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* AmbidextrousSprite: Averted. Certain animations (mostly during Super Attacks) will be completely redrawn depending on which side it is launched from (for example: An enemy Goku will have his back facing the camera when launching his Kamehameha), and characters like Fusion Zamasu will always have their asymmetrical features stay put regardless of which side they're facing.

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* AmbidextrousSprite: Averted. Certain animations (mostly during Super Attacks) will be completely redrawn depending on which side it is launched from (for example: An The enemy [Final Super Power] Super Saiyan God SS Goku (Kaio-ken) who appears in "Beyond God - The Ultimate Secret" will have his back facing the camera when launching his Kamehameha), and characters like Fusion Zamasu will always have their asymmetrical features stay put regardless of which side they're facing.



** Cards from ''[[Anime/DragonBallSuperSuperHero Super Hero]]'' also have this effect thanks to the source film receiving an Animation Bump itself. Especially conspicuous are the orbital shots used in Super Attacks like that of [Awakened Super Hero] Ultimate Gohan.



** While you do have to grind for them, the Mysterious Hour Glass allows you to revert any TUR character back to their SSR/UR state, making it easier to unlock a potential route or raise their Super Attack level without burning too much resources.
** Should the players accidentally threw away their Extreme Z-Awakening medals, they are able to regain them by replaying the milestone levels to get them again at the cost of a couple of staminas.

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** While you do have to grind for them, the Mysterious Hour Glass Hourglass allows you to revert any TUR character back to their SSR/UR state, making it easier to unlock a potential route or raise their Super Attack level without burning too much resources.
** Should the players accidentally threw away their Extreme Z-Awakening medals, they are able to regain them by replaying the milestone levels to get them again at the cost of a couple of staminas.stamina points.



** 2016: Yamcha's Epic Clash was released, giving out the two joke cards [Absolute Loss] Yamcha and [Wounded Honor] Yamcha. Their passives tanks their ATK and DEF to 0.

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** 2016: Yamcha's Epic Clash was released, giving out the two joke cards [[NeverLiveItDown [Absolute Loss] Yamcha and [Wounded Honor] Yamcha.Yamcha]]. Their passives tanks their ATK and DEF to 0. This event returned eight years later for the April Fools' Day campaign in 2024.



** 2018: Dokkan Battle announced Dolly Battle, a game mode where you'll able to date various Dragon Ball women via dating sim, as Ribanine helps you find true love. [[DisproportionateRetribution Screwing up, however, will result in the Shadow Dragons coming out to kill you.]] They did release a card that had all the Dragon Ball Heroines, [[BonusFeatureFailure except you couldn't use the card at all, unlike the previous year's Saibaman team.]]

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** 2018: Dokkan Battle announced Dolly Battle, a game mode where you'll able to date various Dragon Ball women via dating sim, as Ribanine Ribrianne helps you find true love. [[DisproportionateRetribution Screwing up, however, will result in the Shadow Dragons coming out to kill you.]] They did release a card that had all the Dragon Ball Heroines, [[BonusFeatureFailure except you couldn't use the card at all, unlike the previous year's Saibaman team.]]



** Just like its source material, the number 7 is ''everywhere'', though some argue its taken to absurd levels here. The game has a 7 day countdown to major events and celebration, some of the stronger Baba Shop cards (obtainable through treasures) require 777 Incredible Gems, you can only summon Porunga once every 7 days (since you can only obtain one Dragon Ball a day), you bring a team of 7 cards in battle (six of your own plus one friend lead), modern Dokkan Fest cards require 77 medals from their respective Dokkan Event to Awaken, there are 7 steps to fully Extreme Z-Awaken a character, [Brazen Courage] Gohan (Kid) gives a +77% Stat boost to all characters, you get [Glorious Radiance] Hercule upon your 777th log in, 7 is the standard featured characters for many banners and certain characters gets a 77% ATK and/or DEF boost from their passives.

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** Just like its source material, the number 7 is ''everywhere'', though some argue its taken to absurd levels here. The game has a 7 day countdown to major events and celebration, some of the stronger Baba Shop cards (obtainable through treasures) require 777 Incredible Gems, you can only summon Porunga once every 7 days (since you can only obtain one Dragon Ball a day), you bring a team of 7 cards in battle (six of your own plus one friend lead), modern Dokkan Fest cards require 77 medals from their respective Dokkan Event to Awaken, there are 7 steps to fully Extreme Z-Awaken a character, [Brazen Courage] Gohan (Kid) gives a +77% Stat boost to all characters, you get [Glorious Radiance] Hercule upon your 777th log in, 7 is the standard featured characters for many banners and certain characters gets (almost all of whom belong to "Representatives of Universe 7") get a 77% ATK and/or DEF boost from their passives.



** Whenever a new Goku card shows up, expect the number 59 (referencing the translation "Go-Kyu" in Japanese) in their passive to crop up. Likewise, many Gohan units often have the number 58 ("Go-hachi") in their passives

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** Whenever a new Goku card shows up, expect the number 59 (referencing the translation "Go-Kyu" in Japanese) in their passive to crop up. Likewise, many Gohan units often have the number 58 ("Go-hachi") in their passivespassives.



** In the days leading up to the 300M Download celebration livestream, many fans were waiting for the moment Cell interrupts the stream to announce his Cell Games Tournament (This is due to the livestream being hosted on the 17th of August, which, while not the exact month, was the day Cell raided the WNN in the manga and anime to announce his tournament. Lining this up is that dataminers have determined the celebration will start on the 27th, exactly 10 days after the livestream.) While he didn't hijack the stream, [[https://www.facebook.com/watch/?v=465683944287381 Cell did posted a video on the global Facebook page related to the theme.]]
** At one point in the Quest mode, Android 17 refers to Android 16 as the "tough, silent guy who likes birds," possibly referencing the latter's obsession with them in ''WebVideo/DragonBallZAbridged''

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** In the days leading up to the 300M Download celebration livestream, many fans were waiting for the moment Cell interrupts the stream to announce his Cell Games Tournament (This is due to the livestream being hosted on the 17th of August, which, while not the exact month, was the day Cell raided the WNN in the manga and anime to announce his tournament. Lining this up is that dataminers have determined the celebration will start on the 27th, exactly 10 days after the livestream.) While he didn't hijack the stream, [[https://www.facebook.com/watch/?v=465683944287381 Cell did posted post a video on the global Facebook page related to the theme.]]
** At one point in the Quest mode, Android 17 refers to Android 16 as the "tough, silent guy who likes birds," possibly referencing the latter's obsession with them in ''WebVideo/DragonBallZAbridged''''WebVideo/DragonBallZAbridged''.



** The Vegito and Gogeta Fusion transformations for both LR Goku and Vegeta and their angel incarnation respectively. While their Fusion is undeniably the most overpowered units in the game, to transform into them, you have to have your HP below 50% and wait 6 turns before you can do so. However that's easier than done given the fact that 6 turns for Dokkan standards is actually rather long particularly when those two are released and they're are so overpowered in their unfused form that you will probably stomp the bosses to the ground before you can even reach the threshold. Furthermore, thanks to their colossal defenses and great leader skills, it is very unlikely that the bosses will be strong enough to deplete you below the threshold unless you either sabotage yourself or are playing the Super Battle Road[[note]]But even then, you still have to wait 6 turns before you can even think of transforming but if you managed to pass that threshold, you are either lucky that they do not Super Attack you or used items that allow you to survive for 6 turns and their fusions won't pass over once you defeated the enemies[[/note]]. In other words, if you successfully managed to fuse into either Vegito or Gogeta, you are probably winning the game anyway and is purposely dicking around just so you can get the transformation.
** Likewise, [Boiling Power] Super Saiyan Goku and [Glacial Prestige] Frieza (1st Form) also have transformations that borderlines impractical. Starting from the third turn, Goku and Frieza will transform one level at a time for every turn they appear in, capping off at Super Saiyan Blue for Goku and Golden Form for Frieza. However, this threshold basically means that in order to reach the highest level possible, you have to stretch the fight for longer than '''''ten turns.''''' By the time you actually manage to get SSB or Golden Frieza, the match has already been decided and you most likely have either sabotaged yourself or play Fighting Legend events to even reach that transformation state in the first place.
** [Fusion Reborn] Super Gogeta is among the first unit in the game to be able NoSell any Super Attacks. On paper, it sounds like a great passive given the fact that Super Attacks are easily the most damaging attacks in the game. However Gogeta's passive only works against melee-based Super Attacks but compared to Combo types and especially Ki-Blast types, they're incredibly uncommon with the majority of them dealing Ki Blast attacks. Additionally, you also need to hit the target enemy with an Ultra Super Attack so if they attack first or you K.O. the enemy you won't be able to get the passive. And even if you could somehow meet said conditions, given the fact that Gogeta has a 30% damage reduction on all attacks for 5 turns after you Fuse, chances are you're probably gonna tank said attacks anyway making the ability itself redundant.
** As the game progresses and the challenge behind events starts ramping up, Super Vegito's many [=DFE=] variants has begun to show faults with his mechanics. While he can take normal attacks no problem and can counter back for massive damage, he's a defensive liability against Super Attacks as his damage reduction only applies to normal attacks (not to mention the [=LR=] [Fused Super Power] and [Fused Hope] variants have ''no'' damage reduction in his kit). This is on top of him being a rather SquishyWizard, especially in Slot 1, as he has low defenses at the start of each battle/turn and requires either a Super Attack or two and a lot of build up just for his defense stats to be raised to acceptable levels. In an era of shorter stages with powerful bosses, who can now launch their Super Attacks multiple times in one turn, this can make him come off as TheLoad as you'll most likely pass him up for more practical units.

