In this section, we'll be talking about how to make your own very fantastic teams by teaching you how veteran players approach units. Usually they're pretty cold and callous about "stats override aesthetic", which does happen a lot, but honestly, where's the fun in that? If you can make a team that works well for you and you think looks fabulous, we're here to support you.

Table of Contents

Hi, guys! It's me again. There's a lot of words here, and a lot of numbers too, so have fun. Also, I'm not going to lie, this guide took a lot of time mostly due to all the math I had to do. Well, not the math necessarily, but putting the math into explainable terms. That's the hard part. Anyway, enjoy my pain as always.

-greymousedragon and the Chaicord Team

Picking your Core Fighters

Gauging what Teams you can Feasibly Make

There are multiple ways to gauge what teams you can build, but it always begins with "what do I think would be fun to run?". If you like being at the top of the meta always, Gamepress usually has some great up to date meta teams, but you may be missing units there. If you like just not dying, you'll want to focus on units that either have regenerative abilities, a healing card, or simply have high Defense and Health stats, along with high defensive Z Abilities. If you like using your favorite characters, and trying to cobble a team together based on that, well... that mostly depends on your favorite characters, but you'd probably end up running a kooky team like Color Counters or Card Based teams.

Generally speaking, though, you'll want to go to your "Character List" in the Characters menu. Up by filter, press the sorting settings and change it to "Power Level", which will allow you to see which units of yours have the highest base stats. You can scroll through and see what units you have, and see which ones you might be interested in using. Gamepress' Tier List, while something I personally do not like because I have different opinions on how units are used, gives a good general look at how certain units are valued, so it may be worth it to check that out. This is until you get an eye for how units in this game work and are treated, of course.

The Makeup of a Team

This was covered partially by the Beginner's Guide, but I'm going to go into more detail here with some examples and probably also some math. Everyone likes math, right? This portion of the guide will be the most explanatory, as knowing how the game works is the key to figuring out how to be able to play at a higher level. Additionally, some portions may take a bit of time to make sense, but I will try my best to explain them, but if it's too confusing, feel free to ask me to update the explanations.

Star Level-

So, as you may know, Z Abilities and stat boosts are achieved through higher star levels, with each bonus being shown below:

  • 0 Stars - Z Ability Level 1

  • 1 Star - Stat Increase of 5% Fully Soul Boosted

  • 2 Stars - Stat Increase of 4.75% Fully Soul Boosted

  • 3 Stars - Z Ability Level 2 is unlocked

  • 4 Stars - Stat Increase of 4.5% Fully Soul Boosted

  • 5 Stars - Stat Increase of 1.75% Fully Soul Boosted

  • 6 Stars - Z Ability Level 3 is unlocked

  • 7 and 8 Stars - Stat Increase of 2.5% Fully Soul Boosted

  • 9 Stars - Stat Increase of 4% Fully Soul Boosted

  • 10 through 13 Stars - Stat Increase of 1.5% Fully Soul Boosted

  • 14 Stars - Z Ability Level 4 is unlocked

Because of this spread of stats, certain stars are recommended, but not necessarily required for running units. It is primarily 3 Stars for the second Z Ability, 6 Stars for the third Z Ability and higher total stats, and 9 Stars for the highest stat boost outside of the very first few stars. Due to how the game scales the stat bonuses, you'll find that units that are lower starred, such as EX units or brand new SP units, tend to do poorly until they get 1 to 2 more duplicates. After this, they become far more useful, due to the large jump in stats, and slowly get better as they hit higher stars until the 9th Star, at which they almost max their potential outside of their final Z Ability at 14 Stars.

Generally speaking, you want to get as many Stars on your bench units as possible due not to the greater stats that they get, although this can make them usable in the event your core gets completely countered, but rather to unlock their more powerful Z Abilities that can either double buff certain stats or unlock new tags that they can buff singularly. We'll get into the particulars of Z Abilities in a bit, but for now, you need to know when you get them.

For your core, Stars are primarily needed for extra boosts on stats and for their Z Ability if it is particularly helpful to the team at large, such as a strong double buff, or a stupidly strong single buff. As such, you will generally have your core units around 4 Stars if you like to play by the meta, and have them around 9 Stars if you play more classic teams or if you main certain tags. This, of course, can be tricky to obtain, so with high enough skill, players can defeat higher starred teams with a combination of witty moves and probably using Rising Rush if the opponent has high Zenkai Levels.

