In this section we'll tell you how the game starts off, how to progress through it, how to unlock stuff, and what exactly we're talking about in the rest of the website, as it can get pretty confusing.
Table of Contents
Welcome, welcome, everyone! Here I will be explaining certain functions of the game in some detail, and give you some fun hints on how to progress. Generally speaking, for anyone who is actually just starting, try and focus on completing the story first. If you're having difficulty with that or just want to see me ramble about game mechanics for a while, please check out the guides below and ask for help where you need it.
-greymousedragon and the Chaicord team
Like most gacha type games, Dragon Ball Legends offers new players incentives to keep playing, mostly in the form of training items and premium currency, called Chrono Crystals. With 1,000 of these elusive buggers, you will be able to perform a 10 character multi summon in all cases, with some being cheaper than that. Additionally, Legends has a special log-in bonus for brand new players, which is shown below.
The log-in bonus lasts for 7 days of you logging in, and gives a massive amount of supportive items that will help most players max out a few units in order to be able to effectively and easily finish the story. The total number of items given is as following:
2,000 Chrono Crystals
75 Legends Welcome Tickets (Not Guaranteed Sparking)
7 Gold Bells
35 million zeni
210 Silver Bells
15 Master's Pack 3 Sparking 30% Chance Tickets
10 Master's Pack 2 Sparking 30% Chance Tickets
Additionally, there are several Beginner's Missions that need to be cleared before you can have fun investigating all of the game. Once all of these are complete, most modes should be open, and all modes will definitely be open by the completion of Part 2 (
don't quote me on that, it's been a while).
Feel free to look through here or in game to see what you've got ahead of you, but as was stated above, it's highly recommended to get as far into the story as you can in order to unlock everything.
Units are the main draw of this game, as they are for the most part, our beloved Dragon Ball characters. Each unit has their own set of abilities pretty much unique to them, as well as certain moves that are also pretty much unique to them. As you saw in the tutorial, each character holds a Strike Card, that is a close range move, a Blast Card, which is a far range move that can be used in close range, a Special Move Card, which is a "super" type move that is commonly called a blue card, and a Special Skill/Quirk Card, which has many different effects and is usually referred to as a green card. Other characters have Ultimate Cards or Awakened Ability cards, which have a variety of effects. All Ultimate cards are close range, whereas Awakened cards are AoE.
Everyone knows colors have natural enemies, right? No? Well, that's alright. I'll go ahead and educate you on the pecking order. Firstly, the main pentagon of colors is Red-Blue-Green-Purple-Yellow, and we have the very special colors Light, which belongs solely to Shallot, our main protagonist, and Dark, which belongs to a lot of notable enemies.
Don't worry too much if this is hard to remember, as there will be icons in the pre-battle menu for you to look at in order to color counter all Player versus Enemy content, which makes life a lot easier. Additionally, unit color has very little to do with how the character's kit works, such as Green units not being relegated to being support. There are many units of each color that fulfill different purposes. Except for Light and Dark. Those two are the oddballs.
In Dragon Ball: Legends, there are 3 rarities and 1 sub-rarity:
Sparking rarity characters are equivalent to SSR (Super Super Rare) characters in most gacha games. They are the most plentiful in the game, and the hardest to get certain characters of. In terms of playability, Sparking characters are by far the most used, as they are the most powerful in most cases. Your teams in PvP and Co-Op tend to live and die by your Sparking units, so they are important to level early on. Additionally, each Sparking unit that you roll gives x600 Z Power, which is the most Z Power obtainable by summon except for certain x999 Z Power banners.
Sparking has a sub-rarity: Legends Limited. Legends Limited units are very special units that can only be obtained on certain banners and are more powerful than your average Sparking. They have the ability to get a "Legendary Finish" by using their Ultimate Card (SSJ2 Gohan, SSJ Goten, SSJ3 Goku, Frieza, Super Vegito, Vegito Blue, Beerus, SSB Vegeta) or Special Move Card (SSJ Goku and Piccolo) on the opponent's last unit and killing that unit with their move. The Legendary Finish gains a different animation and a blurb that says "Legendary Finish" on it.