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** The Vegito and Gogeta Fusion transformations for both LR Goku and Vegeta and their angel incarnation respectively. While their Fusion is undeniably the most overpowered units in the game, to transform into them, you have to have your HP below 50% and wait 6 turns before you can do so. However that's easier than done given the fact that 6 turns for Dokkan standards is actually rather long particularly when those two are released and they're are so overpowered in their unfused form that you will probably stomp the bosses to the ground before you can even reach the threshold. Furthermore, thanks to their colossal defenses and great leader skills, it is very unlikely that the bosses will be strong enough to deplete you below the threshold unless you either sabotage yourself or are playing the Super Battle Road[[note]]But even then, you still have to wait 6 turns before you can even think of transforming but if you managed to pass that threshold, you are either lucky that they do not Super Attack you or used items that allow you to survive for 6 turns and their fusions won't pass over once you defeated the enemies[[/note]]. In other words, if you successfully managed to fuse into either Vegito or Gogeta, you are probably winning the game anyway and is are purposely dicking around just so you can get the transformation.
** Likewise, [Boiling Power] Super Saiyan Goku Goku, [Limitless Combat Power] Super Saiyan Vegeta, and [Glacial Prestige] Frieza (1st Form) also have transformations that borderlines impractical. Starting from the third turn, Goku Goku, Vegeta, and Frieza will transform one level at a time for every turn they appear in, capping off at Super Saiyan Blue for Goku the Saiyans and Golden Form for Frieza. However, this threshold basically means that in order to reach the highest level possible, you have to stretch the fight for longer than '''''ten turns.''''' By the time you actually manage to get SSB or Golden Frieza, the match has already been decided and you most likely have either sabotaged yourself or play Fighting Legend events to even reach that transformation state in the first place.
place.
** [Fusion Reborn] Super Gogeta is among the first unit units in the game to be able to NoSell any Super Attacks. On paper, it sounds like a great passive given the fact that Super Attacks are easily the most damaging attacks in the game. However Gogeta's passive only works against melee-based Super Attacks but compared to Combo types and especially Ki-Blast types, they're incredibly uncommon with the majority of them dealing Ki Blast attacks. Additionally, you also need to hit the target enemy with an Ultra Super Attack so if they attack first or you K.O. the enemy you won't be able to get the passive. And even if you could somehow meet said conditions, given the fact that Gogeta has a 30% damage reduction on all attacks for 5 turns after you Fuse, chances are you're probably gonna tank said attacks anyway making the ability itself redundant.
** As the game progresses and the challenge behind events starts ramping up, Super Vegito's many [=DFE=] DFE variants has have begun to show faults with his mechanics. While he can take normal attacks no problem and can counter back for massive damage, he's a defensive liability against Super Attacks as his damage reduction only applies to normal attacks (not to mention the [=LR=] LR [Fused Super Power] and [Fused Hope] variants have ''no'' damage reduction in his kit).their kits). This is on top of him being a rather SquishyWizard, especially in Slot 1, as he has low defenses at the start of each battle/turn and requires either a Super Attack or two and a lot of build up just for his defense stats to be raised to acceptable levels. In an era of shorter stages with powerful bosses, who can now launch their Super Attacks multiple times in one turn, this can make him come off as TheLoad as you'll most likely pass him up for more practical units.



** ''Don't'' throw away those mission-drop cards! They may not be the best, but they still hold a lot of potential and they're needed to fight Goku, Frieza, and Future Trunks in their Prime Battles.
** The Baba Shop SSR cards hit this trope as well. At TUR, they have the ''same Leader Skills'' as the original Neo-God cards and only give a Ki boost along with a great chance at boosting ATK and DEF. However, they are some of the easiest to obtain, if not time consuming due to cost.
** While General Blue's Telekinesis doesn't do much in the damage department (even at SA10), it does provide a great chance at stunning the enemy, potentially stun-locking them throughout the entire match (assuming they're not immune to stuns).

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** ''Don't'' throw away those mission-drop cards! They may not be the best, but they still hold a lot of potential and they're needed to fight Goku, Frieza, and Future Trunks in their take on Prime Battles.
Battles for potential LR cards.
** The Baba Shop SSR cards hit this trope as well. At TUR, they have the ''same Leader Skills'' as the original Neo-God cards and only give a Ki boost along with a great chance at boosting ATK and DEF. However, they are some of the easiest to obtain, if not time consuming due to cost.
** While General Blue's Telekinesis doesn't do much in the damage department (even at SA10), [=SA10=]), it does provide a great chance at stunning the enemy, potentially stun-locking them throughout the entire match (assuming they're not immune to stuns).



** Defensive-based passives such as damage reduction and guard. Compared to offensive focused abilities that are designed to kill enemies as fast as possible such additional supers or critical hits, the ability to take hits don't seem to be as flashy or explosive but if said unit doesn't have any defensive capabilities to tank hits after the enemy survives, then none of those matter if they hit back enough to reduce your HP straight to 0 anyway and immediately end your run. Additionally as PowerCreep makes the enemy becomes harder and harder over time, units whose passive are focused more on defense will almost always age better than those that focuses on offense as damage reduction & guard directly reduces the damage dealt before taking defense into account which allows them to scale far better as the game progresses whereas being able to hit really hard won't matter if the enemy is way too tanky to shrug off said attack before retaliating back in return.
* BraggingRightsReward: Beating the most difficult events in the game such as Transcendent God of Destruction or The Ultimate Red Zone rewards you with a Support Memory that permanently gives them an ATK & DEF boost to the appropriate categories, making them among the best Support Memory in the game as all others only works for 1-2 turns. However, given the fact that they're the hardest bosses in the game, you certainly do not need it against future enemies as if you can beat them, then you certainly can beat other events where their category is required.

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** Defensive-based passives such as damage reduction and guard. Compared to offensive focused abilities that are designed to kill enemies as fast as possible such additional supers or critical hits, the ability to take hits don't seem to be as flashy or explosive but if said unit doesn't have any defensive capabilities to tank hits after the enemy survives, then none of those matter if they hit back enough to reduce your HP straight to 0 anyway and immediately end your run. Additionally as PowerCreep makes the enemy becomes fights become harder and harder over time, units whose passive passives are focused more on defense will almost always age better than those that focuses on offense as damage reduction & guard directly reduces the damage dealt before taking defense into account which allows them to scale far better as the game progresses whereas being able to hit really hard won't matter if the enemy is way too tanky to shrug off said attack before retaliating back in return.
* BraggingRightsReward: Beating the most difficult events in the game such as Transcendent God of Destruction or The Ultimate Red Zone rewards you with a Support Memory that permanently gives them an ATK & DEF boost to the appropriate categories, making them among the best Support Memory Memories in the game as all others only works work for 1-2 turns. However, given the fact that they're the hardest bosses in the game, you certainly do not need it against future enemies as enemies, since if you can beat them, then you certainly can beat other events where their category is required.



** Extreme Super Battle Road takes everything that made its predecessor brutally hard and takes it up a notch. Some of the even have disproportionate high stats where they're capable of [=OHKOing=] you even through Support Items in order to compensate several categories that has recently released top tier units
** "Epic! Transcendent! Gods of Destruction Assemble" has you fight an extremely powerful God of Destruction enemy where besides having incredibly hight health & damage reduction and hits incredibly hard, each of them also have multiple gimmicks depending on the God you fight. For example, Heles changes her type every turn while Mosco's Super Attack affects your entire rotation.

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** Extreme Super Battle Road takes everything that made its predecessor brutally hard and takes it up a notch. Some of the them even have disproportionate disproportionately high stats where they're that make them capable of [=OHKOing=] [[OneHitKill OHKOing]] you even through Support Items in order to compensate for several categories that has having recently released top tier units
units.
** "Epic! Transcendent! Gods of Destruction Assemble" has you fight an extremely powerful God of Destruction enemy where besides having incredibly hight high health & damage reduction and hits hitting incredibly hard, each of them also have multiple gimmicks depending on the God you fight. For example, Heles changes her type every turn while Mosco's Super Attack affects your entire rotation.



* CantCatchUp: Given that it's a Gacha game, it will always be inevitable that a unit that was once incredibly strong in the early days often find themselves falling behind to newer cards not only due to the ever growing PowerCreep but the events also tend to become more and more difficult with bosses attacking more often as well as having higher stats. While Extreme Z-Awakening was introduced to mitigate this to allow older units to keep up with the newer ones, that's all the powerup they'll receive and once they age, there's no way they'll be able to become any stronger.

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* CantCatchUp: Given that it's Being a Gacha game, it will always be inevitable that a this is inevitable. A unit that was once incredibly strong in the early days often find themselves falling lags behind in comparison to newer cards cards, not only due to the ever growing PowerCreep but the events also tend thanks to become more and more difficult with bosses becoming increasingly beefy and attacking more often as well as having higher stats. often. While Extreme Z-Awakening was introduced to mitigate this to allow this, allowing older units to keep up with the newer ones, that's all the powerup they'll receive and once they age, there's no way they'll be able to become any stronger.



** Even though both the Dokkan Fest and PHY [=SSJ3=] Angel Gokus are from their appearance in the Majin Buu Saga (which is why they have the category in the first place), their Super Attack is the Double Dragon Twin Fist move used on Janemba in ''Anime/FusionReborn''. This might have been because the Dragon Fist was already [=SSJ3=] Goku's attack, and outside of the movies, his Angel counterpart didn't really bring anything new in the super move department. This eventually gets lampshaded by the game itself, as all of the [=SSJ3=]/[=SSJ3=] Angel Gokus are under both the Majin Buu Saga and Movie Heroes categories.

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** Even though both the Dokkan Fest and PHY [=SSJ3=] [=SS3=] Angel Gokus are from their appearance in the Majin Buu Saga (which is why they have the category in the first place), their Super Attack is the Double Dragon Twin Fist move used on Janemba in ''Anime/FusionReborn''. This might have been because the Dragon Fist was already [=SSJ3=] Goku's attack, and outside of the movies, his Angel counterpart didn't really bring anything new in the super move department. This eventually gets lampshaded by the game itself, as all of the [=SSJ3=]/[=SSJ3=] Angel Gokus are under both the Majin Buu Saga and Movie Heroes categories.



