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 -> MM3, 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.
- Notes
- Prelude to More Random Nonsense
- Reminder for Action Ability Seals
- Breaking News: Lizard Kills a Monkey to Use More Monkeys
- Who's Hungry for Salsa
- HGD10-SEC2 Has a Use Case, the Horror
- Few Attacker Memes
- Hats Off to Ryannu for this one
- Blessed be That Form-Locked Units are No More
- Masked Throwback
- Lock-On FTK Concept
- Inescapable Strike
- Gogeta (BR) Stun Abuse
- Dr.Mew Appears
- Reminder for Action Ability Seals
Prelude to More Random Nonsense
Similar to randomdecks1 where this is just a batch of ideas that came to mind that I wanted to explore, the decks are very much "good on paper", attempting to give life to cards even if they're more for friendly/casual matches and not expressly to break the meta, just see what can be done with some random cards.
Reminder for Action Ability Seals
Main CAAs | Main TAA |
---|---|
Transformation | Block Burst |
Lock-Ons | Super/Ultimate Energy |
Double/Triple Attack | Super/Ultimate Slash |
EX/Double Dragon Fist | Keysword Locks |
Spirit Bombs | Dark Shenrons |
Change Switch | Team Impact |
Kamehameha Rush/Combined/EX/God | Dokkan Impact |
Freeze Attack | x |
God Meteors | x |
Breaking News: Lizard Kills a Monkey to Use More Monkeys
Card | Why |
---|---|
MM3-052 Frieza (Revived) | When asked, he had this to say, "I found it funny how that sapien hoodlum slumped upon the bricks after he was put into his place, was tired of him trying to advocate for "Monkey Rights", as if pets have rights. Ho ho ho!". The PWR generation and GRD shredding from this card is insane, the STA generation is great and scales for no god damn reason, and just helps the team hit really hard, it's big enough that it'll help you cremate UGM9-061 Future Gohan in Black's GRD generation which is why he's dropped off heavily, and we're exploiting that. |
MM2-SEC Goku (GT) | 2.5k PWR/GRD at the start of the round is alright, mostly for the GRD part since even taking into account app bonuses, that means before any other card some will have less than 100 GRD, meaning Chilled procs. The PWR might help Super Buu down below in some edge cases. The 1.5x PWR/DMG when attacking, boosted to 6x when Gogeta (GT) on R2, is really nice thanks to Frieza (Revived)'s PWR generation. |
MM3-SEC3 Frieza | He reduces enemy PWR/GRD by 1k per enemy attacker, meaning with Goku (GT) its really easy to get enough to proc Chilled to force the enemy to negative DMG reduction, he also gains extra attacks if the enemy has supporters to try to reduce his shredding. Finally his transformation is pretty nice, 3x PWR and Super Attack DMG is really appreciated with the PWR generation of Frieza (Revived) proper. |
UGM8-031 Chilled | Not only does he make the enemy's HP stat a joke, he also gives you a lot of PWR LV, doubling his and any of Frieza/Cooler/King Cold, in this case he functionally starts at 4x PWR LV for R1 and doubles every round, meaning that alongside Frieza (revived) you'll be good for speed. Especially when I get to Super Buu, our source of speed control. |
MM2-SEC2 Gogeta | At the start of the game he doubles your team's PWR and then gives you 40% DMG reduction for the round in the PLBP, this is doubled if you have someone with negative DMG reduction. The former is the big reason he's here but the DMG reduction could help with us surviving long enough to get to R2 or whatever, making sure we enough room to be threatening instead of weeping. |
UGM9-SEC3 Super Buu | At the start of the round, if he has higher PWR than the highest PWR of the enemy team, he the STA of the enemy team to 1, a lot of the support is to make this work since it can be a really powerful form of STA disruption. He also has a climax only requiring 10k PWR LV to get 30k PWR/GRD which should help matters in case everything else isn't enough somehow. |
HR Kai HA | At the start of the battle he gives your team 5k PWR, helping Super Buu hit important breakpoints when used with Gogeta (predominantly he gets over enemy HAs), the CI disruption and moment of nullifying DMG multiplication in case of a hellfire effect is also appreciated. |
Order does matter a little, HR Kai HA needs to be before MM2-SEC2 Gogeta and MM3-SEC3 Frieza should be before UGM8-031 Chilled. To have a better time against MM3-071 Goku it'd be a good idea for Frieza and Chilled to be registered early. So the deck is pretty much to go fast to hopefully kill faster, abusing the fact that UGM9 Future Gohan in Black is much rarer than normal and while ABS-15 Gogeta (GT) has started rising, he is GRD generation in the PLBP and requires HE for that (Super Buu would like to know your location). It's not defensive but who needs to worry about surviving til R4 if you can just kill R2?
Alternative Cards
Card | Why |
---|---|
BM10-056 Vegeta | He does the PWR doubling like Gogeta but offers different bonuses, instead of DMG reduction you can get a fast fusion as long as you use a SSB Goku, of which there's a few good ones to act as fusion fodder. That said its still an extra slot that's not as flexible as I want so he couldn't make the cut. |
ABS-27 Vegeta and MM2-068 Goku | Vegeta is better disruption than Goku (GT), adding in HE alongside being 5k PWR/GRD but doesn't help Super Buu and independently hits a lot less harder. That said he's a SS Vegeta so you could pair him with MM2-068 Goku to triple your team's PWR after Frieza (Revived)'s done giving you PWR to let you go ham. |
BM10-057 Vegeta | The alternative to MM2-SEC2 Gogeta, sacrificing his defense for possible speed if you add in a SSB Goku like UM3-038, 2.5x own PWR LV per round on R2 onward is solid and halving STA at the PLBP could come in handy but the resetting of PWR might not amount to much considering the lack of good defense we have otherwise. |
HGD4-19 Demon King Piccolo / SH4-56 Turles (Xeno) / UM10-SEC3 Majin Vegeta | These three can get negative DMG reduction, doubling the DMG reduction boost from Gogeta, the main issue is that these three all are too late to do it before R1 PLBP. Demon King Piccolo and Turles (Xeno) have to wait until the end of the round despite what the database says for the latter, and Majin Vegeta requires firing his 9 HE super attack, good luck on that and also having the opponent not be smoldering ash. |
UGM8-055 Dark King Demigra | While he is less GRD disruption than Goku (GT), he steals more PWR meaning he could help with some defense and hitting hard, especially with his God Meteor that does 1.5k fixed DMG per enemy attacker. Finally his unit is free STA generation and 10k HP with Chilled and Cell as unit members. |
UGM7-018 Vegeta | Due to Frieza's general PWR generation, and our lack of defense, this card could be of great use as a way to not die for a round, preferably R2 so that you got a round from Frieza but note he can still blow up to CAAs. It's an option to do something against Raging Goku R1 since he has GRD/DMG reduction pierce and Gogeta and the HR Kai HA, you might have a decent supply of PWR to use even at R1 to kill, and then go hog wild R2 onward. That said, his best replacement is probably Goku (GT) and sorry Majin Vegeta, SS4 is cooler. |
Who's Hungry for Salsa
Card | Why |
---|---|
MM3-052 Frieza (Revived) | Doing the same as before but with a bit more synergy. 1k (x) team PWR generation and 500 (x) GRD shredding per 1k of your PWR LV, where (x) is round number is insane, bonus points for his STA generation scaling for no good reason. |
BM3-059 Vegeta | He gives a linked ally 10k PWR and PWR LV for the round per bar of STA he has, up to 30k, which not only can help with speed but is a tech against MM3-071 Goku if timing is kind since whomever he links will be allowed their effects (link to Gogeta (BR) for defense, Frieza (Revived) for ramping your damage, etc.). |
MM3-SEC2 Gogeta (BR) | Setting the enemy PWR to 1 and sealing fixed DMG is really good and with the support, winning the PLBP shouldn't be too much an ask. His summon also can have appreciated value in the deck to help go over the top because stunning someone means they take 2x DMG if attacked and it might be the case we don't do much DMG R1 or whatever, and we don't have an EL co-op group meaning this group could get first dibs, not only dealing a bit of damage but also sealing the card's GRD/DMG reduction. The only issue is that the best PWR generator, generates in the PLBP so it is a hassle with timing, if able have this card registered late so that he could proc after Frieza (Revived) to save you from death. |
BM3-069 Salsa | R2 he reduces enemy STA and seals their DMG/PWR LV multiplication, this means they'll have a maximum of 21k PWR LV (3 bars for 7 attackers) barring fixed PWR LV, meaning Vegeta on his own will always win the PLBP while shutting off a method they may have had a chance to get more damage through. |
UM8-045 Demon Goddess Poutine | At the start of the round, if she has a bar or more of STA she lowers enemy STA by a bar and seals their fixed PWR LV, not only helping us with R1 aggression but also making sure that Jiren can't catch us unaware or something, also lowers their HE generation by proxy. And with Frieza (Revived), she'll have the STA needed every round, if you do fear though don't be afraid to put her in the support area, support area recovery + Frieza (Revived) could be enough to still proc even after MM1-066 Majin Ozotto or not get blown up by MM3-SEC Vegeta. |
BM7-SEC3 Goku | Since we'll have one to two supporters, and we have Frieza (Revived)'s insane PWR generation, you can get away with this card generating a ton of PWR despite minimal commitment, assuming you're at 5k because of HGD9-44 Future Trunks, you're still working with an extra 10k-15k PWR, enough to get 1 HE. If unaffected? Just with Vegeta its 20k so, 40k-60k additional PWR means that you'll 3-4 HE at the PLBP, possibly an extra one if you have Vegeta link into this Goku, and this is repeatable. The STA generation feeds into his blitz's DMG letting hit hard as long as it wasn't someone who Gogeta (BR) won a CI on. |
SS4LB Note or BS Female Saiyan HA or BS Kai HA | The main reasons for these are damage, the difference is how that damage is done. Note is 1.7x DMG to three high PWR allies with 10k free PWR to everyone, the female Saiyan is 2x DMG and a 1.8x God Kamehameha, and these female saiyans also offer 1.5x PWR LV to your attackers if you can do enough damage. The Kai however is much more specialized, 1k PWR LV to each attacker, each representing a stack for Frieza while also having utility as a supporter, further boosting BM7-SEC3 Goku's PWR to obscene levels while increasing enemy CI speed. |
So the latter three cards are flexible, most forms of fixed PWR LV don't compare to your Vegeta so you don't need something like UM8-045 Poutine, I merely chose her to top off the deck's synergy. And overall the deck fucks, its probably the first time I had a proper control deck, the pace of the deck is meant to be really slow, just preventing the opponent from doing any meaningful damage unless on a similar core as we are, this to me is the type of deck UGM9-SEC4 Goku (GT) was made for but more about him down below. As for effectiveness, on paper, against the Raging Goku decks, if we can proc our abilities first than we get Vegeta's PWR boost which can let MM3-SEC2 Gogeta (BR) have the most PWR, guaranteeing his proc or you can target BM7-SEC3 Goku to get HE for the offense. Salsa will always activate barring a keysword lock and while it'd suck not having the HE, at least we can do damage. And for other cards? HGD9-44 Future Trunks can hamper us at only 5k PWR LV, and he isn't completely rare, but if we can survive that round, we laugh at MM1-066 Majin Ozotto who's much more common than UGM10-067 Gamma No.2, and Frieza makes sure Vegeta can do his job at that juncture. For Chilled, yeah we'll have an issue with negative DMG reduction but at the same point that'll be the only thing they'll have to work with. The deck seems poised to win a good chunk of games, barring you don't fail every single CI and start getting members of your team stunned or something, the weak point to the deck is it can be easy to stun, the STA generation is pretty much Frieza exclusively and thus MM3-SEC Vegeta can eat you alive (though with asterisks since that means having few attackers and thus no fixed DMG and PWR).