Extreme rarity characters are equivalent to SR (Super Rare) characters in most gacha games. These units are the second most plentiful in the game and many of them have extremely valuable Z Abilities that buff their teams tremendously when used as bench units. Some Extreme units are even better than certain Sparkings, and can easily be placed onto the front lines with their powerful kits and higher than average stats. Each Extreme unit that is rolled gives x250 Z Power for that unit, which is a notable drop from the Sparking drop rate. Very few Extreme units are also on the x999 Z Power banners, which may be a strong investment for people chasing Z Abilities or interesting units.
Hero rarity characters are equivalent to R (Rare) in some cases, but for the most part they are UC or C (Uncommon and Common, respectively) in most gacha games. As such, these units are the most common in the game, but only a few characters are ever used because of their inferior stats when compared to the two higher rarities. The best Hero unit by far is Shallot, the free main character of the game. Each Hero unit that is rolled gives x100 Z Power for that unit, which is the lowest in the game for Z Power drop rate. There are currently no Hero units that can gain x999 Z Power from special banners.
Stats, Abilities, and What they Mean
I apologize in advance, this is going to require a lot of words, so do be aware your brain may be sad after reading this section. Even more words and math (!) to make your brain extra sad will be in our Team Building Guide.
In Dragon Ball: Legends, characters have many different stats and abilities that are mentioned in their character profile under "Show Details". It may seem a bit scary at first, but I'm going to walk you through what all of this means with words that hopefully make sense instead of just vague stuff.
In the Status Tab, under... status... there are a bunch of numbers. Each of these numbers correlates to the mathematics behind how your unit functions. Also, please note that in 99% of cases, all Attack values will be much higher than the Defense values due to how the damage calculation is handled.
Power Level... doesn't really matter much, but it sure looks cool.
Health is how much damage your unit can take before they're KO'd and cannot be used in the battle, as it typically is.
Strike Attack controls how much damage your unit does with their Strike cards and also is half of the calculation for the damage of their blue cards.
Blast Attack is much the same as Strike Attack, except for Blast cards and the other half of the calculations for blue cards.
Strike Defense is the barrier between you and being KO'd by your opponent's Strike cards, as it reduces the damage in accordance with how high the stat is.
Blast Defense again is much the same as Strike Defense except for Blast cards.
Critical is the base rate at which this character achieves a critical hit. The higher it is, the higher the chance of getting a critical. Additionally, critical hits have a different sound associated with them, so you know the attack is a critical.
Ki Restore Speed is pretty self explanatory, and tends to vary heavily between units.
Vanish Gauge Restore Speed is a hidden stat, because it is exactly the same for all units, provided that equips or passives have not changed it: it takes 5 seconds to fully fill it from empty. Or getting hit by an Arts card.
Z Abilities are passive, teamwide buffs with certain requirements that have to be fulfilled before they apply. For example, Shallot has the Z Ability "+10% to "Tag: Saiyan" max base Health during battle" at 0 Stars to 2 Stars.
Let's break this down, as this statement indicates a couple things:
Firstly, Z Abilities change as characters get more stars. Z Ability 1 (Z I) is for a unit between 0 and 2 stars, Z Ability 2 (Z II) is for units between 3 and 5 stars, Z Ability 3 (Z III) is for units between 6 and 13 (!) stars, and Z Ability 4 (Z IV) is for units that are 14 stars. All Z Abilities only grow stronger, so there's no need to worry about certain effects not occurring as your units get more stars.
Secondly, Z Abilities only apply to characters with certain tags. Shallot's buffs all Saiyans, which means that he would not buff Android 18 or Frieza or anyone without the "Saiyan" tag. There are a very few key exceptions to this rule, however, it is mostly tried and true. Additionally, Z Abilities can use Elements as well as tags as keys for obtaining buffs. For example, Vegeta (DBL07-10S) buffs "+19% to "Element: GRN" base Strike & Blast Defense during battle". This means that all units with the element GRN would get these buffs, no matter if they are Android 18 or Frieza while Vegeta is a Saiyan.