Zenkai Units-

Oh, boy. It's already time to explain Zenkai, huh? And how they keep picking units I just do not have... (ノ´ー`)ノ

Originating in November of 2019, Zenkai Awakening was the Bandai Namco and Dimps' way of making older units stronger without pumping out balance changes. Accompanying Zenkai Awakening was the shift to Red Stars, meaning that units could now hit 14 Stars instead of just 7. This had... an interesting effect on the community that I will not be speaking of here, because to this day it is still controversial. Instead, I will just be explaining what it does.

The process is fairly simple, but it does take a bit of work. Additionally, they changed the process in July 2020 in order to streamline the newer Zenkai units, so I will be explaining how to obtain the older ones and the newer ones. However, the base requirement is the same: you must have the unit that can be Zenkai Awakened (or Zenkai'd) at 7 Stars or 3,000 Z Power at the minimum. Otherwise, your copy of the Zenkai unit will not be eligible for the process until it has a higher Z Power level. This was previously remedied by the Master's Pack Z banner, which guarantees a Sparking unit for each multi, and each Sparking unit is eligible for Zenkai Awakening through the old method with the current exception of RED Super Saiyan Trunks (Teen) (DBL02-02S). Yes, it includes Beerus.

However, while the method of obtaining them changed, what the Zenkai Awakening does has remained the same. Zenkai Awakening grants each unit a strong buff in base stats when they first reach Zenkai Level 1, or Z1, as well as a new set of 60 Soul Boost Panels. Z1 also unlocks their first set of Zenkai Abilities, which are locked to a color and a tag that the Zenkai unit shares, such as RED + Saiyans, and buff all four main stats, Strike Attack and Defense and Blast Attack and Defense. This is not the case for the F2P Zenkai units, but I'll be covering those in a bit. In total, there are seven Zenkai levels, meaning it maxes at Z7. At Z3, the unit unlocks their second Zenkai Ability, which raises the percentages that they buff the units that match their color and tag, their first Zenkai Passive, and their special card sleeves. The Zenkai Passives differ from unit to unit, but they must be unlocked by maxing out the Zenkai unit's Soul Boost panels for that specific Zenkai Level, which in this case would be the "Adept" Soul Boost Panel. Z4 is when the next Zenkai Ability is unlocked, Z6 for the second passive which follows the same requirements as the first except with the "Powerful" Soul Boost Panel, and Z7 is when the last Zenkai Ability is unlocked.

For the old Zenkai units, of whom will be listed shortly, there are a set of Zenkai Awakening Missions that you can complete in order to earn Z1 for free. Notably, it involves increasing their Friendship Rank to 10, so using them in your daily Let's Fight! requirements is recommended. The other requirements are just beating the stuffing out of units from a certain tag, so it's not complicated at all, just time consuming. Each banner has received its overhaul into the new form of Zenkai banners, so you will no longer go broke summoning for the older Zenkai units.

Old Zenkai Units:

  • RED Super Saiyan Goku (DBL01-04S)

  • BLU Legendary Super Saiyan Broly (DBL01-35S)

  • GRN God of Destruction Beerus (DBL07-11S)

  • GRN Majin Buu: Good (DBL06-06S)

  • PUR Super Saiyan 2 Gohan (Youth) (DBL04-11S)

  • YEL Goku Black (DBL06-13S)

  • BLU Final Form Cooler (DBL08-10S)


For the Zenkai units released after the new process, there will be no missions to get them to Z1 for free, instead they have a Zenkai banner that nigh guarantees 1 Zenkai level or higher per 1,000 CC, as it incorporated multi summons with a very large increase in the Awakening Z Power it gives. In total, this makes it more accessible to players who do not spend on the game, although they have to make the decision to either spend on the Zenkai banner for one unit or a new banner, such as a Step-Up in order to get multiple units. It's a personal decision, which I will not be discussing here. Instead, have this list of New Zenkai Units.

For any Legends Limited Zenkai Units, their Awakening Z Power will be added to the Ultra Space Time Medal Shop for 2k Awakening Z Power each USTR reset. You can purchase the Awakening Z Power even if your copy of the unit is not 7 Stars, and when they do reach 7 Stars, they'll have the Zenkai Level of the Awakening Z Power you have purchased.