Alternative Cards
Card | Why |
---|---|
UM8-071 Gohan (GT) | He comes with 1.5x PWR LV, higher miracle perfect chance, and 5k PWR for your ally attackers if you win the PLBP, this is solid as an offensive MP card to help Gogeta (BR) win his CI and thus seal DMG reduction/GRD. |
MM1-065 Lagss | If you wanted to be without a HA than this could be an option, she seals enemy fixed PWR LV while also lowering their PWR LV multiplication for the round. You could replace Salsa for another card to handle DMG multiplication but with our defensive focus, this was not bound to activate for long if you can win some CIs. |
UGM9-064 Dark King Demigra | Considering we're using Demon Goddess Poutine, this unit isn't off the table entirely. For 2 HE you permanently seal everyone's DMG reduction, meaning Chilled does nothing while you don't blow up to your own Demigra, can represent STA generation and 2x DMG for the team and if paired with BM4-045 Gohan, free super attacks even if stuck under MM3 Janemba which gives him a nice anti-meta tech. Admittedly that is 3 cards you need and Poutine is not part of the central core. Noteworthy cards include PUMS14-36 which has Much-Needed Support for Stun Prevention and a keysword lock, and UGM9-055 which has a keysword lock and if a supporter, gives you 1k PWR LV per enemy attacker, which is speed if they have 3+ attackers. Demigra also seals Aeos' time prison meaning Gogeta (BR)'s summon is secured. |
UGM1-SEC Aeos | Closes novel, main points of interest is the keysword lock, Time Prison destroys your HE to disable enemy summons, and if you have an ally with less than 100 PWR she seals enemy revives/miracle perfects. Her unit can reset all PWR/GRD/DMG reduction/DMG multiplication/PWR LV multiplication, this includes you too. Finally, if you have more HE than the enemy team at the start of the round, she seals enemy fixed PWR LV. What this means is that she can function in a similar role as BM3 Salsa and UM8 Poutine but with one extra card needed, the HE can be secured with either an app or UGM1-062 Namekian in Black, who also brings some fixed PWR LV for the team. There's UGM1-061 Warrior in Black for some extra STA/PWR/GRD generation for the team if you feel like you'd need it but there's other options, adding a Goku opens up UGM9-059 for STA DMG resistance, UGM4-057 is a potent defensive card, doubling your team's PWR while setting the enemy's PWR to 1k for the round and sealing DMG multiplication. |
UGM3-SEC2 Jiren | 5k fixed PWR LV and seals enemy fixed DMG if they have less PWR than him, useful if you want to go in a different direction than with MM3-SEC2 Gogeta (BR). |
UGM10-056 Aeos / UM9-SEC3 Mechikabura | Both destroy enemy HE based on how many ally supporters you have and increase enemy CI speed, its just the little differences here. Mechikabura is a Dark Shenron, meaning you get a stun opportunity if their STA is low, the reduced DMG dealt doesn't matter for either because Salsa disables it outright, that said Aeos also seals enemy miracle perfects for the round and has the flexibility of the SKoT, easier CIs + more MPs alongside STA generation and HE generation if the enemy team has supporters. |
PUMS14-06 Goku Black | If you win the PLBP, you seal enemy miracle perfects and revives, very nice thing to have in the land of MM2-SEC3 Omega Shenron, UGM10-SEC3 Kid Goku and more. You also have the style of it being Goku Black, that's a win in of itself. |
BM9-SEC2 Goku | If you win the PLBP by 2k+ over the enemy you seal all other card's CAA/TAA, this isn't bad but it is locked to the PLBP meaning certain CAAs will be active, mainly transformations and switch changes which can lead to problems but things like Block bursts, god meteors, etc. are all sealed, for both teams. That said, he doesn't care about summons so you could stack a climax card that finishes on R1 or something. |
HGD9-44 Future Trunks | R1 stuns are good, this is the best one you could pick to win R1 since we do beat Fin handily but lose to this card otherwise. |
BM4-SEC3 Future Gohan | And if you are fearing for someone getting stunned than this is a solid STA contingency tool alongside the standard suspects of BM12-SEC/PUMS13-SEC Goku, UM9-SEC Goku (GT), and UM8-068 GS3. His thing is that he offers 1 HE and comes with increased miracle perfects at the cost of increased CI speed. He can also deal 2.5x DMG if you've got a Future/Adult Trunks on the team. |
UGM5-ASEC Kid Goku | Most attackers on the team are HR so you could use this with Frieza as a supporter in case you really are afraid of MM3-SEC Vegeta, benefits include some fixed DMG and a shenron that gives you DMG reduction. |
UGM9-SEC4 Goku (GT) | The PWR generation is too slow for Super Buu but still really nice, especially the GRD and 50% DMG dealt from the enemies. Then he transforms into a great ape that can lower enemy HE by 4 if his super attack is used before finally transforming into SS4, gaining 6k PWR/PWR LV and some fixed DMG, more the less HE the enemy has. This deck is slow enough to love this, the issue is that you'd need Pan to really make it shine and we don't have enough HE destruction natively to really let the fixed DMG shine. |
UGM8-SEC3 Bardock | He gains 1k fixed PWR LV and DMG and with our team, it can stack up given enough time, 4k fixed may not be much but do that for a couple of rounds and that's 8k DMG, good enough to chunk through HP. He also has a really high MP chance when transformed to help Frieza (Revived) do some damage. |
MM2-038 Goku (GT) | With the batshit insanity of Frieza's PWR generation and how slow the deck plans to be, you can easily get enough HP to not die. He's 500 HP per 1k PWR or GRD, starts with 6k and probably will have 10k stats with your apps. Then when a supporter he increases your max HP based on his stats and what round he's a supporter, R1 he's 5k HP (10k stats), R2 he's 10k HP (20k stats), R3 he's 30k HP (60k stats), R4 he's 50k HP (100k stats) and then finally he's 100k HP at the final round (200k stats, note you also don't get his shenron wish since he's a supporter). |
BM3-065 Vegeta (Xeno) and BM3-061 Goku (Xeno) | More a funny thing but BM3-065 Vegeta (Xeno) gains PWR from supporters and translate it to HE, from what I can tell it's ~5k PWR per HE, for 5 HE as max? If so than its really easy to get a ton of HE from him though its not like we aren't getting a ton from BM7-SEC3 Goku, and he's repeatable. But you get to meme with BM3-061 Goku (Xeno) who is 1k fixed DMG for the round per ally supporter, does 1.5x DMG if in a co-op group with Vegeta (Xeno) and his God Kamehameha stuns the enemy, meaning you could get two stuns from this and Gogeta (BR). |
UGM2-SEC2 Goku | When not transformed and an attacker, this card steals half of the PWR of ally supporters and triples his super attack DMG, further more if he's not attacked while an attacker he gains 3x PWR, note that we don't have retargeting so this is an rng crapshoot but the PWR and 3x DMG is still really nice. Then we have his Change Rush that R2 onward gives 1 HE per 10k PWR, good enough ratios to work with considering Frieza here, which can do solid damage in of itself before going into Full Power Kamehameha like its BM3, which can do a healthy amount of DMG considering his PWR theft and super attack multiplication. Note that due to timing he will get his boost R2 before the rush, meaning the floor is 9x barring DMG multiplication seals done against you. When compared to BM7-SEC3 Goku he can offer more DMG thanks to the DMG multiplication but if that is sealed, BM7-SEC3 does more damage since he takes all of the PWR into account and his HE generation is repeatable so that's why he's chosen instead of this card. |
HGD10-SEC2 Has a Use Case, the Horror
Card | Why |
---|---|
HGD10-SEC2 Goku Black | Martial Mastery is an ability that allows the card to do critical STA dmg while also fully recovering STA and doubling their own PWR when performing their super attack. This is pretty cool until you realize three issues. One: the 2x PWR is for you future attacks not for the current one to fire. Two: Super Black Kamehameha has some of the worst scaling I've seen, it does no damage here even with the help. And three, that's all this bastard has, can't even get a lock-on to at least let him target who is to be stunned. That said if you can win his CI, you get to stun a lad for the next attackers. Normal attack order is Co-op (EL HR BS) and then standalone (EL HR BS) and then, at the end, giants. |
UGM1-063 Broly | Giant 1, gets huge PWR and increases enemy CI speed, making it easier for Goku Black to win his CI and when giant he does 1k fixed DMG per HE you have. |
UGM4-066 CellMax | For the sake of free super attacks, we are going for a nuclear option and this is to proc UGM5-054 as our nuclear option, 4 HE is easy to get but just want to make sure and also explore some shenanigans that haven't been explored at all in the meta due to some developments. Note though that this also is your 2nd Giant though he'll mostly be a supporter for the sake of UGM5-054 Goku until you want to win. The STA disruption and negative DMG reduction can be huge but this deck isn't generating that much HE or utilizing Energy Guard. |
UGM5-054 Goku | Not only STA generation but also free super attacks whenever you have HE destroyed, and with the propagation of MM3 Porunga and UGM5-063 Aeos, the 90% DMG reduction when an ally has anything sealed might come up, if you can somehow have him with the most PWR against MM3-071 Goku, everyone but him will have 90% DMG reduction which is funny. |
MM3-018 Gogeta | We really, really want HE and can't let Janemba stop us from that for 3 rounds thanks to self-sealing shenanigans from MM3-071 Goku and UGM10-SEC3 Kid Goku. Take the Ls R1 if against ABS-22 Piccolo I find that Janemba is a bit more common and that its exceedingly rare to find someone using both of the cards. He also comes with 3x PWR/SA DMG giving the BS co-op group some actual damage. If you aren't seeing the dreaded Janemba around than this is a very flexible slot, personally would probably have MM3-SEC2 Omega Shenron to help on the not dying department or some R1 stun card like UM8 Fin or HGD9-44 Future Trunks. |
MM3-SEC Vegeta | This is a speed button to try and get more HE and as such is very flexible, considering our HA it'd be more preferable if it gave PWR LV so that way our lacking STA generation isn't too much an issue but otherwise could be fine. The main thing, for Co-op group math, is that this needs to either be EL, possibly BS if your HA is EL. Regardless the options are huge here depending on preferences/style/needs. I merely picked this because he's fast in multiple ways, gives some punch to the EL co-op group and Goku is fucking dumb even if you won't proc his seal because Giants don't count for ally attacker shenanigans (more on that later). |
EL or BS Demon God HA | The goal for this is to get everyone attacking the same enemy, EL makes sure the team targets the enemy with the lowest STA while BS targets the enemy that'd take the most damage. Stun prevention isn't common and I don't think either help you on ignoring them, there isn't room to fit in a HR Demon God HA, who makes your team target the fastest enemy CI, since we need an EL co-op group and a HR one and we only have room to give one of them a co-op group. |
This was inspired by Ultimate Mission X where I got the idea of this since it's about the only way to use him without crying there and unlike in World Mission, you can actually stun enemy characters in the story missions. EL group helps the BS co-op group win their CI so that Goku Black can stun and the giants clean up the game. Admittedly defense is a bit of a meme on the deck and so is speed but showcases a more "weird" take on the deck. One thing you can do is purposefully fail the EL co-op group to make the BS group have a higher MP chance to win the CI though this isn't necessary if everyone's attacking someone that can't be stunned.