Thirdly, Z Abilities buff stats for units, which makes them incredibly useful in team building for PvE, PvP, and Co-Op. Indeed, much of your time when team building will be spent looking at Z Abilities and deciding how you want your core and bench units to behave. Z Abilities for core units don't usually matter as much as those for bench units, who are only on the team to provide their Z Abilities, but it is always a good practice to look at them.
Unique Abilities, or Passives, are unique for each unit, and there isn't much overlap between them. Each unit has between 1 or 2 Passives, but most units that are Extreme and Sparking rarity have 2. Each Passive mostly serves to buff the unit is comes with, their team, or to debuff the enemy and possibly their team.
For example, Shallot has the Passive "Rage: Strike Atk UP". This Passive grants "+10% to Strike Damage Inflicted per defeated battle member". This an example of a buff-type passive, and no other character besides Shallot has this passive. Because of this, it's important to look at a unit's passive abilities before choosing them for your team, but especially your core units. If your bench is made by Z Abilities, your core is made by Unique Abilities.
Main Abilities are also unique to units, but they are one time use in battle, and are only available after a certain amount of counts. Counts of course, being the seconds elapsed in battle while not in an attack animation.
Main Abilities tend to come in three flavors, or a mix between them: firstly, the buff main, where you gain buffs or inflict debuffs, secondly, the card draw main, where you draw either a specific card or refill your hand, and thirdly, the transformation main, where you transform into a new form and get another main ability that is one of the aforementioned two.
For example, Shallot's Main Ability "Warrior Blood" restores his health by 20%, and he causes +20% to Strike & Blast Damage Inflicted by all allies for 15 counts. This ability is available after 10 counts. However, Shallot is unique that he can change out his Main Ability to give him access to his different transformations. Each transformation also gives a different set of stats and passives, so do take a look at them when you can.
This is where the fun begins...
Alright, Soul Boosting is the process of making your units stronger by feeding them Rising Souls and Super Souls, which are pictured on the side. Soul Boosting is incredibly important for several reasons. Firstly, it makes your units far stronger, with it being common to see their Power Level (a calculation made off of all of a unit's combined stats) jumping by around 400k, which is quite a lot. Secondly, Soul Boosting offers access to equipment slots, which are the bread and butter of higher level content such as PvP and Co-Op. Equips will be covered in a later section, but just know that they are very important. Third, Soul Boosting gives you 10 CC per 100 Soul Boost panels unlocked before 100k panels unlocked, and after 10 CC per 200 Boost panels unlocked. This is a massive source of CC, and is extremely valuable in the later stages of the game where CC is no longer available by completing new story missions.
In the "Characters" menu, there should be another button that says "Soul Boost" and has Shallot on it. From this menu you can pick whichever character you wish to upgrade, and for this we're going to use... a character I haven't Soul Boosted to show you. Press confirm, and see all the fun little panels. If you pinch the screen and scroll out, you can see the peculiar formation that each branch of the soul boost tree shows up as. Used to you had to pick each panel individually, but you can just press "Auto Select" to do it for you.
Once you press this, it should give you a menu that shows how many Rising Souls are needed along with how much zeni it costs. Press "OK" and then "Soul Boost" and it should reward you with a screen like this:
That is how you go about Soul Boosting units, and I highly recommend doing so for all the units you actually use. And the ones who you don't use if you're like the rest of us and desperate for CC. Additionally, HE units require the least amount of resources to fully Soul Boost, followed by EX, and then SP. Zenkai units are a whole different can of worms, though, so we'll be covering that in a different guide. For now, just know that the word "Zenkai" exists and it means in the loosest terms "buffed units".
Shallot's Transformations and Stars
SPOILER WARNING FOR IF YOU LIKE THE STORY
Skip ahead to Parts (Chapters) if you would like to not see it!
Shallot, as a Saiyan, has many different forms that he unlocks as the story progresses. I won't spoil details on how he obtains them, only the chapter in which he does and what each form does in a very general sense.
Base Form - Obtained by default. The weakest of Shallot's Forms.