New Zenkai Units:

  • RED Super Saiyan Trunks (Teen) (DBL02-02S)

  • GRN Android #16 (DBL05-06S)

  • PUR Vegeta (DBL01-17S)

  • YEL Demon King Piccolo (DBL05-08S)

  • RED Perfect Cell (DBL4-04S)

  • RED Super Saiyan 2 Gohan (Youth) (DBL10-06S) - (Legends Limited)

  • YEL Android #18 (DBL03-06S)

  • BLU Super Saiyan Bardock (DBL07-04S)

  • BLU Goku (DBL15-05S) - (Legends Limited)

  • PUR Super Saiyan 3 Goku (DBL06-11S)

  • GRN Legendary Super Saiyan Broly (DBL12-01S)

  • BLU Super Saiyan God SS Goku (DBL13-01S)

  • RED Super Gogeta (DBL05-10S)

You might think I forgot, which is a valid concern considering my track record, but no, I did not forget to explain the F2P Zenkai Units. These units are Legends Road units that have come back with a remastered event that allows for the unit in question to be fully limit broken to 14 Stars via a combination of the Shop and the stage in the center of the event, instead of the 6 Stars you were previously locked to with only the shop to use. Once these units are limit broken to at least 7 Stars, you will be able to grind Co-Op until your eyes bleed to obtain 300 summoning tickets to roll on the Zenkai Awakening Z Power banner for free. Each day, you will be given 300 tickets for completing the Advanced Level 3 times, along with the usual reward of Co-Op Medals. Additionally, there are missions that give tickets based on how many Co-Ops you have successfully completed, although unless you have the luck of the gods, you will still need to grind for a while in order to max out the unit to Z7. Currently, there are only 3 units that have this distinction, although it is theorized that eventually all of the Legends Road characters will receive one. Additionally, it is worth noting that Goku (Youth)'s Legends Road returned after Trunks', meaning that if you do not have the resources to finish (this is totally understandable, because my god I had no skips and tickets after this grind), the event will return within the year. Most likely, that is.

F2P Zenkai Units:

  • YEL Goku (Youth) (DBL-EVT-01S)

  • BLU Trunks (Youth) (DBL-EVT-03S)

  • GRN Gotenks (DBL-EVT-04S)


Recently, there have been a series of overhauls for the oldest story events in the game, namely "Raditz Attacks!" and "Nappa the Cruel!". Not only do these events now have the modern map-based interface along with giving more CC, they also feature their specific EX Unit as a F2P Zenkai. Given the small amount of time between Raditz's and Nappa's overhaul releases, it can be reasonably inferred that there will be multiple sets of EX Zenkai units based on those permanent story events, and possibly the rotating ones as well. The major difference between the two Zenkai types, besides rarity, is that EX Zenkai units only buff units that are of their element and are EX units, such as BLU + EX or RED + EX. Additionally, they only buff two stats instead of the usual four, and only up to 30%, not 40%.

EX Zenkai Units:

  • BLU EX Raditz (DBL01-21E)

  • RED EX Nappa (DBL01-19E)

  • YEL EX Vegeta (DBL03-04E)

  • BLU EX 1st Form Frieza (DBL01-40E)

Core Particulars -

When it comes time to choose the core of your team, always start with which units you want to run, and then go from there. This is of course, unless you just like the whole tag and want to create a team of your favorite galactic mafia family or friendly aliens. There are a couple things to consider when preparing your core units, which can range from 3 units to even all 6 team members. Mostly, though, people recommend focusing on 3 units, as that's the amount you bring into battle, but having back-up core members in the event of a color counter team are always useful to have.

Most highly efficient and generally oppressive teams have their core units form a Color Triangle. This of course, meaning that you have 2 colors that are right next to each other, such as RED and BLU, and then the color directly across from them, which in this case would be PUR. They will be listed below for your ease of reading. The other two formats that are commonly used are the Color Line, where it is a successive line of colors, such as RED, BLU, and GRN, and the Color Counter format, which has two units of one color and a unit that counters the two unit's weakness, such as two YEL units and one BLU unit.

Color Triangle Forms:

  • RED-BLU-PUR - (Holy Trinity, Femdroids, etc.)

  • BLU-GRN-YEL - (Vegeta Family, Legends Road, etc.)

  • GRN-PUR-RED - (Androids, GT, etc.)

  • PUR-YEL-BLU - (Universe 2, Future Ki, etc.)

  • YEL-RED-GRN - (Regeneration, Son Family, etc.)


Color Line Forms:

  • RED-BLU-GRN - (God Ki, etc.)