* CoversAlwaysLie: The Dokkan festival banner for the debut of STR Rose Black has SS3 Broly as one of the characters featured in the banner. However, the cover for him is his TUR version, not his SSR version which actually caused confusion for casual fans who doesn't know of his pre Dokkan awakened version when they acquired him. Due to the huge risk of getting sued for false advertising[[note]]Japan has a much stricter laws on Gacha regulation compared to other countries.[[/note]], the banner is promptly removed within hours after it's featured.

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* CoversAlwaysLie: The Dokkan festival banner for the debut of STR Rose Black has SS3 [=SS3=] Broly as one of the characters featured in the banner. However, the cover for him is his TUR version, not his SSR version which actually caused confusion for casual fans who doesn't know of his pre Dokkan awakened version when they acquired him. Due to the huge risk of getting sued for false advertising[[note]]Japan has a much stricter laws on Gacha regulation compared to other countries.[[/note]], countries[[/note]], the banner is promptly removed within hours after it's featured.



** Early Gasha-based [=LRs=] tend to have ridiculous requirements to get them to that level. [Limitless Energy] Androids #17 & #18 required you to go through all of the Dokkan Events up to "The Golden Emperor's Vengeance" to get all of the required medals. [Beyond the Ferocious Flash] Majin Vegeta still required you to go through various Dokkan Events, but only the five after "Golden Emperor". Then there's [Indestructible Saiyan Evil] Legendary Super Saiyan Broly, who required you to get the usual 77 "Berserker of Destruction" medals, then get 77 of the North, South, East, West Kais and Kibito medals just to evolve him to LR.
** Dokkan Events tend to have specific units and links that the bosses are weak to. Early on, most of them were released with passive or links that specifically deals bonus damage. For example, the Family Kamehameha units and Blazing Battle have the word "Disable Rampage" in their description (which is designed to counter Broly's tremendous defense) while The Wall Standing Stall has the "Disables enemy's True Power" which allow units with the link to deal bonus damage to Gohan. This has since been dropped later on with events that require specific characters or links to deal bonus damage were added to the Dokkan Event itself. Units released after this still has them in the description for old Dokkan Events for parity with the old ones.

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** Early Gasha-based Gacha-based [=LRs=] tend to have ridiculous requirements to get them to that level. [Limitless Energy] Androids #17 & #18 required you to go through all of the Dokkan Events up to "The Golden Emperor's Vengeance" to get all of the required medals. [Beyond the Ferocious Flash] Majin Vegeta still required you to go through various Dokkan Events, but only the five after "Golden Emperor". Then there's [Indestructible Saiyan Evil] Legendary Super Saiyan Broly, who required you to get the usual 77 "Berserker of Destruction" medals, then get 77 of the North, South, East, West Kais and Kibito medals just to evolve him to LR.
** Dokkan Events tend to have specific units and links that the bosses are weak to. Early on, most of them were released with passive or links that specifically deals bonus damage. For example, the Family Kamehameha units and Blazing Battle Link Skills have the word phrase "Disable Rampage" in their description (which is designed to counter Broly's tremendous defense) while The Wall Standing Stall Tall has the "Disables enemy's True Power" which allow units with the link to deal bonus damage to Gohan. This has since been dropped later on with events that require specific characters or links to deal bonus damage were added to the Dokkan Event itself. Units released after this still has them in the description for old Dokkan Events for parity with the old ones.



** While Super Saiyan God SS Vegito's kit entirely revolves around additional attacks, [Azure Omnipotence] Super Saiyan God SS Vegito, the first Vegito Blue to be released also has a built-in counterattack mechanic that was previously shared by [Unparalleled Golden Ki] Super Vegito. Subsequent Vegito Blues released ditch the counterattack component and focuses entirely on additionals while the counter mechanic is exclusively kept for future Super Vegito units.

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** While Super Saiyan God SS Vegito's kit entirely revolves around additional attacks, [Azure Omnipotence] Super Saiyan God SS Vegito, the first Vegito Blue to be released released, also has a built-in counterattack mechanic that was previously shared by [Unparalleled Golden Ki] Super Vegito. Subsequent Vegito Blues released ditch the counterattack component and focuses entirely on additionals while the counter mechanic is exclusively kept for future Super Vegito units.



** [Transdimensional Instinct] Goku (-Ultra Instinct Sign-), the first category lead Extreme Z-Awakening as well as [Assassin's Ultimate Technique] Hit only has a 10% buff to their category leader skill, from 150% to 160%. It's only during [Power to Face Despair] Super Saiyan Gohan (Future)'s EZA do subsequent DFE category leads have their leader skill boost upgraded to a full 170% across the board including [Peerless Gleam] Super Saiyan 4 Gogeta and [Crashing Maelstrom] Omega Shenron. Non-DFE category leads that gets their EZA still retains their boost to 160 though.

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** [Transdimensional Instinct] Goku (-Ultra (Ultra Instinct Sign-), -Sign-), the first category lead Extreme Z-Awakening as well as [Assassin's Ultimate Technique] Hit only has a 10% buff to their category leader skill, from 150% to 160%. It's only during [Power to Face Despair] Super Saiyan Gohan (Future)'s EZA do subsequent DFE category leads have their leader skill boost upgraded to a full 170% across the board including [Peerless Gleam] Super Saiyan 4 Gogeta and [Crashing Maelstrom] Omega Shenron. Non-DFE category leads that gets their EZA still retains their boost to 160 though.



** While unconditional Entrance Animations had always lasted a set number of turns, the first three conditional Entrance Animations (STR Goku (Kaioken), TEQ Vegeta (Giant Ape) and INT Majin Vegeta) had their bonuses last for the rest of battle. While future boosts that are entirely dependent on the enemy remains for the rest of battle, subsequent conditional Entrance Animations based on an ally on the team lasts a set number of turn like the former starting from INT SSGSS Vegeta and SS Trunks (Future).
* EarthShatteringKaboom: Some Super Attacks, such as Kid Buu's Super Vanishing Ball and Beerus's God of Destruction Edict are capable of doing this. [[GameplayAndStorySegregation Not that it means anything]]. There's even a Category for this under the name "Planetary Destruction"

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** While unconditional Entrance Animations had always lasted a set number of turns, the first three conditional Entrance Animations (STR - STR Goku (Kaioken), (Kaio-ken), TEQ Vegeta (Giant Ape) Ape), and INT Majin Vegeta) Vegeta - had their bonuses last for the rest of battle. While future boosts that are entirely dependent on the enemy remains for the rest of battle, subsequent conditional Entrance Animations based on an ally on the team lasts a set number of turn like the former starting from INT SSGSS Vegeta and SS Trunks (Future).
* EarthShatteringKaboom: Some Super Attacks, such as Kid Buu's Super Vanishing Ball and Beerus's God of Destruction Edict are capable of doing this. [[GameplayAndStorySegregation Not that it it]] [[SlapOnTheWristNuke means anything]]. There's even a Category for this under the name "Planetary Destruction"Destruction".



** Super Strikes pre-Legendary Campaign forced you to take a team with a team cost of 100 or lower (includes Friend cards), meaning you have to put up with making a team consisting of mostly SR / SSRs (or a team consisting of only two Dokkan Fest cards, your's and a friend's).

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** Super Strikes pre-Legendary Campaign forced you to take a team with a team cost of 100 or lower (includes Friend cards), meaning you have to put up with making a team consisting of mostly SR / SSRs (or a team consisting of only two Dokkan Fest cards, your's yours and a friend's).



** The Extreme Z Areas can fall into this, as those events requires that you bring a team of specific units (mostly drop cards, but the Hero Extermination Plan EZArea requires Gacha-pulled characters to compete in them). On top of that, the game would also force you to run a certain unit that very well clashes with every other unit (Again, the Hero Extermination Plan EZArea is the biggest offender for this, as [Puzzle Wrapped in Enigma] Whis and [Raging Rampage] Hatchiyack each hit for wet blankets even at 100% Potential, and doesn't link at all with any other required card). And in Transcended Warrior's EZArea case, not only do you have to have the required units to challenge the event, but they also have to be at 100% Hidden Potential ''and'' must be fully Extreme Z Awakened.
** The Extreme Z-Area for Summit of the Universe has also fallen into this due to the frustrating existence of [Battle Expert] Krillin. He has a 30-50% chance of guarding all attacks making this a total LuckBasedMission due to how hard Frieza can hit for, and has a hard time linking with anyone not named Kaioken Goku. To make matters worse, the developers decided to make him the friend lead, forcing a modest 50% stat boost on everyone, instead of an Extreme Z-Awakened [Everlasting Legend] Super Saiyan Goku, who not only gives the whole team a whopping 90% stat buff, but starts everyone off with 4 Ki instead of 3.

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** The Extreme Z Areas can fall into this, as those events requires that you bring a team of specific units (mostly drop cards, but the Hero Extermination Plan EZArea [=EZArea=] requires Gacha-pulled characters to compete in them). On top of that, the game would also force you to run a certain unit that very well clashes with every other unit (Again, the Hero Extermination Plan EZArea [=EZArea=] is the biggest offender for this, as [Puzzle Wrapped in Enigma] Whis and [Raging Rampage] Hatchiyack each hit for wet blankets even at 100% Potential, and doesn't link at all with any other required card). And in Transcended Warrior's EZArea case, [=EZArea=], not only do you have to have the required units to challenge the event, but they also have to be at 100% Hidden Potential ''and'' must be fully Extreme Z Awakened.
** The Extreme Z-Area for Summit of the Universe has also fallen into this due to the frustrating existence of [Battle Expert] Krillin. He has a 30-50% chance of guarding all attacks making this a total LuckBasedMission due to how hard Frieza can hit for, and has a hard time linking with anyone not named Kaioken Goku.Goku (Kaio-ken). To make matters worse, the developers decided to make him the friend lead, forcing a modest 50% stat boost on everyone, instead of an Extreme Z-Awakened [Everlasting Legend] Super Saiyan Goku, who not only gives the whole team a whopping 90% stat buff, but starts everyone off with 4 Ki instead of 3.



