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 -> MM1, 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.

Perfect Destruction

  • Why?
    • So in an epiphany thinking about H7-040 Broly, reminiscing how SH6-ACP1 Masked Black (Pawn of the Mask (in WM): when an attacker, once only, prevent stun and deal 5k fixed DMG this round) was used at one point, I realized there might be something about abusing CI win effects, especially when I thought about Ryannu's video with UGM4-039 Fused Zamasu being a wall of death, but you could do more than just UGM9-045 Pan and laugh. There exists two cards that I know that boost miracle perfects (MP) to a solid degree that can be used for co-op attacks, and if you don't feel comfortable about letting lady luck decide your game, there's also Godbirds which can be useful for the strongest of the strongest of CI wins. You could try to make this a lone attacker thing since they usually like being multiple attackers but I feel that's underselling the potential Pan and this concept has.
  • Miracle Perfect: The Mechanic (source, may this soul's name be forever immortalized in the based department: https://unitry.hatenablog.com/entry/2019/04/29/161646)
    • First it's important to note for miracle perfects is that it works like a catch-up mechanic, if you lose CIs in a row, your MP chance will increase so you could choose to willingly lose non-vital CIs to have a better chance to win the important ones more fit for BS group-based strategies but could have applications within ELs in some ways, with the most common chances being after you've lost 3-5 CIs, as long as you tried and not just skip it.

Tomboy-Supported Baseline

Image description ( Image description OR Image description )

Card Quick Why
UGM9-045 Pan Refresher is that she links to a single ally for massive boost to miracle perfects and fixed 3k PWR LV (this round only; is 1 HE). I was able to get numbers for her alone, which seems to be 50% base MP, unsure how it works when stacked or if there's some unknown cap, like you can only have 80% MP chance.
BM2-SEC3 Vegeta Climax that goes to SSBE on R2 as long as you had 10k PWR LV on R1 or R2, when SSBE he gains increased MPs and 5k fixed damage, his ability is a R1 defensive ability, increasing the CI of the enemy for round 1 as well as being a hellfire effect (90% less dmg dealt) for all enemy attackers that can use their super attack. Important to note this is a EL and the perfect offensive win means everyone in the co-op group gets a bar per ally in the co-op group (2 = 1 bar, 3 = 2 bars, 4 = 3 bars, etc.), yes, this can cover your STA generation depending on rng.
UGM8-SEC3 Bardock At the start of the raises his PWR LV by 2^x (x is round number) for this round only and generates STA, he also gains 1k fixed PWR LV/DMG permanently when an attacker per ally supporter (minimum of 1 thanks to Pan), finally his Saiyan Burst gives him massive MP as well as fixed DMG equal to the damage you took before transformation, for the sake of this deck, transform first rather than greedy a great one. Also being a BS means that his perfect co-op group effect is HE destruction, 1 HE per ally in the co-op group with similar math to the STA of EL.

The Support

You could make this part type aggro since there is an incentive for the linked co-op group to be big, to make the perfect effect much more potent, there's also a cycle of cards per type that give you more MP per ally in the co-op group, and these can act as a way to make Pan work a bit better and have better CI math. It seems that Pan + a MP booster equates to 80% MP rate based on napkin math and the few videos I could watch.