Super Saiyan Form - Obtained in Part 2, Book 7, Chapter 10. A strengthened version of Shallot's base form. Still very weak.
Super Saiyan 2 Form - Obtained in Part 4, Book 5, Chapter 8. A much stronger version of his previous form. Relies heavily on critical hits.
Super Saiyan 3 Form - Obtained in Part 6, Book 3, Chapter 10. A form that makes Shallot stronger than most Sparking units. Has a timer for 45 seconds.
Super Saiyan God Form - Obtained in Part 7, Book 7, Chapter 6. Shallot's strongest form currently. Even stronger than Super Saiyan 3, and has unique properties.
Shallot gains Z Power throughout the story, usually as he gains new forms or beats tough enemies. I've gone ahead and compiled where you can find Shallot's Z Power so you aren't missing any stars. HM refers to Hard Mode, not Hidden Move.
x100 (P1, B4, C3)
x200 (P1, B5, C8 HM)
x300 (P2, B7, C11)
x700 (P3, B7, C3)
x300 (P4, B5, C8)
x300 (P6, B3, C10)
x100 (P7, B7, C6)
x200 (P7, B7, C8)
x100 (P2, B7, C11 HM)
Currently, there are 7 finished Parts, and we're waiting on the 8th.
Part 1 - The Saiyan Who Crossed Space-Time
Say hello to our hero, Shallot, who has an unfortunate case of amnesia, and then gets run over by a car, meeting Dragon Ball era Bulma, and a Galactic Patrolman named Jaco. Beerus is also there.
Part 2 - Allies with the Ruthless Emperor
Not one to avoid danger, Shallot ends up teaming up with Frieza in order to accomplish what God of Destruction Beerus has asked him, well mostly Bulma, to investigate.
Part 3 - The Android of Ruin
After obtaining Super Saiyan, Shallot moonlights as a bodyguard for the neutral versions of the future's most menacing twins. Said twins take great delight in trolling Shallot and the more straitlaced Cabba.
Part 4 - The Terrifying Super Cell Games
Plankto- I mean, Cell, is back again to host his favorite mixed martial arts tournament, because not even death can stop this bug from picking on Gohan and blowing up planets.
Part 5 - Storm-Calling Female Warriors
Shallot just got Super Saiyan 2, and is having some difficulty finding more clues for Beerus to figure out who the mastermind is, so he gets accosted by a certain magical girl trio who help him out.
Part 6 - Showdown with the Evil Majin
Things... actually start to get pretty intense in this chapter, which is surprising because the main foe is a blob of bubblegum with an attitude problem. Lots of side characters get to shine here.
Part 7 - Reaching Further Heights
Don't be fooled by the picture, Shallot already attained Super Saiyan 3 by this point, and is railroaded onto a faster path by Whis. But unfortunately, Mr. Bubblegum just won't let Shallot get 5 Saiyans together.
Part 8 - Approaching Evil
It's... gonna be something, and we're probably going to have to sit through more sermons from the green genocidal Kai. Also Mr. Mystery Red Hood Man is causing issues on purpose again.
Hard Modes and 30 CC Missions
Currently, there are 3 Parts with completed Hard Modes (1, 2, and 3), and one part with a partially completed Hard Mode (4). These offer extra CC and Z Power for Shallot, so it is recommended to challenge them when you have time. The hard mode stages do, however, require 2 Energy instead of the typical 1 Energy which is just kinda annoying. However, in the Part 1 Hard Mode has special missions that give 30 CC per completion instead of just 3 CC, which makes them extremely valuable in terms of quickly getting CC for a summon. They are listed below, and keep in mind, each mission is separate and not connected. All of the missions being completed adds up to a total of 570 CC.
1-7-1 - Battle with 2 Hybrid Saiyans or more, 2 Element: YEL or more, and 2 Element: RED or more.
1-7-2 - Battle with 2 Son Family or more, 2 Element: PUR or more, and 2 Element: GRN or more.
1-7-3 - Battle with 2 Element: YEL or more and 2 Element: BLU or more.