* GiantEqualsInvincible: The Giant Apes and Giant Namekian cards are immune to every attack the opponent throws at them, even against Super Attacks that are designed to instantly kill you. Averted with Hirudegarn, who has a 100% dodge chance instead.

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* GiantEqualsInvincible: The "Giant Form" cards, like Great Apes, Giant Apes and Giant Namekian cards Namekians, [[MyFriendsAndZoidberg or [Infinite Love] Ribrianne (Giant Form)]], are immune to every attack the opponent throws at them, even against Super Attacks that are designed to instantly kill you. Averted with Hirudegarn, who has a 100% dodge chance instead.



** The original STR Legendary Super Saiyan Broly's passive reduces his defense to 0 when he attacks. Averted for his Z-Awakening version, however where he gains both attack and defense when attacking.
** The LR-ranked STR Legendary Super Saiyan Broly's passive shoots his attack power by a whopping 80,000 points but plummets his defense power by a crippling 20,000 points.
** Super Sayian 3 Broly gains 12% ATK for every ki orb he collects... but loses 10% defense. If he collects 10 orbs; he has 0 defense.

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** The original STR [Super Warrior of Destruction] Legendary Super Saiyan Broly's passive reduces his defense to 0 when he attacks. Averted for his Z-Awakening version, however where he gains both attack and defense when attacking.
** The LR-ranked STR [Indestructible Saiyan Evil] Legendary Super Saiyan Broly's passive shoots his attack power by a whopping 80,000 points but plummets his defense power by a crippling 20,000 points.
** [Mythic Evolution] Super Sayian Saiyan 3 Broly gains 12% ATK for every ki orb Ki Sphere he collects... but loses 10% 6% defense. If he collects 10 orbs; Spheres; he has 0 defense.only 40% defense, and with some Support Item usage, this can be dropped to 0% for an all-in attack gambit with 17 Ki Spheres.



** Goku's Ultra Instinct transformation has his ATK boost goes from +100% to +150%, he gets +3 Ki, can break enemy guard and he has a great chance to dodge enemy attacks but he loses the DEF boost from his previous transformation so if he can't dodge an attack then no doubt it's going to hurt. Thankfully his Extreme Z Awakening has allowed for him to maintain some defense, as well as upgrading his Super Attack so he can stack Defense as well as Attack.

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** Goku's Ultra Instinct transformation [Transdimensional Instinct] Goku (Ultra Instinct) has his ATK boost goes from +100% to +150%, he gets +3 Ki, can break enemy guard and he has a great chance to dodge enemy attacks attacks, but he loses the his DEF boost from his previous transformation boost, so if he can't dodge an attack then no doubt attack, it's going to hurt. Thankfully his Extreme Z Awakening has allowed for him to maintain some defense, as well as upgrading his Super Attack so he can stack Defense as well as Attack.



** In the Dokkan Event "Eternal God, Distorter of Worlds", the final phase of Stage 4 has you squaring off against Infinite Zamasu, who cannot be killed no matter how many attacks you throw at him. The only thing you can do is survive for three turns and wait for Zeno to show up and eradicate him for you.

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** In the Dokkan Event "Eternal God, Distorter of Worlds", the final phase of Stage 4 has you squaring off against Infinite Zamasu, who cannot be killed no matter how many attacks you throw at him. The only thing you can do is survive for three turns and wait for Zeno to show up and eradicate him for you. [[spoiler:[[GameplayAndStoryIntegration Just like in canon.]]]]



* InfinityPlusOneSword: The LR cards, they are among the most powerful cards in the game where not only do they have tremendous stats but their Super Attack deals both Colossal and Mega Colossal damage to the enemy and they have among the best artworks in the game. However, obtaining them requires tremendous amount of patience, resource and luck in order to obtain and Dokkan awaken them. The best of the bunch that doesn't involve mono-color teams is [Thousands of Wishes] Goku, which grants +3 Ki and +100% HP, ATK and DEF for all types. Of course, you have to play the game for 1000 days...

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* InfinityPlusOneSword: The LR cards, they are among the most powerful cards in the game where not only do they have tremendous stats but their Super Attack deals both Colossal and Mega Colossal damage to the enemy and they have among the best artworks in the game. However, obtaining them requires tremendous amount amounts of patience, resource resources and luck in order to obtain and Dokkan awaken Awaken them. The best of the bunch that doesn't involve mono-color teams is [Thousands of Wishes] Goku, which grants +3 Ki and +100% HP, ATK and DEF for all types. Of course, you have to play the game for 1000 days...



** While it's to be expected in a gacha-game based of one of the most popular anime of all time, a pretty terrible example happened when Bandai Namco released a [[spoiler: Ultra Instinct "Omen" Goku]] card barely even ''a day after it aired on Super.''
** The Masked Saiyan falls under this for anyone who has yet to play ''VideoGame/DragonballXenoverse2''. Not only does his mask crumble upon Dokkan Awakening, his super attack has him saying [[SuspiciouslySpecificDenial "I am not Bardock!"]]. Also, the STR, PHY and TEQ Super Saiyan Bardocks uses The Masked Saiyan's medals for Dokkan Awakening as well.

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** While it's to be expected in a gacha-game based of one of the most popular anime of all time, a pretty terrible example happened when Bandai Namco released a [[spoiler: [[spoiler:an Ultra Instinct "Omen" Goku]] card -Sign- Goku card]] barely even ''a day after it aired on Super.''
** The Masked Saiyan falls under this for anyone who has yet to play ''VideoGame/DragonballXenoverse2''.''VideoGame/DragonBallXenoverse2''. Not only does his mask crumble upon Dokkan Awakening, his super attack has him saying [[SuspiciouslySpecificDenial "I am not Bardock!"]]. Also, the STR, PHY and TEQ Super Saiyan Bardocks uses Bardock cards use The Masked Saiyan's medals for Dokkan Awakening as well.



* LimitBreak: Gathering enough Ki Balls for a certain character in one go allows that character to release a Super Attack that deals heavy damage to their opponent.

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* LimitBreak: Gathering enough Ki Balls Spheres for a certain character in one go (any combination that fills at least twelve nodes, or nine with certain EZA boosts) allows that character to release a Super Attack that deals heavy damage to their opponent.opponent.
** LR cards often have Ultra Super Attacks, extremely powerful Super Attacks that usually trigger starting from 18 Ki. If a unit with an Ultra Super Attack collects more than 12 ki, a second ring will appear on their icon over the first one.



** In Extreme Z-Battles, you can't bring items, and the bosses will be immune to every debuff in the later stages. You have to pray to Zen-O that the rotations fall to your favor, the bosses won't feel like Supering your team out of existence, and if characters like Caulifa and [=SSJ4=] Vegeta would activate their dodge/conters for you to survive.
* MagikarpPower: Overflowing Resolver Goku is the easiest card in the entire game to farm; and drops as a Rare. Dokkan awakening him 3 times [4 on Global] takes him all the way to a Lv 120 TUR Angel [=SSJ3=] Goku, that is widely considered one of the best Free To Play cards in the game.
* MarathonLevel: Fighting Legend: Goku has you pitted up against Goku and all of his transformations from his base form to Mastered Ultra Instinct for a grand total of eight phases where every single one of his forms possess tremendous amount of health and can hit really, ''really'' hard. This later carries on to Infinite Dragon Ball History where each level can take up to 7-9 phases.

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** In Extreme Z-Battles, you can't bring items, and the bosses will be immune to every debuff in the later stages. You have to pray to Zen-O that the rotations fall to your favor, the bosses won't feel like Supering your team out of existence, and if characters like Caulifa and [=SSJ4=] Vegeta would activate their dodge/conters dodges/counters for you to survive.
** [[spoiler:The base Goku who appears in phase 3 of "The One Beyond God Descends! Ultra Instinct", as well as its recreation in [[BossRush "Dokkan Event Boss Rush"]], represents Goku charging his Spirit Bomb in a last-ditch gambit to beat Jiren. As such, he only gets one attack, but it ''will'' always be his [[OneHitKill Spirit Bomb Super Attack]]. The only way to reliably break through to the following phase, regardless of where he is in the turn order, is to stall him with a Ghost Usher. If you don't have that, then flubbing the whole fight is as easy as getting targeted at the immediate start of the turn.]]
* MagikarpPower: Overflowing Resolver [Overflowing Resolve] Goku is the easiest card in the entire game to farm; and drops as a Rare. Dokkan awakening Awakening him 3 times [4 on Global] takes him all the way to a Lv 120 TUR Angel [=SSJ3=] Goku, Goku (Angel) that is widely considered one of the best Free To Play cards in the game.
* MarathonLevel: Fighting Legend: Goku has you pitted up against Goku and all of his transformations from his base form to Mastered Ultra Instinct for a grand total of eight phases where every single one of his forms possess tremendous amount of health and can hit really, ''really'' hard. The same principle applies to Fighting Legend: Vegeta. This later carries on to Infinite Dragon Ball History where each level can take up to 7-9 phases.



* NeverShallTheSelvesMeet: Completely averted. You can create a team that consists of nothing more than different variations of the same character at your own leisure, and as long as the resulting team cost fits the conditions, you can use it all you want.

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* NeverShallTheSelvesMeet: NeverTheSelvesShallMeet: Completely averted. You can create a team that consists of nothing more than different variations of the same character at your own leisure, and as long as the resulting team cost fits the conditions, you can use it all you want.



** The Metal Coolers invoke a bit of LoopholeAbuse as the Gatcha-earned Metal Coolers can work aside the Metal Coolers players can earn through the "Fight! 10 Billion Power Warriors" event as the Event Metal Coolers have their Types written on their name tags. This also goes with the much weaker Cell Jr.s and Saibamen.