  • BLU-GRN-PUR - (Female Warriors, etc.)

  • GRN-PUR-YEL - (Lineage of Evil, etc.

  • PUR-YEL-RED - (Fusions, etc.)

  • YEL-RED-BLU - (Super Saiyans, etc.)


Color Counter Forms:


If you're married to a specific unit when creating your core, it may be difficult to create an efficient core for your team, but that's half of the fun of team building. It's generally recommended to run a Color Triangle or a Color Counter team unless you are simply lacking the units to make it work. This is because if you make the units you are bringing into PvP fairly obvious, as they may have better equips or are fully soul boosted, people can more easily color counter you, which just makes things overly difficult. However, some teams just work together quite well with a Color Line formation, so ultimately, it's up to you.

Besides the color lineup choice, there are several other things to consider when crafting the core for your team, such as Unit Attack Types distribution (Melee, Ranged, Defense, or Support), total Z Abilities, and synergy of Unique or Passive Abilities. The traditional 3 unit setup in most games is one unit as DPS (Melee or Ranged), one as the tank (Defense), and one as a Healer (Support), and it's very similar in Legends, depending of course on which team you're planning on using. In many oppressive metas, such as the Holy Trinity or the Future Ki meta, most units are actually considered DPS units but with high enough base stats or synergistic enough passives that they don't need defense or support because their offense is strong enough to decimate the enemy without them being able to fight back. However, as this guide is here to help you make your own teams that will most likely not be as oppressive as those metas, it's best to stick to the trio of DPS, Tank, and Healer. The other two hints are fairly broad, so they will be given their own sections.

Z Ability Stacking -

Since I've already explained Z Abilities and how they work in the Beginner's Guide, I'm just going with the assumption that you know how they work. If you don't, even if you don't consider yourself a beginner, try and check it out before you start asking people what I'm talking about.

Firstly, it's worth noting which types of Z Abilities your preferred team's tag specializes in. In the case of Hybrid Saiyans, it has a large amount of Single buffers, whereas Saiyans focuses on Double Strike buffers or Double Attack buffers, and Female Warriors has a large amount of Double Defense and Health buffers. You can always look up the tags on DBZSpace using their Characters page, or you can check out our teams to see not only the Z Abilities, but also explanations of the unit's utilities and job on their specific teams if they have one. Because of these specialties, it may be difficult to completely round out your Z Abilities, which is partially why Equipment exists, and partially why certain, semi-rare units exist to hold those niches down in popular teams.

Generally speaking, due to how the damage formula works in Legends, primarily due to it being an exponential function off of arctangent of all things, there is a relative maximum at which buffing a stat just gives diminishing returns. As such, it is highly recommended to balance out your Z Abilities with Defense and Attack buffers. Defense buffers being, of course, units that buff Strike and Blast Defense, as well as Health and Health Restoration amount. Attack buffers on the other hand, buff Strike and Blast Attack as well as Critical Rate, Critical Damage, Arts Cost Down, and Self-Destruct Damage. The units who buff those more specialized stats outside of the usual Strike and Blast stats are actually quite rare and restricted to very certain tags such as Lineage of Evil and Female Warriors, but new units are coming out with those tags quite often recently, so we may see them in more popular tags such as Saiyans soon.

Additionally, it's worth mentioning that in most cases Double Buffers, whether it be Double Defense, Double Attack, Strike Buffers, or Blast Buffers, are seen as more valuable than Single Buffers, simply because you can bring more units that have overlapping Z Abilities and increase the Single Buffer's stat higher than you could with one single buffer. However, in some cases it doesn't matter as much because the Single Buffer belongs to the core of the team, in which it is up to the bench of the team to make up the remaining Z Abilities. While a lot of people will tell you to avoid Single Buffers as they technically reduce the efficiency of the team, if you like the unit and you like playing with them on that team, keep them, and try and problem solve how you can make the team even stronger around that unit.

In most teams you'll see in PvP, outside of oddballs like Regeneration teams, are primarily Attack focused, meaning that if you were to focus on Defense, you could cancel out their attacking buffs and return the damage to a simple 1.2 multiplier against the defender, which would decrease the damage your receive by quite a bit.

HOWEVER.