Alternative Cards
Card | Why |
---|---|
UM12-066 Vegeta (BR) and UGM7-063 Goku (BR) | Instead of offering free super attacks, this gives you 5 HE alongside 10k PWR while Goku (BR) steals PWR from the enemy, this would take the place of CellMax necessitating another giant for the memes, ABS-04 Great Ape Gogeta multiplies his PWR based on enemy attackers while gaining 1k fixed DMG per enemy supporter. PUMS10-030/UMP-63 Great Ape Baby offers permanent CI disruption when a supporter, and Ultimate Kaminoren can either help with PWR theft to make Goku (BR) stick against high PWR generation or disable DMG mutiplication when a supporter. |
UGM9-064 Dark King Demigra & BM4-045 Adult Gohan | These two double your attackers' DMG, give STA generation and free super attacks as long as you are low on HE which can be maintained with UGM4-066 CellMax or any other HE destroyer, Gohan also gives defense by nullifying negative DMG reduction. The big thing to note is that these work even when on 0 HE, meaning you don't need MM3-018 Gogeta or worry about ABS-22 Piccolo. |
Generic Speed Button Option | The sake for this is to give shout-outs to cards you could reference in the deck beyond the dumb card I referenced. UGM10-056 Aeos/Chronoa is a HR, requiring you to go on the path of Adult Gohan and Demigra but can get HE based on enemy supporters with possible defensive utility while helping you on CIs regardless of whom's chosen. UGM6-SEC Gogeta (Xeno) is an option as long as your have an EL Demon God HA. SH4-SEC2 Dark Masked King is a ton of HE as an EL. UGM3-SEC2 Goku/Jiren as a BS offers either HE per enemy that can use their super attack or 5k PWR LV with sealing fixed DMG, bonus points that this is early enough for CellMax to be boosted. And |
UGM9-SEC2 Vegito | He helps with CIs a lot and Gotenks offers a lot of STA generation but requires support to win the PLBP. |
UM11-067 Sealas | From my testing and understanding, Sealas doesn't check for the PWR of giant characters meaning that he can represent a nice 1.3x DMG boost for your team, sucks though that it's not permanent. |
UGM8-SEC3 Bardock or UGM9-045 Pan | Both of these can help with the BS co-op group's MP, giving a 50% boost. Bardock is a BS attacker that comes with some speed, helping with the PWR LV/HE needs while Pan is a HR supporter, offering 3k PWR LV for her services in case you fear STA disruption like MM1-066 Majin Ozotto. |
HJ8-SEC Broly | Reduces enemy STA by a bar at the end of R1, his giant form comes with a burst and his effect is disabling the enemy's DMG reduction and halving their PWR LV which could be neat, you also get to see SS3 Broly becoming a great ape which is just cool. |
HJ8-51 Gogeta | Restores ally STA by a bar at the end of R1, comes with a burst like the Broly above but his effect is much worse, disabling enemy DMG multiplication and reducing their HE by 1. Might've been fine for HJ8 but not by MM. |
HGD9-SEC Demon God Demigra | At the end of R1 he doubles his PWR, tripled instead if you deal 5k+ DMG to the enemy and his giant form is 3k fixed DMG. Overall a hardhitting option especially if you can get some PWR generation like MM3-052 Frieza (Revived). |
PUMS12-SEC Goku | He comes with 3k PWR LV alongside the R1 stun, preventing the enemy from having more than 2 HE from PWR LV or any HE from abilities can be enough to get the HE for CellMax and Goku while also not dying by R1 aggression. |
Few Attacker Memes
Card | Why |
---|---|
UGM7-SEC3 Goku Black | Simply put he only checks for those that spend STA, giants and specials don't count meaning that they can be extra offense while not offending Goku Black's PWR theft which is nice to top off any other disruption or even tech PWR generation in the PLBP like from a certain MM3-052 lizard, if going for this, make sure he's registered late so that Frieza (revived) can activate first and then his PWR stolen (and their DMG reduced). Furthermore he also appreciates the Gokus of the world because that's a ton of HE theft, 1 per enemy attacker, and 5x DMG. When he goes Rose, he gains 5k HP/PWR/GRD and 50% DMG reduction which helps with his defense, the main thing to note is that it could be sealed thanks to MM3 Porunga or ABS-16 Omega Shenron but since its R2, he doesn't have to worry about UGM5-062 Aeos. |
UM9-045 Pan | Not only makes sure Goku (GT) comes in with all the PWR/PWR LV, 12x is pretty good for R3, she also gives some fixed PWR LV and gives someone 50% for a miracle perfect. Most times it'll be on Goku Black since he'll be attacked thanks to Robel, meaning that not only does he have a good chance of hitting hard on his attack CI, he also can be good defensively. |
BM6-062 Robel | I think we're safe from Chilled shenanigans, we have only a few attackers so Frieza won't be much PWR/GRD disruption and if that's all they have, we're good, beyond that Goku Black will be pretty solid defensively and make Pan have defensive utility alongside the offense. |
UGM9-SEC4 Goku (GT) | I figured the deck was slow enough to make use of this and he does become a giant for a round. The 5k PWR/GRD to the team alongside the 50% reduced DMG from the enemy is very nice, then R3 he comes out with 12k PWR LV/PWR and some fixed DMG which can help with ending the game. This deck can make him hit hard since Goku Black does reduce enemy HE a lot if they have a Goku attacker, albeit Goku (GT) does activate before Goku Black so it's not perfect. |
UGM6-034 Hirudegarn or UM10-058 Ultimate Kaminoren or PBBS7-05 Colgate | The defensive giant option, each offer their own utility, Hirudegarn is 2k PWR disruption on the enemy per enemy attacker, preventing them from having obscene numbers so that you don't die even if it means not as much for Goku Black. UM10-058 is a similar story but instead of fixed PWR disruption, he steals half of their PWR and does 1k fixed DMG per enemy supporter, helping you chip at the enemy while doing better against PWR generation, and finally there's PBBS7-05 for the toothpaste monster. He seals enemy DMG multiplication alongside 2k fixed DMG, while this doesn't help with PWR its still nice and is the only giant to help this in a meaningful way so there's definitely a variant of the deck that'd use the promo. |
SH8-47 Goku (Xeno) | He's here to help with damage, the fusion offers 1.5x own PWR/GRD and 3 HE every round and Titanic Clash makes the enemy take 1.5x DMG at the PLBP if they have 7+ HE. Nowadays that is a coin-flip on matchups if it matters or not but I think with the higher general speed from MM, it can matter and help you close out games with Goku Black. |
SH8-50 Vegeta (Xeno) | Here for the god meteor, it makes the enemy attackers take 10% more damage per enemy attacker, stacking nicely with Titanic Clash. |
So this is more a meme deck but I think one that could do something, especially in a more casual setting against people trying to brush up similarly jank ideas or old cards. With the fusions and giants, you'll have a max of 4 attackers R2, making it easy to proc Goku Black even if you went all the way but considering Robel and Pan, it'll go down to two which makes it where Black will proc on any team not focusing on lone-attacker strategies. And while the deck may easily die to Chilled or fixed DMG, the PWR disruption could help and Black is favorable against MM3-052 Frieza (Revived) meaning you could blow up less if that's a big portion of the enemy's damage. MM1-066 Ozotto and the R1 stun cards aren't known for hitting hard after all, especially if they use a Goku attacker and thus don't get to play much with their HE thanks to Goku Black.