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** The Metal Coolers invoke a bit of LoopholeAbuse as the Gatcha-earned Gacha-earned Metal Coolers can work aside alongside the Metal Coolers players can earn through the "Fight! 10 Billion Power Warriors" event event, as the Event Metal Coolers have their Types written on their name tags. This also goes with the much weaker Cell Jr.s and Saibamen.



** Originally, there was anything Z-Hard/Super difficulty. Opponents will be Awoken to Extreme/Super and will be much stronger and tougher to fight. Various events involving special characters such as Jackie Chun, Mighty Mask, Mecha Frieza and King Cold will be much stronger with extra HP bards. Then, there's the Dokkan events where fighters will even have special abilities that require a special hero to nullify them.

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** Originally, there was anything Z-Hard/Super difficulty. Opponents will be Awoken to Extreme/Super and will be much stronger and tougher to fight. Various events involving special characters such as Jackie Chun, Mighty Mask, Mecha Frieza and King Cold will be much stronger with extra HP bards.bars. Then, there's the Dokkan events where fighters will even have special abilities that require a special hero to nullify them.



* NoSell: The third phase of Android #17's fight has him enact a barrier that automatically repels any energy based Super Attacks. Of course there's nothing stopping them from just using a non-energy based anyway...

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* NoSell: The third phase of Android #17's fight in "Defender of Beliefs and Dreams" has him enact a barrier that automatically repels any energy based Super Attacks. Of course there's nothing stopping them from just using a non-energy based anyway...



** [Next-Level Strike] Super Saiyan God SS Goku's Extreme Z-Battle only has one restriction starting from Level 15, and that is a -80% Damage reduction against AGL-Type units. No doubt to stop people from using LR [The Strongest Pair in the Universe] Super Saiyan 2 Caulifla & Super Saiyan 2 Kale to cheese through the event.
** The Cell Max fought in Ultimate Red Zone [Red Ribbon Army Edition] can cycle through types via phase shifting every turn. Otherwise, people would be exploiting Piccolo (Power Awakening)'s Giant Form to make short work of him (especially since he starts as an Extreme AGL Type)

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** [Next-Level Strike] Super Saiyan God SS Goku's Extreme Z-Battle only has one restriction starting from Level 15, and that is a -80% Damage reduction against AGL-Type units. No doubt to stop people from using LR [The [Two Makes The Strongest Pair in the Universe] of All Universes] Super Saiyan 2 Caulifla & Super Saiyan 2 Kale to cheese through the event.
** The Cell Max fought in Ultimate Red Zone [Red Ribbon Army Edition] can cycle through types via phase shifting every turn. Otherwise, people would be exploiting Piccolo (Power Awakening)'s Giant Form to make short work of him (especially since he starts as an Extreme AGL Type)Type).



** Full Power Freiza; Golden Freiza; Future Trunks and [=SSJ3=] Angel Goku all have a 'countdown' mechanic in their final phase. Should the countdown hit 0 and their Super Attack is not sealed; they will unleash a OneHitKill.
** [=SSJ3=] Goku , [=SSJ3=] Vegeta and [=SSJ3=] Bardock have a strict turn limit; and will OneHitKill you if you do not beat them before this. This OneHitKill outright issues you an immediate GameOver; not letting you use a continue.
** Can be invoked with Devilman; who's super attack has a 1% chance to OneHitKill any target. This can even kill otherwise immune assist characters in some boss fights; such as Zamasu in the Goku Black Rose event.

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** Full Power Freiza; Frieza, Golden Freiza; Frieza, Future Trunks Trunks, and [=SSJ3=] Angel Goku all have a 'countdown' mechanic in their final phase. Should the countdown hit 0 and their Super Attack is not sealed; they will unleash a OneHitKill.
** [=SSJ3=] Goku , [=SSJ3=] Vegeta and [=SSJ3=] Bardock have a strict turn limit; and will OneHitKill you if you do not beat them before this. This OneHitKill outright issues you an immediate GameOver; not letting you use a continue.
OneHitKill, however, [[NonStandardGameOver is final]].
** Can be invoked with Devilman; who's whose super attack has a 1% chance to OneHitKill any target. This can even kill otherwise immune assist characters in some boss fights; such as Zamasu in the Goku Black Rose event.



** Great Saiyaman boss from the Battlefield may hit like a wet puddle with his normal attacks and he gives you a free turn of being attacked but then come his Super Attack his damage is so ridiculously high that the player is instantly killed by it even with all the damage reductions. Many first time Battlefield players express their surprise that someone like him could hit so hard.

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** Great Saiyaman boss from the Battlefield may hit like a wet puddle with his normal attacks and he gives attacks, on top of giving you a free turn of being attacked to assault him with reckless abandon... but then come comes his Super Attack his Attack. Its damage is so ridiculously high that the player is instantly killed by it even with all the damage reductions. Many first time Battlefield players express their surprise that someone like him could hit so hard.



** "The Winding Snaky-Way to King Kai" training event
** Three Story Events - "The Mysterious Alien Warrior From Space" and "A New Threat! The Saiyan Warrior Race", which were fused into a new version of "A New Threat! The Saiyan Warrior Race", and "Countdown to Resurrection", which was fused with the "Resurrection 'F'" event.

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** "The Winding Snaky-Way to King Kai" training event
event.
** Three Story Events - "The Mysterious Alien Warrior From Space" and "A New Threat! The Saiyan Warrior Race", which were fused into a new version of "A New Threat! The Saiyan Warrior Race", and "Countdown to Resurrection", which was fused with the "Resurrection 'F'" event. Later, both were added to the "''Dragon Ball'' Story" mode that lets players relive historic ''Dragon Ball'' moments a la ''VideoGame/DragonBallXenoverse2''.



*** On the other hand, [Protector of the Peace] Krillin and [Revived Nightmare] Frieza (Final Form) were not brought over to "Resurrection 'F'"

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*** On the other hand, [Protector of the Peace] Krillin and [Revived Nightmare] Frieza (Final Form) were not brought over to "Resurrection 'F'"'F'".



** The older versions of "Fight! 10 Billion Power Warriors," "A Lone Warrior's Last Battle," "Galactic Crisis," "The Strongest Rivals," "Defeat the Legendary Super Saiyan" and "Fight Against Despair" were eventually scrapped and replaced with updated versions that contains Category bonus support ("Wicked Bloodline" for ''Return of Cooler'' and ''Cooler's Revenge'', "Giant From" for ''Bardock: Father of Goku'', "Hybrid Saiyans" for ''Bojack Unbound'' and the ''Broly'' adaptations, and "Future Saga" for ''History of Trunks''), more accurate story cutscenes and higher drop rates.
* PowerCreep: The game has had a steady increase in this as certain special "Leader Cards" have been released that boosts all stats heftily. Players have given these cards the names "God Cards", "Neo-God Cards", "120% Cards" and "Category Leaders"

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** The older versions of "Fight! 10 Billion Power Warriors," "A Lone Warrior's Last Battle," "Galactic Crisis," "The Strongest Rivals," "Defeat the Legendary Super Saiyan" and "Fight Against Despair" were eventually scrapped and replaced with updated versions that contains Category bonus support ("Wicked Bloodline" for ''Return of Cooler'' and ''Cooler's Revenge'', "Giant From" Form" for ''Bardock: Father of Goku'', "Hybrid Saiyans" for ''Bojack Unbound'' and the ''Broly'' adaptations, and "Future Saga" for ''History of Trunks''), more accurate story cutscenes and higher drop rates.
* PowerCreep: The game has had a steady increase in this as certain special "Leader Cards" have been released that boosts all stats heftily. Players have given these cards the names "God Cards", "Neo-God Cards", "120% Cards" and "Category Leaders"Leaders".



** Cards that receives an Extreme Z-Awakening immediately after their release. While the boost does allow them to be able to become a strong unit in it's heyday, once newer and more powerful cards released as well as hard events come by, these units will eventually began to show their age but what made it even worse is the fact that since they've already received their EZA, they have no hope of ever being able to become relevant again, forever making them obsolete and out of the meta.

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** Cards that receives an Extreme Z-Awakening immediately after their release. While the boost does allow them to be able to become a strong unit units in it's their heyday, once newer and more powerful PowerCreep means these cards released as well as hard events come by, these units will eventually began inevitably start to show their age but what age. What made it even worse is the fact that since they've already received their EZA, they have no hope of ever being able to become relevant again, forever making them obsolete and out of the meta.



** [Unparalleled Golden Ki] Super Vegito received a meagre 40% ATK & DEF boost but while it's compensated with having huge initial stats, he will only receive it at ''same turn'' after receiving an enemy attack which still doesn't really alleviate his weakness to enemy Super Attacks. Furthermore, he also has the unique ability to predict enemy Super Attacks but it will only work should your HP fall below 40% which is the health where you don't want to eat a Super Attack anyway regardless of who they're launching to.

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** [Unparalleled Golden Ki] Super Vegito received a meagre 40% ATK & DEF boost but while it's compensated with having huge initial stats, he will only receive it at ''same turn'' after receiving an enemy attack which still doesn't really alleviate his weakness to enemy Super Attacks. Furthermore, he also has the unique ability to predict enemy Super Attacks but it will only work should your HP fall below 40% which is the health point where you really don't want to eat a Super Attack anyway regardless of who they're launching to.



** Unlike most other transformations that are beneficial in some form, [Explosive Evoltion] Turles's transformation is often perceived to be detrimental to the team not because it's objectively worse but because his role completely changed. Basically, in his unawakened state, Turles ranks among the best support in the team due to giving +3 Ki and +40% ATK boost but when your HP is 80% or less, there is chance for him to power-up using the Tree of Might where he loses his support capabilities in favor of being a hard hitter as well as a free HP recovery. However, for many players, the boosts he gives from transforming is far overshadowed by the support capabilities he gives for the team, not helping is that there isn't a way to control when you want to transform or not.
** [Transdimensional Instinct] Goku (Ultra Instinct -Sign-)'s Mastered Ultra Instinct form gives himself a sizeable ATK boost along with a great chance to evade enemy attacks. However, since he loses the DEF boost from his unawakened state, if he fails to dodge an attack in particular a Super Attack, then it will really hurt. Some players even declared his transformed state to be worse just because of this downside.