Due to how the "8+ Strike Card Combo" meta is currently reigning, it is difficult to design teams around it that do not fall into cookie cutter situations because players are becoming more and more frustrated with ranked PvP in general, and therefore will use their Rising Rushes without hesitation as soon as they see an opportunity to do so... even within 10 counts of the battle occurring. Because of this super fun situation, it makes Z Ability stacking difficult, because while certain people's playstyles tend towards more defensive options, the hyper aggressive meta where people rely on Rising Rushes to kill units that happen to be based around health means that unless you have a certain level of skill, you're very quickly going to become frustrated when you play ranked or even casual PvP.

As such, I cannot in good conscious recommend to focus on defense to nullify their stupidly high attack, and will instead recommend a balanced Z Ability selection favoring Attack, but with at least a total of 2 Double Defense buffers or a Strike Buffer with a Health Buffer to cover the weak spot left by the lack of Blast Buffers in the current meta. However, if you wish to master the turtle method that I prefer, use up to 3 Health Buffers with 2 Double Defense buffers, and 1 Attack buffer to see some interesting results, and the most irritated players in PvP. Generally speaking, you want the rough Defense Z Ability bonus to be around 50% if you can, and the rest can go into Attack. If you cannot hit this ratio, do the best you can and then use more defensive equipment. Do keep in mind the golden ratio for this not only depends on your team, but also your playstyle and Star levels, so it's always fun to play around with the benches to see what form works best for you.

Passive & Stat Synergy -

Passives, known in-game as "Unique Abilities", are definitely harder to sync up than Z Abilities, but for the rare cases that Passives sync up extremely well, teams can be buffed to insane levels, such as the all-encompassing meta of The Holy Trinity, which relied on BLU SSJ Bardock (DBL07-04S)'s 2 Passives that buffed "Tag: Super Saiyan" to absolutely terrifyingly high critical damage capabilities, along with Ki Recovery and Arts Cost Down and some other buffs. Ever since that particular phase in DBL, there has been some effort to prevent such extremely overpowered buffing, but it still does exist in certain corners of the game.

Except for most Hero units and some Extreme units, all units have 2 Passives, which are either uniquely named if they are deemed one of the main banner units, or generally named if they are not. Each passive applies either a buff to the unit and its team, or a debuff to the opponent and their team. The buffs come in many forms, whether it be Damage Inflicted depending on how many counts have passed, drawing a specific card when they switch in, or just a normal buff that applies when they're fighting. Debuffs are much the same, but generally they have less variety in what they debuff for now, as it is mostly basic stats or destroying cards.

Fighting Style also has an impact on what sort of Passives the unit has, as if they are Melee or Ranged, they'll be more likely to have Passives that buff their own attacks and damage dealt, whereas Defense and Support units tend to raise defense, restore health, and restore Ki. Additionally, units of the same tag who were released within a few months of each other will generally have compatible Passives, but sometimes there will be older units who have passives that just really sync with them. This is part of the fun of creating cores, as there are multiple approaches you can take, whether it be using newer units and relying on powercreep to power you through lower Stars, using older units and having more Stars and experience with them, or a mix that brings the pros and cons of both options. Some Passives are somewhat unique, as they are primarily used for combo disruption, which brings us to our next section...

Cover Changes and Rescues -

Cover Changes... are by far the most annoying types of Passive to deal with. They're built for disruption and man, do they do a fantastic job at that, and ruining your opponent's day. There are 3 main types of Cover Change, Stats Only, Card Cover Change, and Rescue.

Stats Only is the most basic and probably the least disruptive, but it still causes a decent amount of pain for the opponent. As you can probably guess, it deals a hefty debuff temporarily, preventing the opponent from continuing their combo via destroying cards, increasing card cost, reducing Ki, or reducing their attack stats. This type of Cover Change can also be combined with other Cover Changes, but it's unlikely to happen as it would be too overpowered in most situations. Stats Only Cover Change is also the most common, and is mostly seen on Defense Type units, where it comes in a variety of flavors.

"Hey! What's wrong?"

If you've played PvP, you've probably heard this notorious and extraordinarily obnoxious line from PUR Super Vegito (DBL13-03S). Card Cover Change is a type of Cover Change that is targeted against either a certain card, such as Strike or Blast, or literally just any Arts Card attack (yes, even Ultimates) if your name is PUR Full Power Boujack (DBL17-03S). This Cover Change plays a special animation and stops your opponent's combo by sending them all the way to the back row. Now, this Passive usually allows for Blue Cards to be chained in so you get a free hit, but a Card Cover Change is not a free combo, as it allows them to dodge any other sort of card if they use their Vanish. It is also becoming noticeably more common, especially on the Future and God Ki tags, which just so happen to be in the meta right now. Go figure, huh?