Alternative Cards
Card | Why |
---|---|
UM12-060 Vegeta / UM12-058 Goku | Vegeta gives GRD generation based on STA consumption while Goku's PWR generation, the fusion offers 3x DMG. SSB Goku also has a few fusion fodder cards to use like UM3-038 for a R1 stun, or extra PWR disruption via the various Crimson God Meteor or Zamasu's god meteor via BM2-077. SSB Vegeta has block bursts, a Hellfire God Meteor via HGD8-CP2. |
BM10-053 Goku / BM10-056 Vegeta | With the same fusion fodder as before, you either get to double your PWR or GRD and then either restore ally PWR or reset enemy PWR upon fusing, the fusion itself offering 2 attacks and halving the enemy STA when your team attacks. This can be neat for some defense but considering the disruption with Goku Black and our SP slot, not really a great fit. |
BM6-054 Goku (Xeno) / BM6-056 Vegeta (Xeno) | Both have decent fusion fodder with some utility. Both have a godbird in BM12-HCP, for Vegeta (Xeno): PBBS11-05 is a block burst and steals 1 HE per enemy supporter at the end of the round when a supporter and MMP-10 disables enemy HE generation from abilities for R1. For Goku (Xeno): PUMS12-12 has a keysword lock, SGPVJ-01 can be a round of Titanic Clash if you suspect enemy will be aggressive R1, and MMP-09 has Feint to halve their PWR LV R1. As for the cards themselves, the make the enemy take 1.5x DMG after fusion when you have 3+ HE over them, either through enemy negative DMG reduction or ally DMG multiplication and have HGD6-SEC2 Broly's ability when they win a CI. |
BM11-058 Goku (Xeno) / BM11-060 Vegeta (Xeno) | Goku (Xeno) prevents enemy HE generation from abilities while giving you HE guard while Vegeta (Xeno)'s a R2 stun card, halving their PWR LV for the round and reducing their STA. The fusion is 4x own PWR and 3 HE which is pretty solid despite having to wait R2, which might not be too bad considering ABS-22 Piccolo. |
HJ3-42 Kid Buu | While Great Supreme Kai is a weird fusion member, there are cards to work with, BM6-027 offers 2x PWR/GRD to your team at the start of the game and PUMS8-14 has the Kai's Healing, representing a minimum of 2k healing with Goku Black and a god meteor that reduces enemy attacker PWR LV by 10% per enemy attacker, which might help with R3 aggression? The fusion does offer 2k HP at the end of a round alongside 3 HE, fairs poorly against ABS-22 Piccolo but still possibly the most defensive/utiltiy based fusion so if you want to have the most defense, this is probably what I'd go with. |
H7-30 Super Buu | If you fuse with Piccolo, which has a very strong fusion fodder in ABS-22 preventing the enemy from having HE for R1. The fusion gives you 2k HP at the start of every round. He also reduces enemy HE by 1 at the end of R1 which is probably better than the STA generation BM6-028 offers, considering you're a fusion, you already get STA generation and this one hits harder. |
HGD5-43 Goku (GT) | There is a decent Vegeta (GT) fusion fodder, PUMS13-11 halves enemy fixed DMG on R1, HJ6-53 sets his PWR to 1 when a supporter letting you make use of synergies for a round. The fusion's 3k fixed DMG is solid and the ability makes it where your team has 2x PWR/GRD for the round if the enemy has 11k+ PWR LV, the condition's a bit rough and can be played around but the effect is still decent, especially if you have PWR/GRD generation like UGM2-064 Gohan (SH) or UGM9-061 Future Gohan in Black. |
UGM3-SEC3 Shenron | While I used giants, you can use any SP for this role. Shenron here offers nice defense, 40% DMG reduction with stun prevention or 5k HP, both of which get doubled if you are below half health and he can do this up to three times a match. This can go a long way on the night dying part and since its an SP, Raging Goku can't do shit to this. |
MM3-024 Porunga | As shenron focuses on raw defense, this is a bit more techincal with some aide in offense as well since he can seal the CAA, TAA, or Super abilities of the enemy team up to 3 times a game, and considering we're not using a HA, it's likely you'll have less HP than the enemy even after doing some chip to them. |
UM8-055 Ribrianne | At the end of R1 she gives all allies 1k PWR LV and also 500 HP of healing per ally supporter, furthermore when giant and she uses her super attack, you get 2k fixed PWR LV for the rest of the game, maybe more in line with HGD10-SEC2 Goku Black than with UGM7-SEC3 but there could be a world where this helms a deck. |
SGPSJ-03 Super Baby 2 / UGPJ-28 Goku (GT) | Both of these start with 2x PWR LV R1 and a R1 stun, former disables HE from abilities while Goku (GT) greatly reduces enemy STA when they attack before they go Giant. Goku (GT) sets the enemy's GRD to 1 whilte Super Baby 2 is a stun, in general Goku (GT)'s more preferable but would require a BS Demon God HA to really make use of it. |
HG6-SEC Bardock / HJ2-40 Metal Cooler | These are the best of the "High PWR" that aren't HGD9-SEC Demigra, former gains PWR at the end of R1 equal to your PWR while Metal Cooler scales off the enemy's HP instead. When giant the former stuns the enemy while the latter reduces enemy HP by 3k, Cooler also comes with a nice HP stat of 4.1k, helping you live a little more punishment while Bardock is alright at 2.3k. |
MM3-SEC4 Broly | This + Hirudegarn is a strong combination which could be used to helm its own take of the deck or open up use cases with PBBS7-05 Ultimate Kaminoren when paired with MM3-SEC3 Frieza and UGM8-031 Chilled (we'll get to later). |
UGM9-052 Goku | Offers good STA generation if he's one of three ally attackers and sets the PWR of enemies if they have more attackers than you, this pairs well with Hirudegarn to make the enemy have really low PWR though this leaves Goku Black mostly as a tech for PWR generation in the PLBP. His CAA is a Saiyan burst with 2k fixed DMG per ally supporter which won't amount to much considering he shouldn't recognize giants meaning it'll cap out at 4k but that is still not nothing. |
MM2-061 Goku | Another in the 3 or less attackers club, he gives 6k PWR/GRD to your ally attackers and GRD/DMG reduction pierce if there's 3 or less (him included) which can help with damage and defense. |
HGD10-45 Zamasu | Less good and more funny but Distorted Justice can help with CI disruption and with the negative DMG reduction of the fusion, his lock-on can do some meaty damage but that's all he offers. |
UM9-062 Super Hearts | He can handle enemy GRD and PWR depending on the HE situation, if you've more than the enemy he sets their GRD to 1 while if less, he halves their PWR after Goku Black which could help from time to time. |
ABS-15 Gogeta (GT) | Tech for ABS-16 Omega Shenron that can also come with some nice PWR/GRD generation, main issue is that he doesn't slot in nicely with the UGM9-SEC4 Goku (GT) we're building around but with different support like BM7-066 Broly this could be useful or even just as a possible tech against GRD disruption depending on how negative GRD works or if it exists. The big thing is that Goku Black, if he sees Goku as an enemy attacker, works really well with Gogeta (GT) since his HE stealing feeds Gogeta (GT). |
UGM8-031 Chilled | With Hirudegarn and Goku Black its not impossible for this to proc, further slamming the enemy with negative DMG reduction, probably better to do with MM3-SEC4 Broly and MM3-SEC3 Freiza in some BS aggro variant (probably alongside UGM5-SEC Orange Piccolo (SH) and MM3-052 Frieza (Revived)) but even in this fusion centered one, there's an argument to be made here. |
Hats Off to Ryannu for this one
Card | Why |
---|---|
UGM9-045 Pan | If you've noticed something its that we're a BS aggro deck and thus we really want to win on the attack, hence we have this Pan instead of any of the others, she also comes with a 6 HE unit that lowers enemy HE and STA to 0, making sure you'll go first an with the deck's speed, 6 HE may not be as much as one would think. Also the 3k fixed PWR LV can help too. |
UGM6-041 Gogeta (GT) | Gives the entire team 2x PWR LV and 2 bars of STA at the end of the round when a supporter, while it may suck we don't have HE from abilities, the speed he offers is more than worthwile. |
UGM10-039 Goku (GT) | 5 minimum BS cards mean everyone's getting 12.5k PWR when attacking and 3k in the PLBP with a bar of STA, while this isn't MM3-052 Freiza levels of absurdity, it's still great as a unit member, big dick PWR for the team to make use of while laughing at UGM5-017 Goku all the while. |
UGM3-032 Trunks (GT) | Solid Tactics is pretty nice to give us speed when we use our units and his unit makes sure we'll go first for a round as the enemy's STA is reduced to 0 for a round while we proc the Solid Tactics. Also Paralyze can help with not dying by setting someone's PWR to 1 for the round. |
BM3-073 Vegeta (GT) | Ambitious Prince makes it where he gets 2x PWR LV and STA recovery as a supporter if the enemy has 20k+ HP which will be all the time. This, on top of his 500 fixed PWR LV which could come up once in a million games, and Gogeta (GT) makes him as fast as UGM10-23 Goku which is no small feat even if his damage is much less. |
MM2-045 Bra | And to how the deck was realized, Trusty Teamwork gives 5k PWR to the team whenever you use a unit and her 1 HE unit gives the unit members 5k PWR which is a nice effect to have at 1 HE, finally her triple attack is 2x DMG which can help with closing out games. |
Flex Slot | So here comes to the main issue of the deck, you've one slot for 3 major issues. First off, the six cards before only give you 16.4k HP so a HA may be nice to help have enough to coushin some heavy hits. Secondly, R1 HE stuns, while we have a ton of PWR LV, we don't have a ton of STA R1 so ABS-22 Piccolo can really put a damper on us as could HGD9-44 Future Trunks, let alone MM3-044 Janemba who requires MM3-018 Gogeta specifically (yes he'll appreciate the speed and PWR but he's still just more damage), and while going for something like BM6-ASEC Gogeta (BR) or HJ7-37 Broly could work, its with the addage that it's at the start of the round meaning possible rng fishing against ABS-22 Piccolo. And thirdly, this means you'll always be blind-sighted by something or wanting to use extra cards, MM3-052 Frieza (Revived) solves the STA issue with extra GRD disruption but then what about using a lone revive card like MM2-SEC3 Omega Shenron, PUMS14-06 Goku Black would really help against other revives, UGM5-SEC Orange Piccolo (SH) offers more PWR LV and doubles your PWR to capitalize on Goku (GT). Finally BM3-059 Vegeta gives you a tech against MM3-071 Goku for who you want to activate, and having a HA like the EL Android HA or BS Namekian could do wonders. Overall this is akin to picking your poison and feeling out what's in your meta. |
Pretty much an idea I came up with after looking into the decks for his friend battle against GT Heroes vs Villains and some matches do feel a bit durdly with negative STA generation to accentuate aggresion, this was not one of those and I was fed a fine meal. While he focused on the BM5-TCP trio, I'm took a more unit aggro approach with freedom on the Trunks (GT) and Vegeta (GT) slots, though they can have their own use cases, especially if the DMG boost helps with the CAAs. For the deck, well when 3 slots are automatically filled in for you, Trunks (GT) has 3 cards to work with, Bra's other utility is CI disruption without a great unit (PWR Explosion Unit's fine but still not ideal considering that we'd probably rather use one of the speed control units), and then Vegeta (GT)'s not a card often blessed with utility, or its utility requires even more cards in the instance of HJ6-53. And to top off my thoughts on the video, HenBS tried his best but sadly GT Villains don't have a reliable source of STA generation besides Nouva Shenron if we count him as both a Hero and Villain, even then we run into issues with the R1 stun and having no good answer to UGM10-039 Goku (GT), the other issue might've been being stretched too thin when it came to trying to show all the GT arcs, not having a solid foundation. MM2 Baby really wants support that GT villains don't have access too (not even a PWR Reverse Reduction unit), same with the Super 17 card chosen (in this environment he'd make a great Robel target with something like HG1-52 Dr.Myu to make sure he goes first R2 so that he wouldn't have to wait R3 to get his defensive utility but even then, no retargeting leaving him as a lone attacker). Will complement that PUMS13-16 Hellfighter 17 was forward thinking on predicting a UGM6-SEC2 Goku (GT) deck and that MM2-SEC3 Omega Shenron is a card to try and make the most out of (cursed knowledge: if dupes are allowed there is the infintie revive deck with 5 Mega Rildos, a deck that the heroes of GT don't have an answer to beyond MM2-038 Goku (GT) on R5, but if not allowing the scam of the century, even 1 could help in making sure Omega Shenron stays online).