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** Unlike most other transformations that are beneficial in some form, [Explosive Evoltion] Evolution] Turles's transformation is often perceived to be detrimental to the team not because it's objectively worse but because his role completely changed. Basically, in his unawakened state, Turles ranks among the best support in the team due to giving +3 Ki and +40% ATK boost but when your HP is 80% or less, there is chance for him to power-up using the Tree of Might where he loses his support capabilities in favor of being a hard hitter as well as a free HP recovery. However, for many players, the boosts he gives from transforming is far overshadowed by the support capabilities he gives for the team, not helping is that there isn't a way to control when you want to transform or not.
** [Transdimensional Instinct] Goku (Ultra Instinct -Sign-)'s Mastered Ultra Instinct Awoken form gives himself a sizeable ATK boost along with a great chance to evade enemy attacks. However, since he loses the DEF boost from his unawakened original state, if he fails it turns him into a high-risk, high-reward GlassCannon who can suffer greatly just by failing to dodge an attack in particular a Super Attack, then it will really hurt.earn the favor of RNG. Some players even declared his transformed state to be worse just because of this downside.



** [Fate-Changing Messenger] Trunks (Teen)'s Active Skill Transform him into a Super Saiyan where it also has the added bonus of stunning and sealing them. He also gains an additional boost if the enemy is debuffed and if all the allies are under the Android/Cell Saga Category, he gets a 50% chance to stun the attacked enemy for 2 turns. While that sounds like an amazing Transformed passive to have, the problem with this is that due to Trunks's Active Skill condition[[note]]You need to have him perform 6 attacks in battle but even with all his additional attack conditions procced, he can only do up to 5 attacks per turn which means that at minimum, he can only accomplish it as early turn 5 at best[[/note]], his debuff-focused passive will almost always never be seen as in any events other than Super Battle Road, the enemy would have already been immune to most of the debuffs. Even in Super Battle Road where the enemy can be fully debuffed, by the time you can Transform, you're probably already winning anyway and the outcome likely has already been decided long before that. So take all that away and all that Super Saiyan Trunks have is a minuscule amount of DEF boost while his damage output is barely any better as his multiple additional attacks (including up to 3 Super Attacks per turn) in Base Form allow Trunks to his just as hard as a critical boosted Super Attack especially if all of them manage to separately proc Critical hits.

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** [Fate-Changing Messenger] Trunks (Teen)'s Active Skill Transform transforms him into a Super Saiyan where it Saiyan, which also has the added bonus of stunning and sealing them.the enemy. He also gains an additional boost if the enemy is debuffed and if all the allies are under the Android/Cell Saga Category, he gets a 50% chance to stun the attacked enemy for 2 turns. While that sounds like an amazing Transformed passive to have, the problem with this is that due to Trunks's Active Skill condition[[note]]You need to have him perform 6 attacks in battle but even with all his additional attack conditions procced, proc'd, he can only do up to 5 attacks per turn which means that at minimum, he can only accomplish it as early as turn 5 at best[[/note]], his debuff-focused passive will almost always never be seen seen, as in any events other than Super Battle Road, the enemy would have already been immune to most of the debuffs. Even in Super Battle Road where the enemy can be fully debuffed, by the time you can Transform, you're probably already winning anyway and the outcome likely has already been decided long before that. So take all that away and all that Super Saiyan Trunks have is a minuscule amount of DEF boost while his damage output is barely any better as his multiple additional attacks (including up to 3 Super Attacks per turn) in Base Form allow Trunks to his just as hard as a critical boosted Super Attack especially if all of them manage to separately proc Critical hits.



** For some reason, Android #21 and SSR Android #16 has a ''VideoGame/DragonBallFighterZ'' watermark on their card art. Either they want to promote the game, give credit to the original creator, or to prevent being copyright striked implying that they have to negotiate to add them into ''Dokkan Battle''. ''VideoGame/DragonBallHeroes'' and ''VideoGame/DragonBallFusions'' cards later followed suit.

to:

** For some reason, Android #21 and SSR Android #16 has have a ''VideoGame/DragonBallFighterZ'' watermark on their card art. arts. Either they want to promote the game, give credit to the original creator, or to prevent being receiving a copyright striked strike, implying that they have to negotiate to add them into ''Dokkan Battle''. ''VideoGame/DragonBallHeroes'' and ''VideoGame/DragonBallFusions'' cards later followed suit.



* RandomDrop: The total and complete bane of many a player in various events. Strike Events and many Dokkan Events have a rare chance of a certain card to be dropped. Most can be used to Dokkan Awaken them for other usages, but a handful of them are used for Super Attack boosing. It doesn't help that these cards are SR Z-Awakened cards, thus only have a 50% chance of actually working.

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* RandomDrop: The total and complete bane of many a player in various events. Strike Events and many Dokkan Events have a rare chance of a certain card to be dropped. Most can be used to Dokkan Awaken them for other usages, but a handful of them are used for Super Attack boosing. boosting. It doesn't help that these cards are SR Z-Awakened cards, and thus only have a 50% chance of actually working.



** In the Global release of the game, [Dark Menance] Goku Black went from a character with a measly 3000 flat attack boost per ki orb obtained to a valuable hard-hitting support unit that supplies an extra 3-ki to all Extreme types at the start of each turn, making him a force to be reckoned with on an Extreme PHY team. This even extends to his Extreme Z-Awakening, with Global giving him an even greater stat boost thus making him more viable in the long run.
** The Japanese release of Super Kaioken Goku (Angel), Pikkon, Perfect Cell (Angel), Frieza (Angel), King Cold (Angel) and the F2P SSJ Goku (Angel) all saw major boosts to their passives, however, Super Kaioken Goku and Pikkon lost Fierce Battle in exchange for Shattering the Limit (Pikkon also lost Prepared for Battle in exchange for Supreme Warrior), and the types for Pikkon and SSJ Goku (Angel) was swapped (Pikkon is now a INT type instead of a STR, visa-versa for the F2P SSJ Goku (Angel))
** [Overflowing Resolve] Goku, the R-rank card you get from "Enough talk... Time for an EPIC Showdown!" in Global is vastly different from the original version in Japan.
* {{Retcon}}: [A Surging New Power] Goku (Ultra Instinct -Sign-) has him completely shirtless. Future artwork featuring him as well as his Dokkan Awakening [Transdimentional Instinct] gives his blue undershirt back, where he would only loose it upon transforming into Ultra Instinct.
* SacrificedBasicSkillForAwesomeTraining: When certain characters are Dokkan Awakened, they will lose their [[KamehameHadoken Kamehameha]] in exchange for stronger super attacks.

to:

** In the Global release of the game, [Dark Menance] Menace] Goku Black went from a character with a measly 3000 flat attack boost per ki orb obtained to a valuable hard-hitting support unit that supplies an extra 3-ki to all Extreme types at the start of each turn, making him a force to be reckoned with on an Extreme PHY team. This even extends to his Extreme Z-Awakening, with Global giving him an even greater stat boost thus making him more viable in the long run.
** The Japanese release of Super Kaioken Kaio-ken Goku (Angel), Pikkon, Perfect Cell (Angel), Frieza (Angel), King Cold (Angel) and the F2P [=F2P=] SSJ Goku (Angel) all saw major boosts to their passives, however, Super Kaioken Kaio-ken Goku and Pikkon lost Fierce Battle in exchange for Shattering the Limit (Pikkon also lost Prepared for Battle in exchange for Supreme Warrior), and the types for Pikkon and SSJ Goku (Angel) was swapped (Pikkon is now a INT type instead of a STR, visa-versa for the F2P [=F2P=] SSJ Goku (Angel))
** [Overflowing Resolve] Goku, the R-rank Rare card you get from "Enough talk...Talk... Time for an EPIC Showdown!" in Global is vastly different from the original version in Japan.
* {{Retcon}}: [A Surging New Power] Goku (Ultra Instinct -Sign-) has him completely shirtless. Future artwork featuring him as well as his Dokkan Awakening [Transdimentional [Transdimensional Instinct] gives his blue undershirt back, where he would only loose it upon transforming into Ultra Instinct.
* SacrificedBasicSkillForAwesomeTraining: When certain characters like [Transdimensional Instinct] Goku (Ultra Instinct -Sign) are Dokkan Awakened, they will lose their [[KamehameHadoken Kamehameha]] in exchange for stronger super attacks.attacks. In the above example, however, he retains it, but it isn't the main attack anymore - he still fires his Kamehameha, but he instead follows up the blast with a Dragon Hammer-style charging strike known as "Unpolished Instinct".



** An even straighter example happens in both stages of the Growth Event "Pan's Secret Adventure". Pan (who is [[BigLippedAlligatorMoment inexplicably]] dressed up as a bee here) has [[ArmoredButFrail tiny amounts of HP,]] [[StoneWall but accents that with]] MetalSlime [[StoneWall levels of defense]], so to keep the player from having to chew through thousands of HP while dealing ScratchDamage, Pan will automatically nope out of the battle after the player finishes their first turn.



** Finally offical InUniverse with the new Burst Mode, which can be activated for a certain stage for a certain period of time. In Burst Mode, players can add all sorts of restrictions to their own party (Lower Ki, allow only certain types or Categories, disable items, ect.), or buff the enemy. (Increase their stats, give them immunities, give them the power to seal or lock movement for your units, ect.) By activating more of these restrictions and challenges, players can acquire more points, which are then transferred into Burst Coins once the event period is done, letting players buy music for the Jukebox.
* SerialEscalation: When the game first launched, characters could be upgraded to Super Attack Level 10 and can achieve a higher rarity rank through Z-Awakening. Then [=SR/SSR=] characters could become [=SSR/UR=] through Dokkan Awakenings, which turns those characters into completely new units with new skills and abilities. Then [=UR=] characters could Transcend the [=UR=] limit though Dokkan Events or Special Story Events, raising their maximum level from 100 to 120. ''Then'' Dokkan introduced [=LR=] cards that can go through another Dokkan Awakening tier to achieve Super attack Level 20 and reach Level 150. ''Then'' Extreme Z-Awakenings were introduced to give older cards new relevance, allowing them to reach Super Attack level 15[=/=]25, with [=TURs=] also training up to Level 150 much like the [=LRs=]. '''''Then''''' SUPER Extreme Z-Awakenings were announced for the [=EZA'd=] Dokkan Fest cards, which again overhauls their passive abilities to become viable in the new 9th Anniversary meta.