Rescues are a bit different, as while they also completely stop the combo, they can be used against any type of attack, including Rising Rush. As a result, they're a bit more uncommon on units, and when they do show up, you can only use the Cover Change once or twice. Because of this, you have to be a bit more careful who you use it on, but ultimately, it serves a similar purpose to Card Cover Changes, just a bit more defensive. This Passive hasn't shown up in a while, however, so it may be slowly being phased out, or we're just not seeing characters who can use it being released.

Examples of various Cover Changes, mostly Card Cover Changes.


  1. LFza's Card Cover Change - Strike Based

  2. MZ's Card Cover Change - Strike Based

  3. REDdock's Card Cover Change - Blast Based

  4. Boujack's Card Cover Change - Arts Card Based

  5. GRN Ulthan's Rescue


There are far more cover changes than this, however, this is a nice sample of what you get to look forward to in PvP.


(Don't worry about the opposing team's stats, I had to make an alt to take these pictures.)

When you Can't Make your Dream Team

What are you talking about? Can't make your dream team? Is it because you haven't pulled the unit you really want, or is it because people are telling you that it won't make it in PvP? Well, one of those can be alleviated by telling those people to go eat an egg, and accept that you're probably going to get steamrolled, and go have fun in PvP. That's what games are all about, right? Having fun?

The other one is a bit harder, because some units just avoid people for no reason. But I believe in you. Never give up!

Damage Formulas and Calculations

The Math Behind your Choices

Alright, now it's time for the really fun bit. Gamepress has a great article explaining the Damage Formula, but I'm gonna go over some specifics that I actually had to ask one of the writers about because math: it's complicated.

This is the basic damage formula that I'm really only showing you as a basis to go off of. "Base" is a linear function that scales with level, ArtsPower is slightly variable depending on Soul Boost Class, and Bonuses is not Z Abilities, but things like Color Advantage and Damage Inflicted and such.

This is what I wanted to explain. In this formula, which is 2 to the power of arctangent of f, where f is defined as 5/6 multiplied by (Attack Stat * (Attack Z Abilities + Attack Equips)) / (Defense Stat * (Defense Z Abilities + Defense Equips)) minus 1. This understanding of the formula, combined with what is shown below, should help you calculate the average damage your units will take and dish out. Please note that the Defense Stat is solely Strike Defense or Blast Defense, and vice versa for the Attack Stats. The HP is considered not part of the equation for this.

HP vs. Double Defense

Double Defense Buffers

Sparkings-

  • GRN SSJ3 Goku (DBL17-05S) - Saiyans - Starting at 3* - Max 33%

  • YEL Final Form Frieza: Full Power (DBL15-06S) - LoE and Frieza Force - Starting at 6* - Max 28%

  • GRN Super #17 (DBL16-13S) - Android at 0* and GT at 6* - Max 35%

  • BLU Ribrianne (DBL11-07S) - Female Warrior - Starting at 6* - Max 25%

  • PUR SSG Goku (DBL20-05S) - God Ki - Starting at 6* - Max 35%

  • GRN LSSJ Broly (DBL12-01S) - Sagas From the Movies - Starting at 6* - Max 25%

  • RED Android #18 (DBL16-07S) - Female Warrior at 6* and Androids at 14* - Max 25%

  • RED Vegito (DBL-EVT-07S) - Fusion Warrior - Starting at 6* - Max 40%

  • PUR Goku Black (DBL15-02S) - Future - Starting at 6* - Max 30%

  • YEL SSJ Goku (DBL12-04S) - Son Family - Starting at 6* - Max 25%

  • GRN Majin Buu: Good (DBL06-06S) - Regeneration - Starting at 6* - Max 28%

  • PUR Goku (DBL02-11S) - PUR - Starting at 0* - Max 35%

  • PUR Super Janemba (DBL05-11S) - Regeneration - Max 25%

  • YEL Final Form Frieza (DBL01-41S) - YEL - Max 35%

  • BLU Krillin (DBL03-03S) - BLU - Starting at 0* - Max 28%

  • GRN Vegeta (DBL07-10S) - GRN - Starting at 0* - Max 33%

  • YEL Videl (DBL09-07S) - Female Warrior - Starting at 6* - Max 25%

  • YEL Goku (Youth) (DBL-EVT-01S) - Dragon Ball Saga and Legends Road at 0* - Max 35%