Alternative Cards
Card | Why |
---|---|
SGPSJ-01 Pan | While a HR, she offers a lot, Defensive Stance helps with surviving R1, the double attack helps Goku (GT) with GRD/DMG reduction and comes with 2x PWR LV on her own, going to 4x with Gogeta (GT), main issue is that with just one attack CI, it's extremely important that it connects and this doesn't help with winning that CI. |
MM2-043 Vegeta (GT) | While he is less damage and speed than what I picked, block burst + the STA dmg for the enemy on R1 does make him really good, offering more utility if you wanted to play a bit of a slower game. |
PUMS14-SEC Goku (GT) | There's a world where you use this to save up on unit members, freeing up a slot as you use Goku (GT)'s STA generation to lead into speed control before swapping into Vegeta (GT)'s sealing of super attacks and Bra's unit though this might lead us back into some MM3-052 Frieza (Revived) + MM3-018 Gogeta pipeline since we'd be losing a huge source of PWR generation and still fear HE disruption. |
Blessed be That Form-Locked Units are No More
Card | Why |
---|---|
UGM9-041 Gohan (GT) | Baby Parasite Unit is 2 HE for full STA restore and sealing all enemy super attacks, that is insane for a unit. Normally the issue was that the cards were God Mission, meaning you had to use a specific version of the unit members like Trunks (GT) or Goten (GT), here though since its not from the dark ages we get to use any Trunks (GT) or Goten (GT) as unit members so we get this strong effect without blowing off our kneecaps. He also gives Super Baby 1.3x DMG which is a nice nudge to help close out games. |
UGM4-044 or UGM9-042 Goten (GT) | You can get another Baby Parasite Unit here if you want and there's variations of this idea that'd absolutely do that but it's an either or here, UGM4-044 has an Energy Guard unit in case you fear disruption and Trusty Teamworks to act as PWR generation so that the team can do more damage, though UGM9-042's Diversion could help with R2 since it'll halve enemy STA at the PLBP which could help you win the next round's PLBP. |
BM12-045 Trunks (GT) | He has Feint so we can more likely win the PLBP R1 and a revive unit with Goku (GT), both of these are defense that also can halt enemy momentum as they may be working with less HE than, meaning less super attacks. |
MM2-049 Super Baby | Our Super Baby of choice to add a chery on top for the deck, he is just a nice chunk of damage and if you can get into the opponent's play patterns, PWR theft too. This deck doesn't really want him stealing ally PWR but there might be moments where it happens for PWR LV reasons or if you want his Saiyan Burst to hit the hardest. |
MM2-039 Goku (GT) | While we do have some defense, it isn't the most stalwart so we'll be taking a good chunk of damage, this Goku (GT) translates that damage in a 1-to-1 ratio to PWR and Super Attack DMG, and than for every 3k you get 1 HE at the start of the round, this can really help with securing the revive unit and ending games since we could be taking a good chunk of damage. |
ABS-31 Gotenks | This acts as not only an extra revive but also as very solid utility, this is a deck that appreciates everything he can roll in a given round. It's R1, 2 HE means you can have Energy Guard/Baby Parasite R1, STA generation is great, and then there's 15k PWR/GRD for the team which, while not MM3-052 Frieza (Revived) PWR is still pretty good. Then there's the dragon fist EX which is just a revive to use just in case things are going hairy. The big thing is making sure you win the PLBP, Feint can help as can the STA from the Baby Parasite Unit but against common R1 stuns and MM1 Ozotto, it can be a bit rough depending on the seventh slot. |
Flex Slot | So this slot can be tailored to what you are commonly seeing/fearing, MM3-018 Gogeta for MM3 Janemba on Raging Goku decks, MM3-024 Porunga if against BM12-LSEC Gogeta (BM) so that he can't use his summon to disable your revives. BM3-059 Vegeta has fixed PWR LV which really helps against MM1-066 Ozotto and guarantees someone gets their effects off against MM3-071 Goku. Other options can include a BS Kai HA, 1k fixed PWR LV for all allies alongside the CI disruption and high HP stat means you'll have some speed and durability, UGM6-SEC Gogeta (Xeno) is fucking awesome and can hit really hard, even being extra HE generation if you've less than the opponent. UM8-SEC2 Gogeta (Xeno) and UGM3-068 Vegito (Xeno) can each hit hard with their own benefits, BM3-SEC2 Goku is 1.5k (x), where x is the round number alongside 2x PWR LV and 4k fixed DMG when transformed, UGM10-023 Goku can appreciate the STA generation the deck can have. UGM3-045 Vegeta can handle DMG reduction/multiplication based on your needs, ABS-25 Vegito is 5k every round. Final for a disruption card that could slow the opponent down as to not feed it, HGD4-SEC Dabura (Xeno), while it'll suck that his summon can't be used without a HA to tech against Godku, the 3k PWR and -1 to enemy HE per 5k PWR LV of the enemy's great on punishing speed with no HE. UGM8-SEC3 Bardock has a high MP chance to help with Goku (GT)'s super attack and you could tinker with a supporter or two to give him fixed DMG/PWR LV alongside his PWR LV multiplication. |
Basically with the other GT villain thing that can generate STA but being abused since the unit members aren't form-locked thank fucking Zamasu. There's a weird level of defense with the deck, not directly but more tangentionally which can help make sure you're taking the DMG you want to take for Goku (GT) while not dying before securing the revives, then there's the STA generation, which is both good and weird. Gotenks being useful with any effect is funny, maybe he's the next stage for Unit Aggro since you can make it where you either get STA generation, STA generation + PWR (through Solid Tactics/Trusty Teamworks), and then 15k PWR/GRD meaning there's not really a bad pull with the card or at most, a 1/3 chance to be "Unlucky" R1 (and again, 15k GRD is nuts, even MM3-052 Frieza can have an issue with that R1 at least, we don't talk about R2), and a 1/9 for R2. Overall I think the deck's pretty solid if risky and can be potent even without a HA to help with HP and in BS Kai HA's case, solid fixed PWR LV.