Card Quick Why
Any card with (連携の極意: Secret of Co-operation) There's options per type, most notable for each is UGMP-23 is Pan (SH) which is a unit member, has the Miracle Perfect capsule for more MP on your team if lucky, and is the only BS option; for HRs, UGM10-051 has a miracle perfect Shenron Wish and a 3 HE unit that increases the unit members' MP and lowers their CI speed with Goku and Goku (Xeno); finally for ELs there's BM8-ECP9 Piccolo that has a Z ability for more MP and UGM2-005 Piccolo has a 4 HE unit with Adult Gohan and Goten to make the unit members deal critical STA damage when they win a CI, not the best when they're in a co-op group together but its something.
Avo (HGD9-33) and Kado (HGD9-34) If you have them together they each get 2.5k super attack fixed DMG and increased miracle perfect, Avo is EL while Kado is HR, sometimes having multiple MP co-op groups is good to help mitigate some rng if you want to go that route.
UGM9-CP2 Adult Gohan and UGM9-CP3 Goten Same as above, 2.5k fixed DMG on super attack and MP, Gohan is BS and Goten is a HR.
BM8-18 Android 8 Resets CI speeds for the team and increases everyone's MP if you have Kid Goku, he's a HR.
UGM10-056 Chronoa She increases your MP alongside being some HE generation (1 per enemy supporter), and being 30% DMG reduction which is really nice as a way to help not die, main issue is that she's a HR.
Godbird (many) When linked to an ally they can't join in co-op attacks but have much more leniency for getting a perfect for that round only, if I read correctly you can have multiple godbirds in a deck in case you wanted to use it for 2 rounds in a row, 3 seems like diminishing returns and 1 is itself something to be careful for since it only works once. This has a lot of merit to be used, SKoT has two really good godbirds, one that gives you 5k HP alongside a keysword lock, and the other has a hellfire god meteor with a blessing of kai unit (3 HE unit to give everyone 1k fixed PWR LV and more MPs, Goku (Xeno) and Trunks (Xeno) as members), but both are HRs, though it may not matter too much since they're mostly an attacker for their CAA support more than anything.
UM8-071 Gohan (GT) (HR) He has the SS4 CP ability that increases his own MP chance, 1.5x PWR LV at the start of the game, 5k PWR generation for the team if you win the PLBP, and his CAA negates the DMG reduction which is really useful against UGM10-SEC Goku.
UM9-064 Golden Frieza (BR) (EL) If the co-op groups' CI speed is faster than the enemy, increases MP chance while disabling the enemy's MPs, this is neat even if it doesn't scale since it also makes sure the enemy can't do it, CAA and Unit aren't that good, former actually being anti-synergy since it's increasing the CI speed of the attacked enemy.
BM4-SEC3 Future Gohan (BS) He increases his MP chance at the cost of increasing his CI speed, if you have Future Trunks or Adult Trunks, he deals 2.5x DMG while making sure that they aren't targeted for attacks, and then at the end of the round if any ally where to be stunned/critical STA than he'll restore their STA by 2 bars and generate 1 HE (just for the ability proccing, not per ally restored).
UGM4-GCP1 Bulma When linked to an ally she grants extra MP to that all and when in the support area she's DMG reduction based on STA consumed, like with UGM9 Pan this doesn't make the card unable to do co-op attacks meaning it could act as another Pan if the math lines up.
UGM5-SEC Aeos (HR) Less for MPs in particular and more for HR-based strategies since she's an option that gets through both BM7-SEC and UGM10-SEC Goku meaning you have more room for other cards, solid role compression since it doesn't matter if she only lasts for the attack if you just need to seal for that attack.
BM4-ZCP (any) and/or UGM3-CP Former increases their MP rate while increasing their CI speed, main cards of note is Adult Trunks with tech against GRD disruption that slows down CI speed with 5k PWR/GRD for the round, Goku Black has Defensive Stance, and Fused Zamasu has a R3 stun effect to halve enemy PWR LV for that round. For the UGM3 side they just get it outright, with an additional 1k fixed DMG if they win with a miracle perfect, Demon King Piccolo could get a lot of PWR if you can hit the enemy hard R1, Goku has Strongest of the Strong, and Cheelai is STA generation and temporary 5k PWR for the team on odd rounds.

The Reasons

So we got all the opportunities for free CI wins, surely this means that can be for greater abuse than just launching free supers, and you're right, various cards can have powerful effects that occur when they win a CI, perform their super attack, etc. This makes it where you can capitalize on hard to use cards by nigh guaranteeing their effects.