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** Finally offical InUniverse official with the new Burst Mode, which can be activated for a certain stage for a certain period of time. In Burst Mode, players can add all sorts of restrictions to their own party (Lower Ki, allow only certain types or Categories, disable items, ect.), or buff the enemy. (Increase their stats, give them immunities, give them the power to seal or lock movement for your units, ect.) By activating more of these restrictions and challenges, players can acquire more points, which are then transferred into Burst Coins once the event period is done, letting players buy music for the Jukebox.
* SerialEscalation: When the game first launched, characters could be upgraded to Super Attack Level 10 and can achieve a higher rarity rank through Z-Awakening. Then [=SR/SSR=] characters could become [=SSR/UR=] through Dokkan Awakenings, which turns those characters into completely new units with new skills and abilities. Then [=UR=] characters could Transcend the [=UR=] limit though Dokkan Events or Special Story Events, raising their maximum level from 100 to 120. ''Then'' Dokkan introduced [=LR=] cards that can go through another Dokkan Awakening tier to achieve Super attack Level 20 and reach Level 150. ''Then'' Extreme Z-Awakenings were introduced to give older cards new relevance, allowing them to reach Super Attack level 15[=/=]25, with [=TURs=] also training up to Level 150 much like the [=LRs=].140. '''''Then''''' SUPER Extreme Z-Awakenings were announced for the [=EZA'd=] Dokkan Fest cards, which again overhauls their passive abilities to become viable in the new 9th Anniversary meta.



** Certain story events can give you additional rewards depending on how many units of a specific category you have on your team. For example, using any Universal Survival Saga card on any of the three story parts can raise the drop rate of those event's Awakening Medals or Character drops

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** Certain story events can give you additional rewards depending on how many units of a specific category you have on your team. For example, using any Universal Survival Saga card on any of the three story parts can raise the drop rate of those event's Awakening Medals or Character dropsdrops.



* SuperMode: There are special SSR cards of various Saiyan characters who will actually have a chance to become Oozarus and will lay waste on their opponents.
** This also applies to [Impetuous God] Beerus, [Determined to Fight Back] [=SSJ2=] Vegeta, and their Dokkan Awakened variants, where any amount of Ki can trigger a super attack. AwesomeButImpractical, however, as it activates once below 30% HP, and it only lasts one measly turn as opposed to the Oozarus lasting at least two.

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* SuperMode: There are special SSR cards of various Saiyan characters who will actually have a chance to become Oozarus Oozaru and will lay waste on their opponents.
** This also applies to [Impetuous God] Beerus, [Determined to Fight Back] [=SSJ2=] Vegeta, and their Dokkan Awakened variants, where any amount of Ki can trigger a super attack. AwesomeButImpractical, however, as it activates once below 30% HP, and it only lasts one measly turn as opposed to the Oozarus Oozaru lasting at least two.



** This even applies to the TUR and LR versions of the Goku Black & Zamasu combo.

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** This even also applies to the TUR and LR versions of the Goku Black & Zamasu combo. combo, in a more literal sense.



* TookALevelInBadass: The purpose of performing an Awaken, Z-Awaken or Dokkan Awaken is to perform this trope as the character's stats will go up as well as being bumped up a new ranking. One of the most ridiculous characters to do this is [Overflowing Resolve] Goku. He starts as an R, then Z-Awakens into an SR. He Dokkan Awakens into [Message from Another World] Goku (Angel), then can Z-Awaken into a SSR rank before Dokkan Awakening into a SSR [Legendary Super Saiyan] Super Saiyan Goku. ''THEN'', he can Z-Awaken into a UR rank, then Z-Awaken back down to an SSR Rank, [Flawless Technique] Super Saiyan Goku (Angel), who can re-Z-Awaken back into a UR! WHEW.
** An update allows him to dokkan AGAIN into TUR [Multiplied Fighting Power] Super Saiyan 3 Angel Goku, officially giving him more Dokkan Awakenings than even the LR's.

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* TookALevelInBadass: The purpose of performing an Awaken, Z-Awaken or Dokkan Awaken is to perform this trope as the character's stats will go up as well as being bumped up a new ranking. One of the most ridiculous characters to do this is [Overflowing Resolve] Goku. He starts as an R, then Z-Awakens into an SR. He Dokkan Awakens into [Message from Another World] Goku (Angel), then can Z-Awaken into a SSR rank before Dokkan Awakening into a SSR [Legendary Super Saiyan] Super Saiyan Goku. ''THEN'', he can Z-Awaken into a UR rank, then Z-Awaken Dokkan Awaken back down to an SSR Rank, [Flawless Technique] Super Saiyan Goku (Angel), who can re-Z-Awaken back into a UR! WHEW.
** An update allows him to dokkan Dokkan AGAIN into TUR [Multiplied Fighting Power] Super Saiyan 3 Angel Goku, officially giving him more Dokkan Awakenings than even the LR's.



** Nowadays, any units that lower the DEF of the enemy with either their passive skill or Super Attack effect might as well not exist at all given the fact that almost all the Dokkan bosses utilize damage reduction where they will lower the damage every time they get attacked, and it cannot be negated by any means(not even with a critical hit). The only bosses that utilizes defense as their main trait is Broly, SS3 Broly, Super Vegito, and Future Gohan. And even then, a critical hit will allow the player to completely bypass their defense and hit them for full damage anyway. While there are units that gets bonuses on a DEF-lowered enemy, the hardest events disable every debuffs making them even more pointless anyway.

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** Nowadays, any units that lower the DEF of the enemy with either their passive skill or Super Attack effect might as well not exist at all given the fact that almost all the Dokkan bosses utilize damage reduction where they will lower the damage every time they get attacked, and it cannot be negated by any means(not even with a critical hit). The only bosses that utilizes defense as their main trait is Broly, SS3 SSJ3 Broly, Super Vegito, and Future Gohan. And even then, a critical hit will allow the player to completely bypass their defense and hit them for full damage anyway. While there are units that gets bonuses on a DEF-lowered enemy, the hardest events disable every debuffs making them even more pointless anyway.



** [Battle to Reach the Top Super Saiyan] Vegeta (GT) and [Battle to Become the Strongest] Super Saiyan Goku (GT)'s Active Skill allows them to deal an Ultimate damage to the enemy which can only be activated after performing 4 Super Attacks. For all the effort required with such a horrendous requirement that can only be triggered at turn 7 on average, said Active Skill hits like wet feather in contrast to the damage dealt on a regular Super Attack. This is due to the fact that while normally Ultimate Attacks do use their Super Attack multiplier, Goku & Vegeta's additional boosts comes from collecting Ki Spheres which meant that their Active Skill by contrast only uses their start of turn boost which results in said Ultimate Damage only dealing a third of the damage they deal on average particularly due to the fact that unlike other nukers, Goku and Vegeta's boost comes on a Super Attack which meant that the boosts directly multiply with each other rather than additively adding them like every other nukers.
** [Destroyers Born from the Dragon Balls] Shadow Dragons Army's Active Skill give themselves Ki as well debuffing the enemy's ATK. While the bonus Ki will always remain a useful skill to have, the problem with it is the fact that the Active Skill can only be triggered as early as the 7th turn but at the point that it's available, the enemy would have already been immune to being ATK debuffed. Even in Super Battle Road stages where the enemies can be fully debuffed, most of the events lasts only in 4 turns on average and if you somehow managed to reach 7 turns to trigger the Active Skill, you're probably already winning anyway as much of the difficulties is dependent on whether or not you can survive the first few turns.
** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in events where it would've been most useful in like Red Zone, nor does it deter any "Attack All" attacks made by the enemy in that turn. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn. [God of Destruction's Holiday] Beerus (Pajama) showcases just how awful this skill can be, having the same Attack Interception skill as Gogeta... except he only gets a measly 30% Damage Reduction as his only defense before he can fire off any Super Attack or gather the Rainbow Ki Spheres needed to boost his Defense only slightly, making him an even worse defensive option in challenging events.

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** [Battle to Reach the Top Top] Super Saiyan] Saiyan Vegeta (GT) and [Battle to Become the Strongest] Super Saiyan Goku (GT)'s Active Skill allows them to deal dish out an attack with Ultimate damage to the enemy which can only be activated after performing 4 Super Attacks. For all the effort required with such a horrendous requirement that can only be triggered at turn 7 on average, said Active Skill hits like a wet feather in contrast to the damage dealt on a regular Super Attack. This is due to the fact that while normally Ultimate Attacks do use their Super Attack multiplier, Goku & Vegeta's additional boosts comes from collecting Ki Spheres which meant that their Active Skill by contrast only uses their start of turn boost which results in said Ultimate Damage only dealing a third of the damage they deal on average particularly due to the fact that unlike other nukers, Goku and Vegeta's boost comes on a Super Attack which meant that the boosts directly multiply with each other rather than additively adding them like every other nukers.
** [Destroyers Born from the Dragon Balls] Shadow Dragons Army's Active Skill give themselves Ki as well as debuffing the enemy's ATK. While the bonus Ki will always remain a useful skill to have, the problem with it is the fact that the Active Skill can only be triggered as early as the 7th turn but at the point that it's available, the enemy would have already been immune to being ATK debuffed. Even in Super Battle Road stages where the enemies can be fully debuffed, most of the events lasts only in 4 turns on average and if you somehow managed to reach 7 turns to trigger the Active Skill, you're probably already winning anyway as much of the difficulties is dependent on whether or not you can survive the first few turns.
** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Gogeta's Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in events where it would've been most useful in like Red Zone, nor does it deter any "Attack All" attacks made by the enemy in that turn. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn. [God of Destruction's Holiday] Beerus (Pajama) showcases just how awful this skill can be, having the same Attack Interception skill as Gogeta... except he only gets a measly 30% Damage Reduction as his only defense before he can fire off any Super Attack or gather the Rainbow Ki Spheres needed to boost his Defense only slightly, making him an even worse defensive option in challenging events.