Alternative Cards
Card | Why |
---|---|
Giant Super Baby/Super Baby 2 | The DMG multiplication from Gohan (GT) does transfer into the giant form meaning you could have a decently hitting Giant if you wanted too. The big thing is that there's a few with a strong R1 effect before going giant that I'll list: UGM1-048 his giant sets the enemy's GRD to 1 and as they attack R1, their STA will be set to 1. SGPSJ-03 comes with speed for R1, disables HE from abilities for the opponent and his giant stuns. HJ5-60 Stuns as a giant and has Feint, halving enemy PWR LV R1. UGM9-050 Has Feint alongside halving the enemy's PWR when using his super attack as a giant. BM4-038 has Feint, a Giant burst and his giant stuns the enemy. HGD6-54 and HJ1-55 both can disable the enemy's DMG reduction on using their super attack if you want to rely on them for that utility. |
SH7-46 Goten (GT) | PWR LV Limiter unit with Goku (GT) and Gohan (GT). |
BM7-045 Goten (GT) | Has a revive with Pan and Trunks (GT) instead if you wanted to go with the Pan/Gogeta (GT) route and if you have less PWR than the enemy in the PLBP he doubles your team's PWR for the round, tripled if you win the PLBP. |
BM11-054 Goten (GT) | Block burst + STA generation to ally attackers while a supporter is really good utiltiy, this variant is just too aggressive to make use of it. |
BM12-043 Goten (GT) | R3 he halves enemy PWR LV, helping you win the PLBP like Feint does for R1, note this isn't as good as decks are usually faster here since PWR LV has been built up from Chilled and the likes. |
UGM4-044 Goten (GT) | Trusty Teamworks with Energy Guard unit with Goku (GT) and Gohan (GT). |
UGM9-042 Goten (GT) | Has Baby Parasite unit alongside Diversion in case you wanted the unit but also wanted to free up the Gohan (GT) slot. |
HGD6-56 Baby Trunks | Tuffle Conquest means that if you have more attackers than the enemy, your team gains GRD/DMG reduction pierce, also comes with Baby Parasite unit with Gohan (GT) and Goten (GT), main issue is that he's not a Trunks (GT) so any units relating to that will require a Trunks (GT) card are just off the table. |
UM8-071 Gohan (GT) | Speed and 5k PWR for the team if you can win the PLBP. |
BM3-075 Gohan (GT) | Defensive stance + 500 PWR LV if you really want that. |
MM2-040 Gohan (GT) | 3k fixed DMG on his super attack alongside a unit with Piccolo and Goku (GT) to give unit members 2k fixed DMG on winning a CI. |
SH3-42 Gohan (GT) | PWR LV LImiter unit with Goku (GT) and Trunks (GT) |
SH6-48 Gohan (GT) | DMG Doubling Seal unit with Goku (GT) and Goten (GT) |
UGM3-032 Trunks (GT) | Solid Tactics with the 3 HE unit that sets both team's STA to 1 is pretty good, Paralyze is a nice cherry on top, main issue is that the unit members can stretch the deck a bit, being Gogeta (GT) and Pan, but still really valuable and a funny thing you can do. |
BM12-045 Trunks (GT) | He has a revive unit with Goku (GT) and Goten (GT) alongside Feint, great use of MM2-039 Goku (GT). |
BM6-062 Robel and BM1-SEC2 Beerus | The Baby Parasite unit seals the enemy's super attacks very efficiently and even then, if you use a unit that has Vegeta (GT) as a unit member, you have PUMS14-SEC Vegeta (GT) as a standalone card to feed Beerus PWR/GRD which Robel can recognize to make him a very defensive card barring UGM8-SEC, a rare card from what I've seen. |
SH8-43 Goku (GT) | PWR Reverse Reduction unit with Vegeta (GT) and Pan as unit members if you wanted to lean more into Super Baby. |
UGMP-21 Goku (GT) | If you don't see any HGD9 Future Trunks and use a BS Kai HA, you can easly get 10k PWR LV R1 transforming him into SS4, stealing 10k PWR from whomever Baby didn't hit while also gaining GRD/DMG reduction pierce. Pretty solid thing to have. |
MM3-052 Frieza (Revived) | While its slow the dumb PWR this card generates would be very appreciated for Super Baby and the STA generation lets you be more aggressive in predicting enemy positions. |
Masked Throwback
Card | Why |
---|---|
HGD9-SEC2 Masked Vegeta | Thirst for Strength gives this card full STA generation and 3x PWR if he can use his super attack pre-PLBP, the amount required is 4. Furthermore his burst steals 3k PWR from the enemy attacker and he has a PWR LV Limiter unit. The only issue with the card is that he's pre SDBH meaning his units are form-locked, go with the assumption that it's not attire locked, like HGD9-SEC2 Masked Saiyan will allow BM4-060 Mira since he is on the normal form even if not the same shirt that was used in HGD. While the card has most definitely aged, I still tthink it's cool enough for a throwback. Just note to have this card registered late so he can triple the PWR generation from everyone else. |
BM4-010 Towa | Halts the enemy's HE from PWR LV on R1, meaning that without using a precious R1 app or having it be from abilities, which is uncommon, you'll have a huge lead in HE for Pride in Battle to feed into HGD9-SEC2 Vegeta for extra PWR generation. |
UGM8-009 Mira | Has a Dark Shenron alongside Aura of Darkness, halving enemy STA recovery as a supporter and HP recovery, the former is a guaranteed stun if the enemy has 1 STA while the latter can help disrupt healing, even from apps meaning it's like you dealt 1-2k fixed DMG. |
UGM8-014 Goku | Pride in Battle with a EX Spirit Bomb Smash, as long as you can fit a card to repeatably lower enemy STA to 1, you can get two instances of stunning the enemy team, once with Mira's Dark Shenron and then again with Goku's Spirit Bomb. Main issue is that you are frail to MM3 Porunga, which can lead to the deck being into the water and you'll lose the Hellfire God Meteor, which can help the deck survive much easier but if you trust in the HE disruption into PWR LV LImiter combo (such as not seeing a single MM1-066 Majin Ozotto), than you are in theory fine enough to be this aggressive. This also comes with the benefit of fulfilling Future Gohan in Black's Goku needs, freeing up a slot. |
UGM9-061 Future Gohan in Black | Our main source of HE generation, gives 3 alongside 1.5k PWR/GRD to all allies within his row per enemy attacker, helping feed Masked Vegeta and his unit as well as Goku's Pride in Battle. |
UGM4-064 Gohan (SH) | Not only further HE generation in case you wanted other super attacks but also can greatly lower the enemy's STA if you deal low damage, which considering the whopping two ELs here and that Mira isn't known for damage, probably fine to mostly get the 1k or less DMG threshold to do 3 bars of STA damage to the team, nigh guaranteeing the stun from the appropriate CIs. Main fear is if they have a block burst since that can stall this for a round. |
Flex slot | EL or BS Demon God HA are solid HAs to have since we can comfortably use either units, the main difference is utility with their unit and how they have the team target, the former targets enemy with low STA and halves enemy DMG dealt, latter targets the enemy that'd take the most damage outright and makes the enemy take 50% more DMG. This can also be your MM3-018 Gogeta if you are in fear of MM3-044 Janemba since we really do want our HE, we can deal with ABS-22 Piccolo with an app if need be and play like we have HUM4-22 Yamcha for R1. This could also be MM3-052 Freiza (Revived) for a bit of speed, PWR generation and GRD shredding, maybe something like HGD6-56 Baby Trunks to have GRD/DMG reduction pierce if paired with MM3-SEC Vegeta. UGM9-SEC2 Vegito or UGM8-035 Vegito can be used to normalize CIs for your team too. |
It's made to kill quick and hoping that its stuns will see it through to the other side, PWR LV Limiter is poor against MM1 Ozotto but not every duck runs that hopefully so while they rely on PWR LV Limit Apps, HGD9 Future Trunks, and/or UGM10 Gamma No.2, you can cut under them with this and not worry too much about. One thing to note is the timing, you'll want Future Gohan in Black Goku Masked Vegeta for optimized PWR generation. Seeing the decks most commonly used, disabling HE from PWR LV is practically running ABS Piccolo which is funny to think about, that HE generators are so rare since decks are so fast that you're fine for the most part in terms of super attacks, that said everything else is fair game and could leave you broken, the GRD generation can work well against MM3-SEC3 Frieza but we don't talk about MM3-052 Frieza (Revived). Big thing of the deck is the abuse of stuns that Gohan (SH) can facilitate, though something to take note is that is required for him to not hit hard to do so and with the PWR generation, that could be suspect? Make sure to lose the CI when it comes to a round you want to flex the Dark Shenron or EX Spirit Bomb Smash EX, though also beware that if you see MM3-052 Frieza (Revived) as a supporter it is much harder to make him work since Frieza will practically undo all your hard work if he's not stunned himself.