Card (type) Quick Why
HA (Any) Mainly for the Frieza race since they have a huge bonus for winning CIs alongside a burst and can be any type you want, note that HRs have a dick co-op group effect, gaining 500 PWR LV per ally and the HE from this doesn't help with launching super attacks either, but who'd scoff off 6k fixed DMG with a 10k PWR nerf from the burst? EL, stuns the enemy and halves their PWR LV while reducing their HR by 5 but increasing yours by 2, and finally BS, which is 100% more DMG taken (note with being BS this is probably for CAA/TAAs), and having the enemy deal 60% less dmg. Another option is the BS Demon God HA since he makes your entire team target one enemy, a great way to abuse Bursts that reduce enemy DMG reduction like HGD6-SEC Baby Hatchiyack or other like effects.
Keyword Locks (any) Miracle perfect boosting works for any CIs, including the keysword lock so having Pan (SH) link up to BM1-066 SKoT could make her more reliable as an answer towards BM7-SEC Goku or any other card you may want a keysword lock for, which is certainly something to take note of when thinking about MPs and this particular TAA. Freeze Attack Locks also count but there's not really a great one there, and it is much less targeted so it's less valuable than this.
Kill Button (various; for Godbird) So for Godbird you want a CI that is worth only having one shot for, and while these can apply for the most part to the deck idea, they fit better with Godbird specifically and less with the rest of the deck, the first is what I'll refer to as "Kill Button", the idea is that if they win a CI, your opponent is dead. Godbird makes them more reliable as a way to end the game, especially since it makes the card not part of a co-op and as such fall later into the turn, much less of a chance for BM7-SEC Goku to stone wall the death button and for block bursts, makes it where there's two parties to worry about, your designated kill button and the MP for the co-op group. For the best one in my view? Probably BM8-SEC2 Vegeta since he's no frills, he doesn't care about GRD, DMG reduction, or his own DMG multiplication, he will come in, have an awoken burst with 2k fixed DMG, and deal a fuck ton of damage since his super attack has great scaling but there's many, many options you could pick based on niche instances or personal preference. UGM6-SEC Gogeta (Xeno) could help against MM1 Majin Ozotto while being really cool, UGM4-SEC Vegito is defense with the same power house enabled if he wins the PLBP, and then there's UM10-SEC3 Majin Vegeta if you want to use Final Explosion but these aren't the only options.
HGD6-SEC2 Broly (HR) Could apply to the 'kill button' thing but I don't think he's game ending and kind of too neat not to mention, he and SH7-SEC2 Dark Broly both do 500 fixed DMG per HE, Dark Broly checks for the enemy and then Broly checks for your HE, both can't be in a co-op group in the first place, and both go up to 1k fixed DMG per HE on a perfect, 10k fixed DMG on a perfect is pretty good even if it requires some setup with MP boosting or a god bird. Also you get to use an attack named, and I quoth, GIGANTIC GENOCIDE, contention for most metal attack name in all of SDBH right here.
UGM9-SEC2 Vegito/Gotenks (EL) Similar as before but much more than just being cute, this is exceptional utility for the deck. First he's an EL for the co-op group, free STA generation even if stuck as Vegito, but then there's the Gotenks side of free STA generation, MP chance, and 2 HE if you can win the PLBP. This makes him a kill button with actual utility, and good utility at that. The only hiccup is that the fusions do require some support, first off Gotenks wants to win the PBLP so you should make sure you can do that with some stun cards, and for when you want to win with Vegito (any CI wins won with Gotenks is remembered for Vegito), PWR generation/disruption would be welcome in the case of UGM3-SEC2 Jiren.
UM3-SEC Vegito (HR) 1k fixed DMG per HE the enemy has more than you, could be pretty good but requires support that could be a bit much, something like UGM5-054 Goku and UGM7-063 Goku (BR) (and/or UGM4-066 CellMax (SH) if you want more dmg/less HE), and he's a HR.
