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** [Miraculous Final Battle] Goku (GT) & Super Saiyan 4 Vegeta's Standby Skill has them exchanging to just Super Saiyan Vegeta (GT), where he has a Revival Skill that involves Goku firing back with his Super Ultra Spirit Bomb. Vegeta's Revival Skill is counted separately from anyone else's Revival Skills, so you don't have to worry about him stealing away [Extraordinary Super Warrior] Super Saiyan Goku's Revive and miss out on his bonuses, or have the opposite happen and be locked out of the Super Ultra Spirit Bomb attack.
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** 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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** Relating to the Tanabata banner, Global's first iteration of the banner was released during the Thank-You celebration much like their Japanese equivalent but subsequent Tanabata banners released on Global would be released on Christmas even when the Tanabata LR is released beforehand (for example, [Fusion Reborn] Goku (Angel) & Vegeta (Angel) was released during the Thank-You celebration but the next banner that features the returning Anniversary units won't be released until Christmas 1 month later.
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** The 1st Anniversary, besides Gogeta, also features Janemba as the headlined anniversary unit opposite of the former making him the first and only Extreme Class unit to be featured as an Anniversary Dokkan Festival character. Subsequent Anniversaries focuses entirely on Goku and Vegeta including their Fusions as the main units with any possible Extreme Class featured being relegated into Part 2 of the celebration as Legendary/Carnival Summon [=LRs=] or as a banner unit opposing the featured Super Class unit.

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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 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.



** [Miraculous Outcome] Goku & Frieza (Final Form) (Angel) wasn't featured to be pulled when they get their Extreme Z-Awakening on JP server. Subsequent summonable [=LRs=] [=EZAs=] released afterwards do get their own dedicated banner for the Extreme Z-Battle event and that applies when Global gets their own 6th Anniversary where Gou & Frieza gets their Legendary Summon banner for the celebration.

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** [Miraculous Outcome] Goku & Frieza (Final Form) (Angel) wasn't featured to be pulled when they get their Extreme Z-Awakening on JP server. Subsequent summonable [=LRs=] [=EZAs=] released afterwards do get their own dedicated banner for the Extreme Z-Battle event and that applies when Global gets their own 6th Anniversary where Gou Goku & Frieza gets their Legendary Summon banner for the celebration.
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* ExcusePlot: The supposed plot in this game is that someone has made a wish to gather all fighters in one timeline and you team with Trunks and King Kai to examine who is the culprit...Except you don't actually do any investigations at all so much as you got completely sidetracked into fighting all sorts of foes. In fact, 27 chapters in and we ''still'' don't have a single clue as to who did it. Come Version Z, the Tutorial excises any reference to the Quest story and instead, revamp it by turning it into a retelling of the Saiyan Saga storyline.

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* ExcusePlot: The supposed plot in this game is that someone has made a wish to gather all fighters in one timeline and you team with Trunks and King Kai to examine who is the culprit...Except you don't actually do any investigations at all so much as you got completely sidetracked into fighting all sorts of foes. In fact, 27 chapters in and we ''still'' don't have a single clue as to who did it. Come Version Z, the Tutorial excises any reference to the Quest story and instead, revamp it by turning it into a retelling of the Saiyan Saga storyline.

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** [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 DFE category leads have their leader skill boost upgraded to a full 170% across the board. Non-DFE category lead that gets their EZA still retains their boost to 160 though.

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** [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. board including [Peerless Gleam] Super Saiyan 4 Gogeta and [Crashing Maelstrom] Omega Shenron. Non-DFE category lead leads that gets their EZA still retains their boost to 160 though.though.
** [Miraculous Outcome] Goku & Frieza (Final Form) (Angel) wasn't featured to be pulled when they get their Extreme Z-Awakening on JP server. Subsequent summonable [=LRs=] [=EZAs=] released afterwards do get their own dedicated banner for the Extreme Z-Battle event and that applies when Global gets their own 6th Anniversary where Gou & Frieza gets their Legendary Summon banner for the celebration.
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** [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 DFE category leads have their leader skill boost upgraded to a full 170% across the board. Non-DFE category lead that gets their EZA still retains their boost to 160 though.
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Up To Eleven is a defunct trope


** Then there's Super Battle Road which challenges you with a category or type limited team, and has you fight through three to four stages of extra strong opponents. And to top it off, there's also ''Extreme'' Super Battle Road which ramps up the already intense difficulty UpToEleven.