** Somewhat averted as of the "Legendary Campaign" Challenge, as the 100-point limit has since been permanently removed
* WeaksauceWeakness: Many Dokkan Event bosses have some sort of damage reduction that can only be negated by specific characters or link skills. For example; Kid Buu takes extra damage from many cards from the Buu Arc. Janemba's weakness? Super Sayians.
** Super Gogeta isn't much better; being weak to characters with the 'Big Bad Bosses' link; that many of the major villains [Cell; Freiza; Buu] have.

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** Somewhat averted as of the "Legendary Campaign" Challenge, as the 100-point limit has since been permanently removed
removed.
* WeaksauceWeakness: Many Dokkan Event bosses have some sort of damage reduction that can only be negated by specific characters or link skills. For example; Kid Buu takes extra damage from many cards from the Buu Arc. Janemba's weakness? Super Sayians.
Saiyans.
** Super Gogeta isn't much better; better, being weak to characters with the 'Big Bad Bosses' link; link that many of the major villains [Cell; Freiza; [Cell, Frieza, Buu] have.
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* SerialEscalation: When the game first launched, characters could be upgraded to Super Attack Level 10 and can achieve a higher rarity rank through Z-Awakening. Then [=SR/SSR=] characters could become [=SSR/UR=] through Dokkan Awakenings, which turns those characters into completely new units with new skills and abilities. Then [=UR=] characters could Transcend the [=UR=] limit though Dokkan Events or Special Story Events, raising their maximum level from 100 to 120. ''Then'' Dokkan introduced [=LR=] cards that can go through another Dokkan Awakening tier to achieve Super attack Level 20 and reach Level 150. ''Then'' Extreme Z-Awakenings were introduced to give older cards new relevance, allowing them to reach Super Attack level 15[=/=]25, with [=TURs=] also training up to Level 150 much like the [=LRs=]. '''''Then''''' SUPER Extreme Z-Awakenings were announced for the [=EZA'd=] Dokkan Fest cards, which again overhauls their leader and passive abilities to become viable in the new 9th Anniversary meta.

to:

* SerialEscalation: When the game first launched, characters could be upgraded to Super Attack Level 10 and can achieve a higher rarity rank through Z-Awakening. Then [=SR/SSR=] characters could become [=SSR/UR=] through Dokkan Awakenings, which turns those characters into completely new units with new skills and abilities. Then [=UR=] characters could Transcend the [=UR=] limit though Dokkan Events or Special Story Events, raising their maximum level from 100 to 120. ''Then'' Dokkan introduced [=LR=] cards that can go through another Dokkan Awakening tier to achieve Super attack Level 20 and reach Level 150. ''Then'' Extreme Z-Awakenings were introduced to give older cards new relevance, allowing them to reach Super Attack level 15[=/=]25, with [=TURs=] also training up to Level 150 much like the [=LRs=]. '''''Then''''' SUPER Extreme Z-Awakenings were announced for the [=EZA'd=] Dokkan Fest cards, which again overhauls their leader and passive abilities to become viable in the new 9th Anniversary meta.
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** The ability to damage all enemies with their Super Attacks/Active Skills. While it seems like an awesome and interesting ability to use against events with multiple enemies such as Super Battle Road or World Tournament, almost every other events only have a single enemy for you to fight. Additionally, Super Battle Road also allows you to use your Support Item slots and units that are effective against single enemies are also effective against multiple ones as the enemies aren't as resilient compared to other events making World Tournament the only event where its actually meaningful. It doesn't help that the game treated it like it's some sort of special & unique ability and units with AoE based supers will almost always have passive that revolve around it such as having different multipliers depending on the enemy remaining or nerf the Super Attack multipliers from the standard Immense to Supreme for DFE units in an effort to overbalance said abilities.

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** The ability to damage all enemies with their Super Attacks/Active Skills. While it seems like an awesome and interesting ability to use against events with multiple enemies such as Super Battle Road or World Tournament, almost every other events only have a single enemy for you to fight. Additionally, Super Battle Road also allows you to use your Support Item slots and units that are effective against single enemies are also effective against multiple ones as the enemies aren't as resilient compared to other events making World Tournament the only event where its actually meaningful. It doesn't help that the game treated it like it's some sort of special & unique ability and units with AoE [=AoE=] based supers will almost always have passive that revolve around it such as having different multipliers depending on the enemy remaining or nerf the Super Attack multipliers from the standard Immense to Supreme for DFE units in an effort to overbalance said abilities.
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None

Added DiffLines:

* SerialEscalation: When the game first launched, characters could be upgraded to Super Attack Level 10 and can achieve a higher rarity rank through Z-Awakening. Then [=SR/SSR=] characters could become [=SSR/UR=] through Dokkan Awakenings, which turns those characters into completely new units with new skills and abilities. Then [=UR=] characters could Transcend the [=UR=] limit though Dokkan Events or Special Story Events, raising their maximum level from 100 to 120. ''Then'' Dokkan introduced [=LR=] cards that can go through another Dokkan Awakening tier to achieve Super attack Level 20 and reach Level 150. ''Then'' Extreme Z-Awakenings were introduced to give older cards new relevance, allowing them to reach Super Attack level 15[=/=]25, with [=TURs=] also training up to Level 150 much like the [=LRs=]. '''''Then''''' SUPER Extreme Z-Awakenings were announced for the [=EZA'd=] Dokkan Fest cards, which again overhauls their leader and passive abilities to become viable in the new 9th Anniversary meta.
Is there an issue? Send a MessageReason:
None


* UniquenessRule: Though you can put multiple versions of a character on the same team, if they happen to share the same ''name'' (i.e. Super Saiyan Goku attacking in the same rotation as another Super Saiyan Goku), then none of their Link Skills will activate if paired up with each other. This can be circumvented if they start with the same name but soon transforms into a different form from the copy (such as Super Buu absorbing Gohan), which will then allow them to link up in battle, but this isn't always the case for most units.

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* UniquenessRule: Though you can put multiple versions of a character on the same team, if they happen to share the same ''name'' (i.e. Super Saiyan Goku attacking in the same rotation as another Super Saiyan Goku), then none of their Link Skills will activate if paired up with each other. This can be circumvented if they start with the same name but soon transforms into a different form from the copy (such as Super Buu absorbing Gohan), which will then allow them to link up in battle, or if they are an exchange unit (such as [Warriors Entrusted with Earth's Fate] Super Saiyan Goku/Super Saiyan Gohan (Youth)), due to them escaping this limitation on a technicality, but this isn't always the case for most units.units. Extreme Z-Battles completely enforces this as that mode will prevent you from putting more than one copy of a character in your team by blocking every other variant out when one is selected for battle.
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* UniquenessRule: Though you can put multiple versions of a character on the same team, if they happen to share the same ''name'' (i.e. Super Saiyan Goku attacking in the same rotation as another Super Saiyan Goku), then none of their Link Skills will activate if paired up with each other. This can be circumvented if they start with the same name but soon transforms into a different form from the copy (such as Super Buu absorbing Gohan), which will then allow them to link up in battle, but this isn't always the case for most units.
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** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in events where it would've been most useful in like Red Zone, nor does it deter any "Attack All" attacks made by the enemy in that turn. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn.

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** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in events where it would've been most useful in like Red Zone, nor does it deter any "Attack All" attacks made by the enemy in that turn. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn. [God of Destruction's Holiday] Beerus (Pajama) showcases just how awful this skill can be, having the same Attack Interception skill as Gogeta... except he only gets a measly 30% Damage Reduction as his only defense before he can fire off any Super Attack or gather the Rainbow Ki Spheres needed to boost his Defense only slightly, making him an even worse defensive option in challenging events.
Is there an issue? Send a MessageReason:
None


** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in event where it would've been most useful in like Red Zone. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn.

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** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in event events where it would've been most useful in like Red Zone.Zone, nor does it deter any "Attack All" attacks made by the enemy in that turn. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn.
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None

Added DiffLines:

** [Overflowing Reflective Radiance] Super Saiyan God SS Gogeta[='=]s Active Skill allows him to not only redirect all enemy attacks at him for 1 turn, but also gives him guaranteed dodge within that same turn... except this is still affected by any Dodge Nullification skill the boss activates at the start of the battle, especially in event where it would've been most useful in like Red Zone. This makes what should be a useful skill into a very easy way for him to get pelted, especially if he hasn't had a chance to attack and build up his defense for that turn.
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Spelling/grammar fix(es)


* AdaptationalHeroism: Vegeta in the Quest Mode, surprisingly. He recognized and reffered to Trunks as his own son way before the Cell Games, and agrees to hold off Turles as Trunks and the player goes on their adventure.

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* AdaptationalHeroism: Vegeta in the Quest Mode, surprisingly. He recognized and reffered referred to Trunks as his own son way before the Cell Games, and agrees to hold off Turles as Trunks and the player goes on their adventure.
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** Super Attacks effects that raises ATK are always inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises by approximately 10% or lower. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks while those that only raises ATK tend to be one of the worst besides lowering DEF. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.

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** Super Attacks effects that raises ATK are always inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your overall damage output by 50%, it only raises by approximately 10% or lower. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks while those that only raises ATK tend to be one of the worst besides lowering DEF. The only ones that can actually take advantage raising ATK of this are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.

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