UM5-SEC Vegito (Xeno) (BS) If he wins CI he steals 5k PWR from the enemy co-op group, pretty good actually, also has an awoken burst that makes him deal 2k fixed DMG, not a completely terrible option to pick if wanting to have a fun card to win with, be warned that you probably want to go first with this card since that's when the PWR theft will matter most, and it can whiff if it only hits a solo co-op group, like with UGM10-SEC Goku.
UM5-SEC3 Goku (HR) If he wins the CI while the enemy has 3+ less HE than you, he deals 5k DMG, I'm noticing a pattern of just plastering 5k onto rewards and hoping winning a CI's good enough, he is a Goku which could open up certain support more easily.
UM7-SEC Goku (BS) First he starts with 70% DMG reduction, and then when attacked and the enemy has 7+ HE, he steals 5 HE if he wins the CI. This isn't bad as the theft can lower enemy DMG output from disabling super attacks, can open up the Goku core (which can help him stay targeted even amongst UGM8-SEC Fusions + Chilled), which you'll probably need since BM6 Robel is mandatory for this card to actually be attacked and have only four slots left, not including your HA.
UM10-016 Chi Chi (HR) While the enemy attacks her co-op group, they have increased CI speed and If she wins a defensive CI, the enemy co-op group takes 1.5x DMG, yes you can just facilitate retro HR aggro if you want.
BM1-057 Goku (Xeno) (BS) HERE WE GO, FINALLY SOME SAUCE! He transforms R2 to generate 2 HE and increase his own MP chance, than he has a burst that lowers enemy DMG reduction by 50%, if he wins his attack CI against an enemy with more PWR than him Goku (Xeno) deals 2x DMG and the enemy deal half DMG, and if a perfect win Goku (Xeno) restores his STA to full. Alright there's a reward here, even if it's a bit weird since he needs to be on low PWR and only doing the effect to one enemy is meh but it is still something, at least he increases his MP chance and gives some HE for the trouble and having a Goku (Xeno) could be nice for some units.
BM2-SEC Goku (Xeno) (HR) If he wins his attacking CI, the enemy co-op group has their PWR LV and PWR halved. It's neat that you can proc this with this deck and that it might do something, but with the Meteor that you can get from winning CIs naturally, the fact he's a HR, and that UGM4-SEC Vegito exists, not worth it.
BM11-SEC Gogeta (Xeno) & UGM5-023 Adult Trunks (ELs) A bit specific, they make the enemy take 2x DMG each (4x is on a perfect), with BM2-SEC3 Vegeta this can be somewhat likely as a way to soften the enemy for the next co-op groups though this also asks for a BS Demon God HA for everyone to attack the same target.
PBBS7-07 Gogeta (Xeno) If he wins his attack CI he gains 2k fixed DMG and PWR LV, 6k if won with a perfect CI, for its next attack. This might stack, and if so, this could really get out of hand if you luck out with consecutive chains, it doesn't break on defensive CI losses, just on offensive CI losses. His spirit bomb halves the PWR LV of the enemy team, which is slow since it'll take effect R3 onwards, is surprisingly good for a card back in the UM days for SS4 Kaioken Gogeta (Xeno).
PUMS11-35 (EL) or BM9-032 (HR) or UGM6-021 (EL) Raditz When he wins a defensive CI, the enemy takes 2x DMG, each with little benefits, UGm6-021 has a lock-on to set an enemy's PWR to 1, BM9-032 has a unit with Vegeta and Nappa for 10k PWR and full STA restoration with the unit members, and PUMS11-35 is SS3.
BM6-054 Goku (Xeno) (EL) or BM6-056 Vegeta (Xeno) (BS) So they both make you do 1.3x DMG more if you have 3+ HE over the enemy in different ways with the same potara fusion. The potara fusion is HGD6-SEC2 Broly's ability, 500 fixed DMG per HE and up to 1k on a perfect victory, Goku (Xeno) is 1.3x DMG dealt for your team, Vegeta (Xeno) makes the enemy take 1.3x DMG, all increased if fused. Both have options for fusion fodder to work with to help squeeze the most out of the fusion.
UGM9-035 Super Buu (Buuhan) (EL) On his attack/defense CIs he can steal the enemy co-op group's PWR and STA, 4k and a bar, upgraded to 20k PWR and all of the enemy's STA if a perfect CI win.
BM12-017 Kid Gohan (HR) If you have a miracle perfect win, he doubles his DMG permanently and this can stack fast, the shenron is 5k HP, and his unit which requires Goku and Krillin is more MP for a round for 3 HE.