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** Then there's Super Battle Road which challenges you with a category or type limited team, and has you fight through three to four stages of extra strong opponents. And to top it off, there's also ''Extreme'' Super Battle Road which ramps up the already intense difficulty UpToEleven.up to eleven.
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** [[Anime/DragonBallZCoolersRevenge "Fight! Battle for the Strongest in the Universe!"]] adds an extra scene following Cooler's defeat that focuses on Vegeta taunting a Frieza solder that Kakarot's victory over Cooler is a surefire thing thanks to his Super Saiyan power, before going Super Saiyan himself to kill the unlucky soldier.
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** For the Movie Celebration for ''Anime/DragonBallSuperSuperHero'', which aired globally in English on August 19, 2022, on the day right after, [[spoiler:an extremely hard boss event featuring Cell Max]] was released.
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** In 2021, there's the Gods of Destruction event, which challenges players to defeat each of the 12 Gods of Destruction, with each battle being an intense 1v1 with varying gimmicks (Type changing, rage forms, [=AoE=] Super Attacks, ect.) and featuring a foe with a ton of health.
** Then in 2022, there's the Ultimate Red Zone. It's like a multi-stage version of the Gods of Destruction event similar to the Fighting Legend stages, featuring both foes from the movies and ''Dragon Ball GT'. The difficulty in these events is ''absurd'', as you'd either require ''incredible'' RNG, or the most up to date units.

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** In 2021, there's the 'Epic! Transcendent! Gods of Destruction Assemble" event, which challenges players to defeat each of the 12 Gods of Destruction, with each battle being an intense 1v1 with varying gimmicks (Type changing, rage forms, [=AoE=] Super Attacks, ect.) and featuring a foe with a ton of health.
health and hitting like a truck.
** Then in 2022, there's the Ultimate Red Zone. It's like a multi-stage version of the Gods of Destruction event similar to the Fighting Legend stages, featuring both foes from the movies and ''Dragon Ball GT'.GT''. The difficulty in these events is ''absurd'', as you'd either require ''incredible'' RNG, or the most up to date units.

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* FakeLongevity: The Prime Battles LRs require that you get 777 medals from their respective events. The only problem with this is that each runs requires 25 to 50 stamina per run, and the amount of medals that drop could range from 5 to 20.

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* FakeLongevity: The Prime Battles LRs require that you get 777 medals from their respective events. The only problem with this is that each runs requires 25 to 50 stamina per run, and the amount of medals that drop could range from 5 to 20. Thankfully in the modern day, the stamina amount has been cut down significantly, and the medal drop issue has been mitigated as past Prime Battles would allow for players to run a certain category to increase drop rates.



** 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.

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** 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.



* NintendoHard: 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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* NintendoHard: Anything NintendoHard:
** 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.



** Then there's Super Battle Road which challenges you with a category or type limited team, and has you fight through three to four stages of extra strong opponents. And to top it off, there's also ''Extreme'' Super Battle Road which ramps up the already intense difficulty UpToEleven.
** In 2021, there's the Gods of Destruction event, which challenges players to defeat each of the 12 Gods of Destruction, with each battle being an intense 1v1 with varying gimmicks (Type changing, rage forms, [=AoE=] Super Attacks, ect.) and featuring a foe with a ton of health.
** Then in 2022, there's the Ultimate Red Zone. It's like a multi-stage version of the Gods of Destruction event similar to the Fighting Legend stages, featuring both foes from the movies and ''Dragon Ball GT'. The difficulty in these events is ''absurd'', as you'd either require ''incredible'' RNG, or the most up to date units.