Alternative Cards
Card | Why |
---|---|
UM2-010 Towa | Feint can do a similar job while helping you win the PLBP R1 but lets the enemy have more HE than with BM4-010 Towa. |
BM4-060 Mira | Can set the GRD and STA of two high STA enemies to 1 for the round when a lone attacker/supporter, also has a spirit bomb that can stun if the enemy's on 1 STA, though this is probably for a different form of the deck than is presented. |
HGD2-SEC2 Mira | If you win the PLBP, GRD/DMG reduction pierce and increases enemy CI speed for the round. This can be solid but requires a different deck structure than what I'm going with. |
HGD7-CP8 Mira | God Kamehameha seals the enemy's GRD r2, you can use Vegeta's unit R2 before the god kamehameha to have a tech against Godku's GRD, Aura of Darkness also disrupts STA/HP recovery somewhat. Similar to before, solid as a tech but not fitting our deck's strategies. |
PBBS15-01 Goku | Strongest of the Strong + the right spirit bomb, main issue is that it's one shot and he'll have to be a supporter R1 as to not waste his ability, demanding more from the deck in terms of speed to meet HE requirements. |
BM11-SEC2 Goku | Can give the deck a good bit of speed when paired with a Goku (Xeno), which exists with Strongest of the Strong to help fuel Mira's Dark Shenron or to help go into other directions. |
MM3-SEC Vegeta/Goku | Takes a round, depending on CAA seals, to become Goku but Vegeta himself can feed the Dark Shenron/Spirit Bomb stuns the best, easily the best fit within a deck that uses HUM4-22 Yamchad as he wants to be able to have a few supporters, Goku can be used when you need an answer to the Goku Core if you find a deck using them alongside a good chunk of speed which helps you with HE generation too. Might necessitate replacing Future Gohan in Black with HUM4-22 Yamchad outright. |
Other Pride in Battles to consider | UGM7-BCP8 Vegeta (BR) Hellfire God Meteor is a great defensive utility, when you can activate it. UGM5-063 Aeos and MM3-024 Porunga can make it nigh impossible to come out but not every deck does run them, and in that instance this card can help you survive R2 quite handily. The only hiccup is maybe action abilities but with little HE, some of the more dangerous CAA/TAAs are much worse off. PUMS14-02 Vegeta opens up use with MM2-068 Goku which equates to a ton of HE, would need to swap Mira and Towa for better cards when going this direction. UGPJ-14 Vegeta While not super saiyan he has a block burst which is defensive utility. PUMS13-19 Goku Black has UGM7-SEC3's super attack which means ultimate style. PBBS13-08 Future Gohan in Black has it alongside a TAA seal unit with Aeos and Namekian Warrior in Black, the latter has a link card to reduce HE requirements for an ally making Masked Vegeta's super attack easier to fire but needing both cards can be a problem for room within he deck but still an option, Aeos has some good cards herself like UGM5-063 after all while the Namekian Warrior also has a Dark Shenron if wanting to go had into Gohan (SH) still. Finally there's UGM10-CP8 Dark King Demigra which is an EL with a keysword lock, meaning you could pair him with UGM6 Robel if you want a R1 STA-based stun card alongside possible healing if you can win her attack CI and turn off certain cards if good with your CI. |
UGM2-064 Gohan (SH) | This can be an alternative to UGM9-061, giving a flat 6k PWR/GRD to the team while an attacker with disruption as a supporter but instead of a Goku he asks for Piccolo (SH), note that for retardation that Orange Piccolo is counted not as a form but as a wholly different character, thus, while great, can demand a different deck styling than what I went with. |
BM3-071 Janemba | Hey, if MM3-SEC Vegeta is getting fixed DMG and MM3-SEC3 Frieza extra attacks, you could have this as a diet MM3-052 Frieza (Revived), giving your team 1.5k PWR and shredding enemy GRD by 1.5k per enemy supporter while being on time for Vegeta to reap the benefits, sadly STA recovery not included and some games might have this card doing nothing. |
MM3-018 Gogeta | Reminder that this deck really hates MM3 Janemba, if you want replace the seventh card with this. |
HUM4-22 Yamchad | Can fuel Masked Vegeta quite well but requires a certain deck styling, pairs really well with MM3-SEC Vegeta/Goku as they are flexible enough for you to make use of both sides, either going heavy in the support area for STA dmg or fast with everyone as an attacker. |
UGM3-034 Goku Jr. & UGM3-035 Vegeta Jr. | As long as you can secure the PWR LV Limiter unit, its unlikely the enemy will have super attacks meaning these can help stop them from activating since they could be a way the deck can die defensively, they tend to ignore Hellfire God Meteor. Also can work wonders with PUMS14-SEC Goku (GT)/Vegeta (GT) as extra support from the latter and STA generation from the former. |
BM7-059 Hearts | He lowers the super attack requirement for the team by 1 when an attacker, increased to two if you have more attackers than the enemy. Finally if you have 6+ HE, your team will target the enemy that'd take the most damage. This can help activate Masked Vegeta without needing extra HE, though the activation requirement can require harsh support to make sure it can activate. |
UM4-071 Great Priest | He gives you one round of free super attacks regardless of HE when deciding a strategy, this could open up some theoretical FTK strategy but not really worth it for Masked Vegeta unless you want to try a strategy like this and UGM7-059 Future Gohan in Black as a way to get 30k PWR LV, though at that point you'd probably want MM3-052 Frieza (Revived) to make the most out of the PWR LV and generate a ton of PWR even if Masked Vegeta can't make use of it. |
BM11-017 Goku | This Goku could replace Gohan (SH), giving you CI disruption alongside the STA dmg but you'd need speed to make sure you can get the 11k PWR LV consistently for your CAAs. |
Lock-On FTK Concept
Card | Why |
---|---|
UM4-071 Great Priest | Once while in the attack area he gives your team free super attacks regardless of HE, easily activating Future Gohan in Black since it'd be in the timing window he'd want such an effect to be in. |
UGM7-059 Future Warrior in Black | Strangest way to do so but 30k PWR LV is 30k PWR LV, really good R1 even if it comes with no HE and when compared to other options available, he requires the least setup even if just a one-shot effect. MM3-070 Broly (BR) requires MM2-SEC2 Gogeta, a HR Kai HA and enough PWR app bonuses, BM3-059 Vegeta requires with MM1-043 Future Trunks or MM3-052 Frieza (Revived), sure all of these cards have utility that can help the game go long and are repeatable sources of PWR LV but what if I just want to end the game on R1? |
5 Flex Slots | This is also on time for lock-ons to be able to be used and spammed R1 to win games without needing to do something like Sideline Support into HGD8 Hit and having his PWR LV feed into it, though he does offer negative DMG reduction which was the common way to go for game since you wouldn't need to worry about winning CIs as hard but there's other ways of going about it. This doesn't need to be just five lock-ons, they attack first, before all other co-op groups and attackers so a big thing to leverage are stuns. The five cards I've selected, is one of many combinations you can go with for the job. UM7-SEC3 Hearts disables the enemy's GRD/DMG reduction for the round while dealing 3x DMG if you win the PLBP by 5k+ PWR LV alongside a burst on top of it, UGM10-023 Goku represents a whopping 23x DMG multiplier when his burst and multipliers are taken into account, MM3-052 Frieza (Revived) is a ton of PWR for the team, 30k minimum as long as he's not sealed, BM3-059 Vegeta as a regrettable supporter to make sure Frieza's not sealed, the 20k PWR will make sure he goes first, also more PWR LV in case you wanted a spit-take on the meaning of life. UM8-046 Demon God Gravy has a burst lock-on to make sure the enemy has super fast CI speed alongside 1 STA to make stuns easy. Remember this is not the only way to set up a similar situation, even with lock-ons there's options to be made, I just figured this was best against the most since it handles MM3-071 Goku well, and that order matters, these cards should attack in the order they're registered so if you want Goku to have prime stun material, you should go Demon God Gravy Goku rest of the team. |
So it should be noted while the potential of the deck is huge, it is the most delicate piece of china too. While you ignore ABS Piccolo, UM8 Fin, and MM3 Janemba, you do lose against HGD9 Future Trunks, ABS-16 Omega Shenron if you don't have ABS-15 Gogeta (GT), MM3 Porunga, UGM5-063 Aeos unless you have a R1 defense card, and funnily enough, MM3-018 Gogeta if you are lacking in HE. And then of course, CIs, you do need to win CIs to launch super attacks here.
Inescapable Strike
Card | Why |
---|---|
BM1-SEC3 Bardock | R1 defense so we don't die, also gives you 10k PWR LV through his climax to help win the PLBP, not die, and have the HE for super attacks. |
BM3-059 Vegeta | Gives the PWR LV for Bardock, a problem does come when against HGD9 Future Trunks if that's the R1 stun card of choice. |
HG1-54 Super Sigma | Inescapable Strike is a mistake, it's a lock-on that completely disables the enemy's CI. Whomever Sigma hits, he'll win the CI and with the support, stun for the kill from the BS co-op group. |
MM3-052 Frieza (Revived) | With all the fixed PWR LV, why not all the damage? |
MM3-018 Gogeta | Makes sure we'll have HE by disabling MM3 Janemba, can be replaced if you don't fear the card, can hit hard in his own right though especially due to the PWR generation from Frieza. |
BM12-057 Demon God Demigra | Strongest of the Strong is a simple but effective way of making sure the enemy's STA is as low as can be, PLBP STA generation's not too common and this could be theoretically any heavy STA disruption card but I picked him because he's a BS for the co-op group and hits hard. |
BS Demon God HA | Our tool of retargeting to make sure the team will target the enemy the enemy that'd take the most damage, which chould be a stunned enemy. Reason we aren't using an EL who targets low STA is that our defense option is an EL and we do want the PWR LV he can offer since we aren't trying to cheese with UM4-071 Great Priest. |
This variant attempts to make a death trap using Inescapable Strike since as long as Sigma can do the STA damage, he's a guaranteed stun and that can true-combo into the next co-op group meaning uber death as the enemy will take 2x DMG and lose their CI. This deck does have R1 defense as to not implode to HGD9 Future Trunks but can have an issue against Majin Ozotto a little bit, for 7 HE we need 21k PWR LV, as it stands we have 10k for HE and are needing STA to go the rest of the way, normally good but Ozotto does halve our PWR LV. You also can lose against block bursts since they'll target Super Sigma to stop the one-two punch.