  • RED Great Saiyaman 1 & 2 (Assist) (DBL27-05S) - Sagas from the Movies and Hybrid Saiyans at 6* - Max 32%


Extremes-

  • BLU Majin Buu: Good (DBL21-04E) - BLU at 0* and PUR at 6* - Max 50%

  • GRN Tien (DBL25-03E) - Super Warrior and GRN - Starting at 6* - Max 38%

  • RED Hit (DBL25-06E) - RED at 0* and Universe 6 at 3* - Max 30%

  • BLU Recoome (DBL14-06E) - Frieza Force - Starting at 6* - Max 30%

  • PUR Perfect Form Cell (DBL23-03E) - Future - Starting at 3* - Max 32%

  • YEL Super Namekian Lord Slug (DBL11-10E) - Regeneration - Starting at 6* - Max 25%

  • YEL Vegeta (DBL03-04E) - YEL - Starting at 0* - Max 28%

  • PUR Demon King Piccolo (DBL05-09E) - PUR - Starting at 0* - Max 28%

  • GRN Gohan (DBL08-06E) - Future - Starting at 6* - Max 23%

  • GRN Turles (DBL02-14E) - GRN - Starting at 0* - Max 28%

  • RED Krillin (DBL01-33E) - RED - Starting at 6* - Max 28%

  • RED Videl (DBL26-06E) - Female Warrior at 0* and RED at 3* - Max 30%

  • GRN Kakunsa (DBL28-04S) - Female Warrior and Rival Universe at 3* - Max 35%

Health Buffers

Sparkings-

  • PUR Android #21: Evil (DBL21-05S) - Android at 0* and Regeneration at 6* - Max 20%

  • RED Kakarot Goku (DBL-EVT-14S) - Character: Goku - Starting at 0* - Max 20%

  • PUR Super Vegito (DBL13-03S) - Fusion Warrior - Starting at 14* - Max 12% (yikes)

  • YEL SSJ3 Gotenks (DBL11-08S) - Fusion Warrior at 0* and Hybrid Saiyan at 6* - Max 20%

  • GRN SSJ Cabba (DBL09-01S) - GRN at 0* and Universe at 6* - Max 20%

  • RED SSG Goku (DBL07-09S) - God Ki - Starting at 0* - Max 22%

  • YEL Pikkon (DBL01-16S) - YEL - Starting at 0* - Max 20%

  • GRN Captain Ginyu (DBL01-44S) - Ginyu Force - Starting at 0* - Max 23%

  • PUR Chilled (DBL07-05S) - Lineage of Evil - Starting at 0* - Max 20%

  • GRN Mai (DBL08-03S) - Future at 0* and Female Warrior at 6* - Max 25%

  • PUR Taitans Yamcha (DBL-EVT-06S) - Super Warrior - Starting at 0* - Max 20%

  • YEL Gohan (Kid) (DBL01-36S) - Hybrid Saiyan - Starting at 0* - Max 20%

  • RED Bergamo (DBL28-01S) - Episode: Universal Survival Saga at 0* and RED at 3* - Max 20%


Extremes-

  • PUR Goku (DBL19-06E) - GT - Starting at 0* - Max 22%

  • GRN Guldo (DBL14-09E) - Frieza Force - Starting at 0* - Max 22%

  • YEL Fused with Nail Piccolo (DBL01-37E) - YEL - Starting at 6* - Max 19%

  • PUR Mercenary Tao (DBL01-31E) - PUR - Starting at 6* - Max 19%

  • GRN Android #18 (DBL03-07E) - Female Warrior - Starting at 0* - Max 18%

  • BLU Raditz (DBL01-21E) - Saiyan - Starting at 0* - Max 18%

  • YEL 1st Form Cell (DBL03-08E) - Android - Starting at 0* - Max 18%


Heroes-

  • BLU Cabba (DBL03-12H) - BLU - Starting at 0* - Max 16%

  • YEL Master Roshi (DBL04-14H) - YEL - Starting at 0* - Max 16%

  • YEL Saibaman (DBL01-23H) - YEL - Starting at 0* - Max 16%

  • GRN 1st Form Frieza (DBL01-24H) - GRN - Starting at 0* - Max 16%

  • BLU Android #16 (DBL02-08H) - Android - Starting at 0* - Max 16%

  • LGT Shallot (DBL00-01H) - Saiyans - Starting at 0* - Max 15% (Currently locked to 6*)

Put bluntly, this is one of the largest arguments for all extremely competitive, min-max players. Are double defense buffers or health buffers more valuable as benches? I went ahead and calculated the difference, but I'll also be explaining it because it's just a... lot of math.