** In 2021, players themselves would have the ability to use this, as the Dokkan Festival unit [Game of Death] Android 17 (Future) & Android 18 (Future) would have the ability to nullify ki-based Super Attacks.



* OneHitKill: Two types of bosses can initiate a OneHitKill.

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* OneHitKill: Two types of Several bosses can initiate this, usually having a OneHitKill.countdown to them.



* OverlyLongFightingAnimation: [=SSJ4=] Gogeta, Goku (Ultra Instinct -Sign-) and Goku (Ultra Instinct) all suffer from this.
* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally)

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* OverlyLongFightingAnimation: [=SSJ4=] Gogeta, Goku (Ultra Instinct -Sign-) and Goku (Ultra Instinct) all suffer from this.
this for their Super Attacks, as do most modern units as Super Attack animations become more advanced and detailed. Thankfully an option to speed up battle animations has been added, mitigating this issue.
* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally)unconditionally), who is overshadowed by TEQ [Resilient Will to Protect the Future] Trunks (Teen) (Future) (+3 Ki, 120% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP & ATK and +130% DEF for Future Saga category units), who is surpassed by AGL [Righteous Otherworld Defense] Pikkon (+3 Ki, 130% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP, DEF, and ATK for Connected Hope category units).

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** [Everlasting Legend] Super Saiyan Goku, [Budding Heart] Piccolo, [Limitless Energy] Androids #17 & #18, and [Reign of Terror] Frieza (1st Form), the first four LRs ever to be released, don't have either the "Shattering the Limit" or "Fierce Battle" links.

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** [Everlasting Legend] Super Saiyan Goku, [Budding Heart] Piccolo, [Limitless Energy] Androids #17 & #18, and [Reign of Terror] Frieza (1st Form), the first four LRs [=LRs=] ever to be released, don't have either the "Shattering the Limit" or "Fierce Battle" links.links.
** 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.
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** The BattleIntro animations and concept of 200% Leader Skills were both spoiled on the Global side ahead of time thanks to [Brief Paternal Moment] Majin Vegeta having both of them in his kit as part of the 2022 Saiyan Day celebration.
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Up To Eleven is a defunct trope


** Taken UpToEleven with LR [Miraculous Outcome] Goku & Frieza (Final Form) (Angel), as their stats end with 77 (even when rainbowed), they provide a +177% Stat boost to "Representatives of Universe 7" Category cards, their Ultra Attack is called "Miracle of Universe 7", and they can have up to three +77% ATK boosts stack upon each other (+77% ATK and DEF for attacking, +77% ATK for launching their Ultra Attack, and +77% ATK if they face an enemy that has their ATK reduced).

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** Taken UpToEleven with LR [Miraculous Outcome] Goku & Frieza (Final Form) (Angel), as their (Angel)--their stats end with 77 (even when rainbowed), they provide a +177% Stat boost to "Representatives of Universe 7" Category cards, their Ultra Attack is called "Miracle of Universe 7", and they can have up to three +77% ATK boosts stack upon each other (+77% ATK and DEF for attacking, +77% ATK for launching their Ultra Attack, and +77% ATK if they face an enemy that has their ATK reduced).



** Extreme Super Battle Road takes everything that made its predecessor brutally hard and takes it UpToEleven. 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

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** Extreme Super Battle Road takes everything that made its predecessor brutally hard and takes it UpToEleven.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



** The Extreme Z-Battles brings the Luck-based structure UpToEleven, since 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.

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** The In Extreme Z-Battles brings the Luck-based structure UpToEleven, since Z-Battles, you can't bring items, and the bosses will be immune to every debuff in the later stages, you 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.



** Taken UpToEleven with Super 2 difficulty; which often gives bosses Stun Immunity; and sometimes even Sealing Immunity.

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** Taken UpToEleven with Super 2 difficulty; which difficulty often gives bosses Stun Immunity; and Immunity, sometimes even Sealing Immunity.