Alternative Cards
Card | Why |
---|---|
BM5-ASEC Vegito | If wanting to go with an EL Demon God HA, than this can replace Bardock as more stalwart defense, not dying to DMG reduction pierce, but lowering the HE of the team a good chunk requiring possibly other cards, could replace BM3-059 Vegeta with UM4-071 Great Priest and then MM3-018 Gogeta with a flex slot, just be wary to not be an EL for the BS co-op group (unless you want to lean into an EL co-op group with UGM9-SEC2 Vegito and MM3-SEC Vegeta/Goku, note in this case than you're fine with BM1-SEC3 Bardock or some other EL defense). |
BM12-LSEC Gogeta (BM) | He disables enemy revives R1 through a summon and has 4k fixed PWR LV, this is very nice since revives are annoying when trying to ftk. |
UGM6-055 Vegeta (Xeno) | Can offer GRD/DMG reduction pierce for the co-op group to make sure that the enemy will die even if they try to defend with Godku or something. |
Gogeta (BR) Stun Abuse
Card | Why |
---|---|
MM3-SEC2 Gogeta (BR) | If the enemy has 50% or more HP than his summon will stun someone which makes it easy for the team to attack someone stunned for all the damage. He also has some minor defensive utility if you win the PLBP, something this deck totally isn't wanting to do at all. |
MM1-043 Future Trunks | Gives the 3 Vegetas on the team and himself all the STA in the world, every round, and if in a co-op group with a Vegeta he has the enemy take 1.5x DMG and reduce their HE by 2. This is important to make sure that ABS-02 Vegeta and BM3-059 Vegeta can have the most STA possible immediately. |
BM3-059 Vegeta | Part MM3-071 Goku tech, part speed for Gogeta (BR), part speed for Frieza (Revived), always 30k even against MM1-066 Ozotto, keister is firmly planted in the support area, if you want to make the most of BM4-043 Vegeta you can make him the 30k PWR recipient but if you want someone else's effect to go off, then link appropriately. |
BM4-043 Vegeta | So he disables your PWR LV multiplication and halve DMG received for R1, the former is a tech against UM8 Fin who might be a bit common and the latter helps you not die even against HGD9-44 Future Trunks, he's also a BS attacker Vegeta for Future Trunks to be a good son with. Finally, at the end of the PLBP of R1, you gains PWR equal to your PWR LV, and is fine with fixed PWR LV. His dragon fist can also hit really hard with the HE generation from Vegeta. |
ABS-02 Vegeta | He can hit really hard depending on his STA consumption, at 3 bars he's 4x PWR, 2x super attack DMG, and 3 HE. He also has a strong CAA being a super energy with 1.5x DMG that ignores the enemy's DMG reduction. If you wanting the big co-op group against a stunned enemy than you want him as a supporter regrettably, HR co-op group does come before the BS co-op group and Gogeta (BR), while he doesn't need to be an attacker for his defense, does for his summon. Though there may be times where it's fine to have this and Gogeta (BR) be the ones to end the match especially with the next card to make him go off. |
MM3-052 Frieza (Revived) | Look, I understand I've used him presses CTRL-F, five times but his PWR generation is just so tantalizing god dammit. Imagine, 50k PWR R1 for the team, then its 100k PWR, the numbers are fucking insane and the STA generation has nice tech against Majin Ozotto, making sure that the important Vegetas have the STA they need to perform their best. And then this shit gets multiplied or stacked with negative DMG reduction or hitting a stunned bozo, usually I'm one to shy away from meta cards like this but he just tickles all my fancies dammit. I like big fucking damage and I cannot lie. |
BS Demon God HA | Retargeting to make sure the team will hit the stunned enemy, could replace with an EL to be more sure on that but BS means we have a stronger co-op group. |
So this is extremely memey but when I saw BM4-043 Vegeta, kind of felt like I had to be the ultimate Vegeta fanboy. Was originally a deck for UM11-048 Fin and ABS-02 Vegeta using MM3-053 Frieza (Revived) but if I'm already going like this, why not try to capitalize a stun along the way and thus memes were born. Also inspired by MM4 spoilers as that happened the day I was finishing up this deck with a card demanding my interest in trying to break. Goal of the deck is to hit hard with Gogeta (BR) helping you not die, and Vegeta for R1, and then kill with a strong co-op group, either HR with Gogeta (BR) and Vegeta or with the BS co-op group containing the Vegeta knuckle sandwhich with Frieza and Trunks as condomints.
Alternative Cards
Card | Why |
---|---|
UM11-048 Fin | His thing is that he lowers enemy STA pre-PLBP equal to the STA he's consumed, so he and Frieza (Revived) could make for a potent STA disruption combo, especially if STA is not likely to be generated in the PLBP, the EL Android HA isn't completely ubiquitous, common but not the only game in town. |
BM1-054 Vegeta | A BS Vegeta that makes the enemy more susceptible to STA DMG and take 30% more DMG when an attacker once at the PLBP, solid effect. |
HGD8-34 Vegeta | Ambitious Prince makes him have 2x PWR LV, giving the deck some speed if you really want that. |
PUMS14-02 Vegeta | Pride in Battle to make use of ABS Vegeta's HE generation though we don't have HE stun capabilities really and most of our PWR LV can't generate HE but he opens up MM2-068 Goku as a card to give everyone 3x PWR at the PLBP. |
Dr.Mew Appears
Card | Why |
---|---|
SH2-46 Dr. Myu | Not only comes with the Machine Mutant Unit, which is 4 HE to set the enemy PWR LV to 1k, he also has the super scientist brain to make the enemy not have HE from PWR LV for R1, these two can really control the enemy's HE and aggression early on even if you don't touch their PWR. |
BM2-060 Dr. Gero | Clever Trap is decent enough, -4k PWR for each enemy attacker on all enemy attackers while a support is exactly where we want to be at, then he also comes with a MU Unit to win the PLBP again. |
MM2-047 Android 17 | And now we've hit the weird pick, this card, when Super 17, makes it where the enemy attacker has reduced PWR and reduced fixed DMG, starting at 5k and half, increasing if attacked by a ki-blast group (predominantly ELs though sometimes HR, can't confirm what happens when a HR co-op group contains both ki and strike characters and attacks Super 17) to 20k reduced PWR and no fixed DMG at all. This can be really good, the main issues is that he'll be Super 17 for the units starting R3 since the transformation is R2 and after the time for units. |
BM6-062 Demon Goddess Robel | Our retargeting, thankfully don't need other support considering UGM8-SEC is out of mind and out of sight and that MM2-047 Android 17 starts with a very healthy 3.7k GRD, that's comparable to some HAs. Adding 3k on top of that can't be bad. |
MM2-SEC3 Omega Shenron | Gives security and healing, the free revive can help in the worst case scenarios while the healing could help us not die and even keep the revive as long as the defense is enough. |
HUM4-022 Yamchad | Gives the team enough HE for us to access our units, Outstanding Assist is still outstanding to this day. |
UGM9-045 Pan | Helps with CIs on the linked ally, is a supporter for Yamchad, and the 3k PWR LV is HE in of itself. |
This was inspired by me having to help someone not of the server with World Mission and finding SH2-46 really neat, compounded with what HenBS was cooking with his GT villains deck, only to be compounded with the realization that if UGM8-SEC is uncommon then Robel is much more reliable and doesn't need as much support. Hence the deck before you, a deck on retargeting while also trying to abuse units. The deck is very much more something you have fun trying to make work rather than something good, after all most decks generate a bit more than 5k PWR in the PLBP at this point. This is a deck where Omega Shenron's damage will be very appreciated too, not much helps with the damage department natively but not every deck needs to end the game on R2. As for playing it, main goal is that R1 you'll have Pan linked to A17 with Robel in the supporter and then have attackers depending on what you feel, don't be afraid on having Dr.Gero as a supporter R1 since Clever Trap could very much help R1 defense though also note the enemy won't have much in the way of HE for R1. By R2 you'll probably want a limiter app or something to guarantee winning the PLBP for A17 considering the units will be unavailable.
Alternative Cards
Card | Why |
---|---|
BM2-059 Super 17 | If you want the access to the units R2 onward instead of R3 onward, than this card can fulfill a similar role, once if you win the PLBP as an attacker, he reduces enemy DMG based on how many cards with a CAA the enemy team has. They're really common so this should be able to act as solid defense. Note that this also frees up the Robel slot and probably necessitates an overhaul of the deck since the retargeting from Robel isn't needed, Pan is less likely to be useful and thus you won't have the supporters to make Yamchad worthwhile. That said I still think you keep MM2-SEC3 Omega Shenron, I think he'll really help the deck shine but you can go for a more faster-paced deck using more familiar cards than what I've referenced with here. |
BM8-052 Super 17 | He has Strongest of the Strong in case you wanted that for a more aggressive deck, BM7-SEC seems to be quiet. |
HGD5-SEC Super 17 | This is when they absorbed 18 and has Calm Analysis alongside Infinite Energy Reactor 2.0, possibly gaining 5k PWR or GRD at the end of the round alongside a lock-on that deals 2.5x DMG if they target an EL. This could be useful in a lock-on focused deck or if you've other PWR generation to pair with this card. |
HG1-52 Dr.Myu | He has Systems Hack which is really good for Android 17 to allow him to transform early and he has the unit with Mega Rildo and Super Sigma as unit members, the former can help work with Omega Shenron for healing while the latter has a card with the MU unit with Mega Rildo and Myu as unit members, but doesn't help with R1 defense at all. |
HGD5-25 Dr.Gero | Diversion to halve enemy STA while a supporter and a 6 HE revive unit with the appropriate unit members, could be useful if you want to lean into revive spam, MM2-039 Goku (GT) is down the hall. |
MM3-018 Gogeta | I have a feeling if there was an active SDBH reddit for the arcade, hating on MM3 Janemba would be something you could farm updoots for. |
MM2-SEC2 Gogeta | As we are going with retargeting shenanigans, this can be really good giving the team extra DMG reduction and contingencies when against Chilled, the main issue is that the 30% DMG reduction might make him targeted instead of Super 17. |
MM3-SEC4 Broly / UGM7-SEC3 Goku Black / UM10-058 Ultimate Kaminoren / MM2-049 Super Baby | All of these steal half the PWR of the enemy attackers every round which is really nice to stack Super 17's PWR disruption, though all have some hiccup that makes them not really fit. Ultimate Kaminoren is a giant, meaning Yamchad won't count him for HE generation, Goku Black's transformation can make him a Robel target instead of Super 17 (insert paradise society peak in world we had Savage Shield (repeatable)) and can be a bit finicky if we want to try and be aggressive, not just lone attacker. For Broly, who is a bit slow at stealing Super 17's show at R3 at the earliest instead of R2, further more he also comes with heavy HE generation that's really great and could make Super 17 hit really hard with his summon. The issue is that by doing that, Super 17 won't ever be attacked because of Broly's 100k GRD so you have to choose between 10 HE or Super 17 doing anything for a round. And note that our Super 17 needs to be transformed to be able to use the units we have on the team, not just for his PWR disruption. Super Baby could work but really requires you to have insane foresight to work as PWR disruption, so much that I don't think you could comfortably support the two in the same deck, not with the cards at present (maybe something like Robel, Baby, MM3-SEC, UGM5-SEC/MM2-053, A17, with two slots for speed control?). |
MM1-SEC3 Goku | The DMG reduction's nice, his line ability seals enemy DMG multiplication which is really good if you can play to your opponent, though he shuts off Omega Shenron's healing which is a big no-no. |
MM3-024 Porunga / UGM5-063 Aeos | With our low HP, not having a HA, we could use him to slow the enemy's DMG by disabling heavy action abilities like from MM3-SEC, BM7-SEC2, BM12-LSEC, etc. UGM5-063 Aeos can do this in a less flexible roll but has a god meteor and STA to spend. |
BM3-069 Salsa | If you want to lean less about the revenge of the tuffles and more strictly focus on MM2-047 Super 17, than this alongside the MM3-052 Frieza (Revived) and BM3-059 Vegeta can be a strong core to win the PLBP for Super 17 while offering PWR generation for the team and disabling enemy DMG multiplication. |