1-7-5 - Battle with 2 Ginyu Force or more, 2 Element: GRN or more, 2 Element: RED or more, and Land an attack with Element: YEL 4 times.
1-7-6 - Battle with 2 Element: RED or more and 2 Element: BLU or more.
1-7-7 - Battle with 2 Element: BLU or more and 2 Element: PUR or more.
1-7-8 - Battle with 2 Saiyans or more, 2 Element: GRN or more, and 2 Element: YEL or more.
Ultra Space Time Rush
Ultra Space Time Rush used to be a drag, and still kinda is, but it got updated recently to reduce the amount of time you spend fighting the same opponents, and also swapped who you fight. It gifts 500 CC, 18 Sparking Guaranteed multi tickets, along with 3 erasers. I listen to music while I do it, and usually go with ABBA albums, 2000's pop songs, but you can listen to literally anything that will give you any semblance of joy in this tedious grind. Additionally, USTR resets every 14 days/2 weeks on Wednesday.
The main idea behind USTR is that you can only use any given unit once. So if you use Shallot, you will no longer be able to use Shallot in that Rush. This is for specific units mind you, not characters. Additionally, there are boost tags in every battle, which does make choosing units somewhat easier. Before you challenge a level, though, be sure to hit the Details arrow on the bottom right of the screen. This will take you to a menu that shows the enemy units and most importantly, the Challenge. You must complete every challenge in the Rush in order to receive the full reward. It's typically Element: Foo characters or Tag: Bar characters. (no, those are not the actual elements/tags. they're just placeholders.)
Additionally, each time that USTR is refreshed, you will have the ability to purchase 2,000 Awakening Z Power for Super Saiyan 2 Gohan (Youth) (DBL10-06S). This is possible even if you don't have him at 7 Stars, so that way, when you do, he will automatically be at Zenkai 7 for you. How exciting!
The enemy list is given below, since it was recently updated, yay!
Let's Fight! is three levels of incredibly increased EXP and Friendship points that is locked to 1 time per day per level. The third level of Let's Fight has been permanently added to the daily rotation. Since friendship grinds have been scrapped for the New Age Zenkais, there isn't much point to these levels except to complete daily missions and for fun, as in the case of a mysterious user and his super best friend, SSJ Bardock. There are some missions that offer Chrono Crystals for raising a certain number of units to Friendship Rank to 5, or half a Friendship Level. These levels are the best in order to complete it.
After completion of the level, it drops Energy Tanks, Skip Tickets, Roasted Fish, zeni, and Rare Medals.
Equipment Collection is just as it sounds, and we'll explain what equipment does in a later part of this guide. But for now, equipment can make your unit have higher attack and defense, along with other neat effects. Each level drops 3 specific equips, which are not available in the Equip Medal Shop. They will be listed below:
Movies: Hold on to My Shoulder! - Haah! - You Making Fun of Me?!
God Ki: Let's go, Vegeta! - Eh? - Master Korin
Saiyan: Goodbye, Everyone - This Should Be Fun! - Take this!
Super Saiyans: Angry Super Saiyan! - Chyaaaaa! - You Can Do It, Right, Gohan?
Future: Just you wait, Androids! - You stay here! - I'll do my best!
Hybrids: !!! - This Ki. It's gotta be... - I want to fight!
Androids: Androids - I will crush you! - ...It seems we miscalculated.
Lineage of Evil/Frieza Force: W-Wait! - Consider This an Honor! - I'll Destroy All of You!
Fusion Warrior: Time to Send You to Hell! - Alright!! - Becoming Super Saiyan
Regeneration: Haaaaaaaa! - Bwaaaaa! - Fused with Kami
Rival Universe: Try all you want, you cannot defeat me. - Going Full Out - Universe 6 & Universe 7
Saibamen Bonus Battles
The above is only one of the many Saibamen bonus battles in the game. Two of these battles, the Super EXP and the Super Zeni, only have 1 level each, while the other 5 have 7 levels each. These levels are where you get the bulk of your Rising Souls and Super Souls for Soul Boosting your units. They're divided into colors, and then further divided into levels 1-7. In all levels except for 1, you also get a smaller amount of the Soul that is one below the one you fought in, such as running Level 5 and getting 5 Star and 4 Star Rising and Super Souls.