** The player can invoke this with cards with the Additional Attack bonus. Especially with AGL-types [Some AGL types have some form of counter] and PHY-types [Many high-tier PHY types have a built-in additional attack; taken UpToEleven with Vegito Blue; who can attack up to four times a turn!]

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** The player can invoke this with cards with the Additional Attack bonus. Especially with AGL-types [Some AGL types have some form of counter] and PHY-types [Many high-tier PHY types have a built-in additional attack; taken UpToEleven with Vegito Blue; who Blue can attack up to four times a turn!]



** Taken UpToEleven as of an update, allowing 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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** Taken UpToEleven as of an update, allowing 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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* MetalSlime: The 40% type supports are only available within the mono-Type banners and were never added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.

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* MetalSlime: MetalSlime:
**
The 40% type supports are only available within the mono-Type banners and were never added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.Coins.
** The ''Super Dragon Ball Heroes'' units only appears in the annual ''Heroes'' collaboration campaigns and are never added to the unfeatured pool, making them the only time you can ever pull them (although on the plus side, they're released simultaneously on both servers so you don't have to wait for months before they're available on Global server). To make things worse, ''Heroes'' units that are either unfeatured or didn't receive their Dokkan Awakening are only available in the unfeatured pool. And said pool only has a 3% unfeatured rate with each Multi-Summon being a guaranteed Featured unit, making it significantly harder to pull them in the event that you miss the chance to obtain them. The only other method of obtaining them would be to buy them using Special Dragon Stone, however not only they're expensive but you can only purchase up to two of them and you can't buy two copies of the same character.
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** 2022: With the help of the Para Para Brothers, Dokkan Battle becomes the dance-battling Dokkan Exercise, complete with a funky dance remix of the main theme.
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* BraggingRightsReward: Obtaining and maxing LR Kid Gohan requires that the player fully beat all the stages of the Super Battle Road. However given the fact that the event is extremely difficult where the enemies have huge inflated stats, if you beat the mode then chances are, you probably wouldn't need LR Kid Gohan to help you beat other bosses anyway.

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* BraggingRightsReward: Obtaining and maxing LR Kid Gohan requires 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 player fully beat appropriate categories, making them among the best Support Memory in the game as all the stages of the Super Battle Road. However others only works for 1-2 turns. However, given the fact that they're the event is extremely difficult where hardest bosses in the game, you certainly do not need it against future enemies have huge inflated stats, as if you can beat the mode them, then chances are, you probably wouldn't need LR Kid Gohan to help you certainly can beat other bosses anyway.events where their category is required.
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* MetalSlime: The 40% type supports are only available within the mono-Type banners and have never been added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.

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* MetalSlime: The 40% type supports are only available within the mono-Type banners and have were never been added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.
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** [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 much of their damage output comes from collecting Ki Spheres where unlike other nukers, they receive the boost on a Super Attack which means those boosts directly multiply your stats rather than adding to the initial boosts, resulting in a metric ton of damage. 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.

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** [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 much of while normally Ultimate Attacks do use their damage output Super Attack multiplier, Goku & Vegeta's additional boosts comes from collecting Ki Spheres where unlike other nukers, they receive the boost on a Super Attack which means those boosts directly multiply your stats rather than adding to the initial boosts, resulting in a metric ton of damage. Their 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.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.
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** [Destiny-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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** [Destiny-Changing [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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** Extreme Z-Battle events to Extreme Z-Awaken unfeatured SSR units will always remain available permanently and can be played without requiring to spent any keys to do it.

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** Extreme Z-Battle events to Extreme Z-Awaken unfeatured SSR units will always remain available permanently and can be played without requiring to spent any keys to do it.it, ensuring that players can EZA them right away after pulling said units.
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* BattleIntro: Starting from the 7th Anniversary, units can now have an Intro animation that is fully voiced. While it's mostly just a stylish addition, it does intergrate it by implementing passive that works right on the very turn that they appear.
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* ExcusePlot: The supposed plot in this game is that someone has made a wish to gather all fighters in one timeline and you team with Trunks and King Kai to examine who is the culprit...Except you don't actually do any investigations at all so much as you got completely sidetracked into fighting all sorts of foes. In fact, 27 chapters in and we ''still'' don't have a single clue as to who did it. And the story hasn't been updated for ''years''.

