strong block burst.
MM2-072 Vegeta He works as a source of PWR/GRD/STA generation for the whole team, and being able to do that as just one card is pretty amazing, on the cherry on top, he's can be the 2nd UR if you fear UGM1-SEC2 Goku and boosts the Dokkan CP ability of UGM2-SEC2 Gogeta and this card since they're on the same deck.
Example Deck

Image description Image description Image description Image description Image description Image description Image description

Card Why
UGM2-SEC2 Gogeta He's our form of heavy DMG reduction, note he can pack a punch even in situations where you're stunned since he deals 1.3x DMG and has free super attack, it's not Vegito's FInal Kamehameha but still an hit hard if you win his CI.
HGD4-19 Demon King Piccolo He makes sure that Gogeta gets off without needing Chilled to be present on the enemy team.
BM10-SEC2 Masked Black If you feel like stun's too good or something, replace this with ABS-23 Candy Vegito, I like the card and dammit he has to work somehow. He can have a ton of GRD and even healing as long as you win CIs for the defensive aspect, offensively he at least has speed even if I've only seen him do damage once.
MM2-049 Super Baby When an attacker, he steals half the PWR of all allies and enemies within the same attack row, for this deck he and Broly are tied to the hip, never leaving. Baby is the first card that can reduce an ally attacker's PWR, UGM2-SEC2 and BM6-SEC3 Goku only stole from supporters, this also means he can work with UGM8-SEC Vegito and UGM7-015 Goku to make them both powerful attackers, but in this deck it's to make Broly be a potent stun card and do something even if no Goku is present. He also can hit pretty hard with his saiyan burst, have more defense with the 20% life steal, and steal PWR from the enemy. Just make sure that no one else is on the same level as Broly and Super Baby, we want the rest of the deck to hit hard, and register before Broly so he can steal before Broly checks enemy PWR.
UGM7-SEC2 Broly The goal with this is that one, he's CI disruption, and two, he handles the demon known as BM7-SEC Goku. When an attacker he'll greatly reduce the STA and permanently increase the CI of enemies with more PWR than him. To facilitate this he'll always be in the same row as Super Baby, if there's a Goku on the enemy team, which is likely, than this card gets 2x PWR LV and DMG dealt, help covering the PWR theft from Baby, and then his saiyan burst gives him 10x PWR/PWR LV which could help with speed R3 and maybe a little more PWR for Baby. Note here, for high level shit, if you really want the stun to hit everyone, you could try having Broly and Baby in a row you won't think the enemy's on so there is a discrepency on how disrupted their PWR is in relation to Broly but that's only needed in extreme situations.
UGM6-055 Vegeta (Xeno) DMG reduction's good, I don't want to deal with it, hence this card. It also comes with the funny addage that if Baby attacks the same card as this attacked, than that Baby will also have GRD/DMG reduction pierce for the round despite not being in the co-op group because this card nullifies it for the round, not for his specific attack. Be careful about block bursts though, they can heavily ruin your R2 offense since he can't attack to offer the pierce then, but there's no targeting so don't rely on that being reliable.
HA BS Kai HA, for one reason. El Android HA's PWR disruption is bad for fucking Broly, we want him to have less PWR than the enemy, not more, otherwise we'd go for her so that we have some fucking STA generation that isn't just Vegeta (Xeno) or relying on the enemy having a Goku for Broly. Here the Kai offers 500 (1k if MUI) PWR LV to each ally. She can be a supporter to give one-shot of STA as well as increase enemy CI speed, perhaps do it R1 to help Masked Black get more CI wins and thus more PWR LV so that STA might not matter as much. You could use the BS Demon God HA to also have STA generation R1 while an attacker, he also lets everyone retarget to the enemy that'd take the most, meaning Baby is hitting the same enemy as Vegeta (Xeno).
Edit Report
Pub: 11 Jan 2024 17:00 UTC
Edit: 06 May 2024 12:47 UTC
Views: 137