Each of the bonus battles require 2 energy to complete.
Training is the process of making your units level up passively by what basically ends up as you sticking them in a rice cooker with specific items and they come out stronger. Most training locations require 3 Hours to finish cooking your unit, which is halved during most celebrations. The premium training currencies of Roasted Fish and Bells require 15 minutes and 3 minutes, respectively. The list of training locations, the required currency, and the time needed are below:
Kami's Lookout - 3:00 - Gold Bell x1 - Any Experience Level - No Partners
Kami's Lookout - 3:00 - Silver Bell x1, x3, x10 - Any Experience Level - No Partners
Korin's Tower - 15:00 - Roasted Fish x1, x3, x10 - Any Experience Level - One Partner
Planet Beerus - 3:00:00 - Pizza x1, x5, x10 - Level 3000+ - No Partners
Room with 500x Gravity - 3:00:00 - Gravity x500 Machine Fuel x1, x5, x10 - Level 2000+ - Five Partners
Room with 50x Gravity - 3:00:00 - Gravity x50 Machine Fuel, x1, x5, x10 - Level 1500+ - Five Partners
Room with 10x Gravity - 3:00:00 - Gravity x10 Machine Fuel x1, x5, x10 - Level 1000+ - Five Partners
Training Island - 3:00:00 - Crate of Milk Bottles x1, x5, x10 - Level 600+ - Five Partners
Wasteland - 3:00:00 - Training Weights (200kg) x1, x5, x10 - Level 300+ - Five Partners
Plains - 3:00:00 - Training Weights (100kg) x0, x1, x5, x10 - Any Experience Level - Five Partners
Missions come in three varieties: Daily, Event, and Z.
Daily Missions reset at 2:00 a.m. EST every day and range from 6-8 missions depending on the game's current events. Most often they include, using 4, 7, and 10 energy, landing a Rising Rush, setting up an adventure, and doing at least one level of Let's Fight!. Completing all daily missions awards approximately 35 CC, a few skips, 1 MP2 and 1 MP3 ticket, a Sparking Coin, Z Level experience, Energy Tickets, and Rare Medals.
Event Missions differ highly depending on well... what events are out, as you can imagine. However, it typically has Monthly Missions that give small bits of CC and Energy Tickets, Hyperdimensional Co-Op that gives titles, CC, and erasers, and Super Space-Time Duel that gives lots of CC and Equip Medals. Additionally, there are Zenkai Missions that grant Awakening Souls (again, we'll get to this in a bit), Friend Missions that grant... really bad rewards and then a nice set of card sleeves, and "From the Original Series" Missions that relate to Story Events.
Z Missions are your normal set of missions with requirements like "Log in for x number of days" or "Train x number of times". Most of these missions grant about 10 CC on completion, which is very handy for small boosts in currency. Additionally, many Z Missions grant titles that buff stats for your characters, which can be very helpful in PvE and PvP.
Additionally, for every 5 Z Levels you gain, you will get 20 Z Power of a certain Sparking unit, which can be useful in the long run. The inbetween levels have 10 CC instead, along with a full energy restore and 3 energy added to your tank.
Adventures are another passive game mode for obtaining a variety of interesting items, such as zeni, Rising Souls, Zenkai Souls, and adventure trade-in items, which are fun things like... watermelons, and toy cars, and mochi. Adventures can be obtained in PvP, Co-Op, through missions and Saibamen levels, and through buying the special adventures in the limted Adventure shops, as well as through log-in bonuses.
Currently, there are 3 permanent adventure slots, and 4 that can be opened with adventure keys. 2 of the keys are available through the Rare Medal Shop for 50 Rare Medals each, and open slots 4 & 5, and the other 2 are available in the Z Medal Shop for 1000 and 2000 Z Medals respectively, and open slots 6 & 7.