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* ExcusePlot: The supposed plot in this game is that someone has made a wish to gather all fighters in one timeline and you team with Trunks and King Kai to examine who is the culprit...Except you don't actually do any investigations at all so much as you got completely sidetracked into fighting all sorts of foes. In fact, 27 chapters in and we ''still'' don't have a single clue as to who did it. And Come Version Z, the Tutorial excises any reference to the Quest story hasn't been updated for ''years''.and instead, revamp it by turning it into a retelling of the Saiyan Saga storyline.
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** [[https://www.youtube.com/watch?v=XCVGjcjAQiQ The animations for the 7th Anniversary unit]] [Infinite Power God Warriors] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta take a MASSIVE one, managing to replicate the moments of CGI animation the film had, especially from Goku and Vegeta's clash against Super Saiyan Broly for the Ultra Super Attack, while also managing to integrate what were originally moments of their solo moments into a two-man team effort.
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** [Otherworld in Collapse] Janemba's Active Skill Transformation into Super Janemba exchanges his Guard, conditional support & damage reduction in favor of slightly higher boosts, an unreliable Ki changer and the damage reduction from Rainbow Ki Spheres became an unreliable Evasion. Guard ranks among the best passive in the game and when combined with his damage reduction, allows Janemba to tank a point-blank Super Attack from even the hardest events so by transforming him, he not only becames far less durable but renders him defenseless against INT enemies. Hell his ATK boost is barely improved as unlike units such as Cell or Bojack that gains the additional boost when attacking, Janemba's additional boost is additively added so instead of potentially getting a +292% boost, he merely gains +220% from collecting 3 non-Rainbow Spheres in contrast to the +120% and an additional +30% Extreme Class support from collecting 4 non-Rainbow Spheres. The only bright side to it is that unlike the other examples in this list, Janemba's Transformation is toggle-based so it's possible to ignore it altogether.

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** [Otherworld in Collapse] Janemba's Active Skill Transformation into Super Janemba exchanges his Guard, conditional support & damage reduction in favor of slightly higher boosts, an unreliable Ki changer and the damage reduction from Rainbow Ki Spheres became an unreliable Evasion. Guard ranks among the best passive in the game and when combined with his damage reduction, allows Janemba to tank a point-blank Super Attack from even the hardest events so by transforming him, he not only becames becomes far less durable but renders him defenseless against INT enemies. Hell Even his ATK boost is barely improved as unlike units such as Cell or Bojack that gains the additional boost when attacking, Janemba's additional boost is additively added so instead of potentially getting a +292% boost, he merely gains +220% from collecting 3 non-Rainbow Spheres in contrast to the +120% and an additional +30% Extreme Class support from collecting 4 non-Rainbow Spheres. The only bright side to it is that unlike the other examples in this list, Janemba's Transformation is toggle-based so it's possible to ignore it altogether.
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* MetalSlime: The 40% type supports are only available within the mono-Type banners and have never been added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins. In fact, once the supports got their Dokkan Awakening, said banners never reappeared again even through the Anniversary and Worldwide Celebration campaigns.

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* MetalSlime: The 40% type supports are only available within the mono-Type banners and have never been added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins. In fact, once the supports got their Dokkan Awakening, said banners never reappeared again even through the Anniversary and Worldwide Celebration campaigns.
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** 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 Super Battle Road 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 only a handful of enemies dealing Melee-type attacks 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 for as low as double digits anyway making the ability itself redundant.

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** 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 Super Battle Road 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 only a handful of enemies dealing Melee-type attacks 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 for as low as double digits anyway making the ability itself redundant.
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** 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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