HP vs. Defense Master Sheet

So, what this shows is that for a health buffer who buffs a tag for 20% and a double defense buffer who buffs a tag by 30%, that the double defense buffer is on average 2.905% more effective against strike attacks and 2.897% more effective against blast attacks. In truth, this is going to be heavily skewed as the damage here is a constant stat of 200,000 with no buffing, so the damage that you take will in fact be much heavier than what these numbers show. Additionally, this does not take into account other Z Abilities your team has nor equipment values. Additionally, it does not contain the transformed version of units, which increases the variation even more.

The average value for double defense is 30.59% in total, 30.28% for Sparkings, and 30.91% for Extremes. For average health, it is 18.48% in total, Sparkings is 20.17%, Extremes is 19.43%, and Heroes is 15.83%. Meaning that in truth, it won't matter much which one you pick unless you're extremely particular about numbers. This is because the damage calculations given above are for 1 attack combos only. In truth, you're going to be seeing anywhere from 4-8 attack strings, and in the damage formula, each successive arts card has its damage reduced by 10% when used in a combo. Because of this, Double Defense is superior against units that have low combos, and Health is superior against units with high combos. The current prevalence of units such as Vegito Blue, Kefla, and a ton of other units means that currently Health will be more valued as the defense option, but combining the two for your bench units is the way to go to make your team even more tanky.

While there are a few more Double Defense Buffers than Health buffers, with 29 Double Defense buffers and 25 Health buffers, in truth either of them could support your team and prevent them from dying as quickly or at all if you're skilled enough. However, this mostly depends on your available units and how many stars each unit has as to which would work better for your team. Always try and consider the synergy of the team when you're trying to swap out units for superior Z Abilities.

After all, there is no kill quite like overkill. Seeing a M21 with 3.5 million health scares quite a few people. Until you get Rising Rushed. Then it just kinda... sucks.

Equipment - How to Support your Units

What to Look for in Equips

When you're choosing which equips to use for your units, always try and look up the units on DBZspace. Find the unit you're currently investigating, and then see which equips they can have. Please note that for transforming units, any tag they gain after transformation is not allowed to be used for equips. This, quite frankly, kinda sucks, especially since DBZspace automatically assigns them to the character, but it's easy enough to avoid. Once you figure out the range of useful equips that the unit in question can equip, head over to our equip guide to gauge which equips you may want to use.

Primarily what you'll be looking for is equips that have high values as the maximums, such as 15% and higher for stats like Strike Attack or Health. Special effects like "Damage vs. Saiyans" is pretty niche in most cases, but going for equips like that is really only recommended if they have high other stats, such as in the case of "Android #18". Critical Rate and Critical Damage are also fairly niche values, but on units with already high critical stats or very high damage stats, it may be worth it to use over a defense buff if the unit does not have great defensive equips (ones with 13% single defense values). Double Defense equips and Health equips are very highly valued as even outside of the Z Abilities, you can make your units even tankier with your equips, or you could focus on giving your tanky Z Ability focused team strong offensive capabilities with equips that have 18-20% max in attacking stats.

Equips also have the ability to increase Vanish Gauge Restore, which can be extremely useful in certain situations, Ki Restore, which is always helpful except on teams with Ki Overflow, Blue Card Damage Up, which is always fantastic to use, and Ultimate Damage Up, which can help certain units achieve KO's easier. In most cases, however, the restoration equips should go on your Defense or Support units, whereas the Blue Card and Ultimate Damage up should go on your Ranged or Melee units. But since every unit is different, there could be certain situations, such as with Full Power Frieza, that you would want a Blue Card Damage Up equip on a defensive unit. In general however, equips are there to support your units with stats you may not have appropriate Z Abilities for, or just to make the Z Abilities they already have even stronger.

Praying to RNGesus

Rerolling your equips to make them the best they can be will be by far the most taxing part of creating your ideal team. Trust me, you will be cursing out the developers at this point. I am currently compiling a list of rerolls on each equip along with the bell curve for each roll, so if you mind sending me the data, I can make it more statistically accurate. As for an actual guide for rerolling equips, hit up our Equipment Farming Guide.