Additionally, there are 4 different special adventure times, meaning that's how long they take to complete: 1 hours, 3 hours, 7 hours, and the special 23 hours. 1 hours are actually the best in terms of the amount of adventure currency you obtain, making it the best for farming Guild Points (which will be covered in the Guild guide). If that seems like waaaaaayy too much work, 3 hours are the second best and are close to the amount that 1 hours will give you. 7 hours are best for overnights and when you can't touch your phone for long periods of time, but are the worst in value. 23 hours are neat and were just introduced, but quite frankly are sorta... useless and don't give very many rewards for the time they take.
Dragon Ball Legends has many menus, most of which are sort of confusing and somewhat daunting to deal with. These will be the main menus you have to deal with, but definitely not all of them.
The main menu of the game, and where you will go to navigate most of the time. When in doubt, try and click "Exchange Shop" instead of "Shop" as Shop is where you spend real dollars for fake dollars at an awful exchange rate. Exchange Shop is where you exchange your nice fake items for different better fake items. Most of the time.
Additionally, the main menu is where you can access the menus to accepting, rejecting, or as I do, ignoring friend requests as well as seeing what presents you cannot currently accept due to your inventory being full.
Status and Customize are also pretty interesting, and Status will be covered below, whereas Customize is where you give Shallot pretty clothes, new moves to learn, and choose his transformation.
The Guild is the last of the neat main menu bits, and Guilds will have their own guide eventually, as they get pretty hardcore with certain guilds.
The Other Menu is where you can access FAQs, replay the entry cinematic, see the last 10 summons you've done, read the story without playing those levels over again, and many more options. The Story Archive in particular is something that a lot of people don't know exists, mostly when they're saying they don't want to read the story due to having to re-do levels. Go ahead and call them out, I give my permission. This is an actually good story, and they had better read it.
The Status Menu, where you can change your name, copy your unique ID, change your Arts Card Sleeves, your title, and your daily log-in bonus. That's... about it.
The Exchange Shop bit, where you can swap out Medals for things like Erasers, Z Power, Training Items, Equipment, Blueprints for Equipment Awakening, and gacha tickets of various sorts. Be sure to check up on it frequently, as it changes a lot.
News is obviously news of the game, be it new banners, updates, the most popular units of last PvP season, or other interesting sorts of tidbits.
Summon is the most fun of the menus, because that's where you get new units, but it's also a giant temptation for many players who are trying to save up for their favorite units. Additionally, whenever it has a "New" marker over it, it means you either have a brand new summon you can check out or it's in maintenance.
Additionally, the kinto'un with the red sparkles indicates that there is an event going on that increases the rewards gained by using the features of those nodes. They are typically in the form of increased experience and zeni.
For a more in-depth equipment guide, please head over to our Equipment Guide page.
Equipment is a passive way to increase the effectiveness of your units by giving them something to hold basically. All equipment pieces buff 3 or more stats for the unit, be it Health, Strike Attack, damage versus a tag, or Blast Defense per unit of a certain tag is on your team. Explaining the bits of equipment you need to get for your units is in the Equipment Guide above and in each team's individual pages. For now I'm going to explain the basics of what equipment is, how to upgrade it, and how to use it.
As stated above, equipment is a passive buff that is pretty much freely available to most units. For this example, we will be using the equip "This Will Be A MASSACRE!", an equip unique to Shallot.
Equipment in the menu can easily be upgraded by tapping either the individual equip or the "Upgrade All" button and selecting up to 10 equips. There are 2 slots that can be manipulated, which are the second and third slots. You'll get a random roll on each of them, and pray that they're good.
After upgrading the equip fully, you'll be able to use it on your teams, but try and aim for equips that end up as "A" level or higher.
All equips also have requirements, such as "This Will Be A MASSACRE!" being limited to solely Shallot. Most of them are limited to certain characters, certain Elements, certain Tags, or multiples of each.
For Equipment Awakening, there is a button on the top of the base Equipment menu that takes you to the Awakening menu. Here, you can use "blueprints" which are obtained using Rush Medals from USTR to make your equipment stronger. However, only certain equips are allowed to be awakened.
Additionally, disregard my 100+ blueprints of "Fusion!".