UGM10-061 Gohan (SH) (BS) Requires Piccolo (SH) in the co-op group but he's 3x fixed DMG per other ally in the co-op group, in case you wanted to go BS aggro.
BM10-SEC2 Masked Black (BS) If you wanted a defensive reward, making him win CIS easily is a lot of HP and PWR LV, also warrants speed control or Robel, depending on how you wanted to secure his targeting.
UGM5-SEC2 Vegito (EL) When he uses his super attack while transformed (R2 onward), he makes the enemy take 1.5x DMG while also having 5k less PWR/HP, his transformation has utility with free HE.
Fucking bursts (Any) So this is another general concept, but you could make it where you have a strong EL co-op group to boost the oomph of everyone else in a different way than using UM11 Gogeta (Xeno) and UGM5 Adult Trunks, or just abuse strong ones similar to the kill button concept, BM4-SEC2 Super Fuu as an example of one with 5k fixed DMG + DMG/GRD pierce if you have more HE than the enemy while MM1-070 Teen Gohan gives you STA generation, UGM5-054 Goku is also extra fixed DMG with the possibility of allowing a slower playstyle with HE destruction. Thy demon of BM7 also has a strong boost despite being a BS after he uses his block burst.
UGM6-060 Demon Goddess Robel (EL) She offers a lot of healing if supported with an EL Dark King/Demon God Demigra as well as being a R1 stun and CI interference.
BM6-060 Demon Goddess Towa (BS) While a supporter and you have a Fu/Super Fu/Dark King Fu, any time you'd win a CI the co-op group gains 5k PWR/GRD and 2 HE.
BM6-021 Vegito (HR) He'll double your team's PWR/GRD and grant 2 bars of STA generation if you win 4 CIs in a round, can be useful stability depending on how the other cards are used.
UGM10-027 Vegeta (EL) For EL aggro specifically he has it where when the co-op group's attacked he gains 20k PWR, boosted to 100k and making the enemy take 1.5x DMG if he wins the CI.
UGM2-052 Goku (BS) His kamehameha rush offers defense while his ability gives your team 2k PWR per CI you won as well as STA generation.
BM10-068 Masked Black (HR) If you win 3+ CIs in the round, he'll halve enemy PWR and PWR LV at the end of the round, slow but could be effective if activated multiple times and given proper support.
BM10-SEC Gogeta (BM) (EL) If he wins an attack CI, he'll disable the enemy co-op group's CAA, for this to really work you'd need speed control because it won't matter if you go second, his Blitz also reduces enemy DMG reduction based on his CI result for the round.
UM8-046 Demon God Gravy (EL) and/or UGM6-039 Goku (GT) (EL) Both increase DMG received on the enemy on the use of their super attack, main difference is that Goku (GT) makes them take 2x instead of 1.5x but it could also be an argument of style as well, whose super attack do you want to land? Either way, UGM5-054 Goku is recommended due to high HE costs.
ABS-20 Gogeta (GT) (HR) If he wins, you he steals 5k PWR from the enemy co-op group and generates 2 HE, bonus is that his block burst is 2x DMG and critical STA dmg. Alongside this co-op attack utility, he also can be used as a lone attacker if you don't feel comfortable attacking such as in the case of MM1 Ozotto or after a HGD10 Gowasu with attacking three times and 90% DMG reduction.
BM9-035 Vegeta (EL) or UGM6-023 Vegeta (BS) If he wins the CI, he sets the enemy's PWR to 1, if they used a super attack they set the enemy's PWR/GRD to 1, even if to only one target, can be pretty good. Sadly they're both wanting for utility, former is go giant which you can't boost MP on, and the latter has a lock-on burst that increases the enemy's CI speed and a 4 HE unit with Nappa and Saibaman to reduce enemy GRD by 5k for one round. Still though, the CI reward's not bad.
ABS-26 Super Buu (EL) If he wins a CI, the enemy deals 30% less DMG and takes 1.5x DMG, increased on a perfect CI. This could be useful if accompanied with some retargeting because this one wants to be attacked in particular, not just in the co-op group. 2.5k GRD could make it possible to work with BM6 Robel or Brutal Shield Bojack.
Edit Report
Pub: 06 Dec 2023 17:00 UTC
Edit: 02 Jan 2024 17:29 UTC
Views: 147