Most equipment need other equipment to be sacrificed in order to create a stronger equip, usually 2 other gold equipments with B rating or higher, and 2 silver or higher equips with B or higher. For Shallot's equip, you'll need 5 A copies of the same equip.
Please keep in mind. The original equips do not effect the awakened equips stats!
Player versus Player
For a more in-depth PvP guide, please head over to our PvP Guide page. (coming soon!)
For anyone who is just starting the game and doesn't have a strong grasp on the controls, team building, or equips, I would highly, highly recommend staying away from PvP. Even in Casual Mode you're likely to run into players with Level 5000 units just trying out new teams and they will not go easy on you at all. Some find enjoyment in bullying young players, but at least I leave them with a "Good Game" at the end when I'm trying to embarrass high level players with stupid teams. But I'll explain it anyway, because that's what I do.
PvP is very similar to PvE except that you get matched up with other players, as... Player versus Player tends to denote. But there are a few key differences in playstyle.
Firstly, you will not have a set team to fight against so color countering is up to Lady Luck. In the lower levels people will try and color counter you, but as you get more used to the hellish slog of PvP, you'll find 3-4 units to stick with for use in battle and 2-3 bench units. This is how teams are usually set up on Gamepress, which is why people, including me, talk about cores and benches a lot. Some benches are still decent enough to be used in battle, but... most are not.
Secondly, there is a very high chance you're going to have lag in the battle. This is by far the hardest thing to get used to, even beyond people's more refined techniques. Your moves are probably not going to land correctly, and you may not be able to dodge certain moves. It's annoying, and it happens to everyone. If you think the player is doing it on purpose, yes, this does happen, you can report them after the battle by going into "Battle History", clicking on them, and pressing report. Try to only press reports that they did, because otherwise it won't work as well.
Thirdly, for the first couple times you do PvP, you're gonna suck. Trust me, it was a hard transition. Once we get the PvP guide up and running, and yes we're working on it, we're gonna give y'all some tips about making PvP less horrendous and more of a slightly enjoyable time, including the intermediates like sidestepping/strike dancing, charge stepping (I have trouble with this one still), and vanish baiting.
If you need to practice PvP before fighting people you can't contact and chew out for double RR'ing you, it's always good to ask a veteran to spar, as they can point out pieces you need to correct. Additionally, they'll most likely explain why they do what they do, as many techniques are widely used across many teams, and some are unique to certain teams. When in doubt, however, feel free to message one of us and we can point you in the right direction.
For a more in-depth Co-Op guide, please head over to our Co-Op Guide page. (coming soon!)
Co-Op is far more forgiving for newcomers than PvP, but it still requires a bit of know-how. It's typically recommended to stick to the beginner/intermediate levels, as even veterans like myself have issues with advanced levels if our randomly assigned partners are absent-minded/actually idiots.
I'm looking at you, Bardock and Ulthan...
Firstly, you will only be using one unit when you play Co-Op, and you will have one ally unit that is player controlled against a boss unit with a lot of HP and a big barrier that protects them from being knocked back and having status downgrades like poison or "Increased Damage Received" applied to them. Basically, you need to break the barrier by throwing cards at it until it dies.
Do not. EVER. Use the Rising Rush against a barrier unless the boss is almost dead and just threw up the shield again, or your Co-Op Buddy committed not living. I will be very sad if you do.
Secondly, you will have 10 units that support your one unit that you're using. Since they are all bench units, try and emphasize units that have very strong Z Abilities. If you're in doubt of which ones to use, go ahead and click Auto Select, as it's actually pretty good about choosing units if you don't have most Z Abilities memorized or something.
Thirdly, the tutorial for Co-Op is actually very important. If your Co-Op buddy is stuck in a combo and you have a vanish, click their unit while they have the "!" above it to Cover Change them. This has a 15 count cooldown period, and you can use the "Taunt" button to steal aggro from the boss if they're being hammered, and you still have HP. In some rings, using "Taunt" also indicates that you have a Rising Rush available, but such things will be covered in the more in-depth Co-Op guide that's coming soon.