Engineered Past Perfection

(Androids)

Androids throughout the entirety of the past few metas has remained as one of the most consistent teams, despite staying under the radar for most of its lifespan. After its initial release and team, its next big jump in use came from the release of Super Perfect Cell, a unit who has stood the test of time and passed with flying colours. Slowly and consistently the team has gotten many buffs, especially after the anniversary but its next biggest jump in popularity came with Majin 21 and Android 21. The combination of this duo, Super 13 and Super Perfect Cell when needed are a shockingly devastating team. Majin 21s overwhelming offense and utility, Android 21s fantastic support, Super Perfect Cell’s versatility and the Last Man Standing Buffs of Super 13 along with multiple other factors are the reasons that this team is one of the most underrated and powerful teams in the meta.


The primary core color triangle of this team is PUR-BLU-RED, allowing Majin 21 to defend its Android counterpart and Super 13 to defend the team's powerhouse Majin 21 with Yellow Super Perfect Cell being used when needed. For the first core unit, we have PUR Android 21: Evil (DBL21-05S) or M21, the second unit is BLU Android 21 (DBL-EVT-13S), or A21, the third core unit is RED Super Android 13 (DBL16-07S) and the fourth core unit is YEL Super Perfect Cell (DBL10-09S). For this Androids team, due to the fact that its fourth unit can be core, it will usually have 2 bench units. With how powerful the Z Abilities for Androids are, there are a myriad of choices for bench but the primary ones are Super 17 (DBL16-13S) and EX Android 17 (DBL08-04E) Advice can be given in Chaicord’s Assistance and Teams section if you’re missing certain units.

The Quick View


BLU Android #21

A21 is a Support Type unit with a lot of buffs available for her teammates depending on the tags you bring into battle. Additionally, she can deal out some impressive damage by herself with her buffs and debuffs, but she’s best suited to helping out by inflicting debuffs and then returning to the bench, not dishing out. She holds the tags Android, Regeneration, Female Warrior, Transforming Warrior, Absorption, and Powerful Opponent.

A21 is an event unit, which is both good and bad in her case. She has currently only been available once, during the Elegant Android debut event in February 2020. However, this event allowed players to achieve her 14* and fully soul-boosted if they had the energy tickets. Because she is also an event unit, she cannot use any type of Multi Z-Power, which means that if you did not grind her event, you’re sort of toast in terms of stars until her event gets a rerun. Despite this, as a primarily support unit, the extra stars are not necessary, but they add extra bulk and a bit more of a kick.

For her first Passive, Destructive Android, she gains 20% to Damage Inflicted for both her and her allies for 20 counts when she enters the field, on top of -20 to Blue Card ki cost for any Android allies, +50% to Ki Recovery for any Regeneration allies, +30% Damage Inflicted for any Female Warrior allies, and -5 ki cost to Blast cards for any Transforming Warrior allies when she switches out. That’s quite a lot of buffs, huh? Given that all of these stack, A21 and M21 make for a match made in heaven or hell, depending on which side you’re on.

For her second Passive, Brilliant Mind, every time A21 uses an arts card, no matter if it hits or not, the opponent will gain a +15% Damage Received and -15% Health Restoration debuff, each for 15 counts. These also stack, so you can really shut down certain HP recovery strats or make your other units hit harder.

A21’s main ability, Secret Plan, is available for use 10 counts after the start of the battle, and grants A21 +20% to Damage Inflicted for 60 counts, and applies -30% Sustained Damage Cut Pierce to allies and herself for 60 counts as well.

Z I - +19% to "Tag: Android" base Strike Defense during battle.

Z II - +22% to "Tag: Android" base Strike Defense during battle.

Z III - +28% to "Tag: Android" or "Tag: Regeneration" base Strike Defense and +12% to "Tag: Female Warrior" base Strike Attack during battle.

Z IV - +28% to "Tag: Android" or "Tag: Regeneration" base Strike Defense and +12% to "Tag: Female Warrior" base Strike Attack during battle.

A21 holds one normal strike and one normal blast card in her team hand when used in battle. Additionally, she has no special effects on her strike or blast cards when she uses them.

Her blue card, Photon Wave, is tricky to use, as it only covers the first two rows of the battlefield, and can be avoided by moving to the back of the field. However, many people tend to forget this, and use a vanish to get right in the way of the beam. Photon Wave also outspeeds any blast card that is used at the same time as it, but not for strike or tackles. Some other blue cards may or may not outspeed it. It is teachable to Shallot.

Her green card, Connoisseur Cut, is a strike type green, and will Dokabaki Impact with any other strike type green, but it will override any normal strike card. When this green hits, it will randomly draw a new card from the deck, and reduce the ki cost on both A21’s strike and blast cards by -5 for 10 counts. You can combo into any other card she has except for another green, but that’s not to say a strike and then green wouldn’t work

Android #18

Strike Attack - 8.00% ~ 20.00% (17.6% Gold Slot)

Health - 6.00% ~ 15.00% (13.2% Gold Slot)

Damage to RED - 6.00% ~ 15.00% (13.2% Gold Slot)

Awakened Romantic Drive

Blast Attack - 10.00% ~ 18.00% (16.4% Gold Slot)

Strike Attack - 8.00% ~ 13.00% (12.0% Gold Slot)

Strike & Blast Defense -10.00% ~ 15.00% (14.0% Gold Slot)

Cheeky Brat...

Strike Defense - 6.00% ~ 18.00% (15.6% Gold Slot)

Blast Defense - 6.00% ~ 18.00% (15.6% Gold Slot)

Special Move Damage - 6.00% ~ 15.00% (13.2% Gold Slot)

PUR Android #21: Evil

M21 is a Transforming Melee Type unit who brings some serious damage and utility to whatever team she’s on. For Androids, she is the main DPS unit and can string together strike combos of around 4-6 cards, depending on how lucky she gets. Additionally, she has healing abilities from her transformed state and her green card, which can end up saving her when in sticky situations. She also has amazing synergy with A21 in a way that not many units have. She holds the tags Android, Female Warrior, Transforming Warrior, Regeneration, Absorption, and Powerful Opponent.

In terms of availability, M21 is fairly hard to get. She has only appeared on 2 banners to date, her debut step-up Hungry Monster in February of 2020, and the Anniversary Rising banner of June 2020. As she was featured in this banner along with her fellow Female Warrior Bunny Bulma, it is likely that she will be added to either future step-ups or on Female Warrior banners. However, as she has many tags available to her, using restricted Z-Power allows her to be easily powered up.

For her first Passive, Bon appetit!, when M21 enters the battlefield at any time, she immediately draws one strike card, restores her ki by 30, and gains a +40% to Strike Damage Inflicted buff for 15 counts. When transformed, this changes to a 45 ki restore and a +45% Strike Damage Inflicted buff for 20 counts. This allows M21 to be a terrifying force when she just comes into the battle, continuing combos that her teammates have set up and dealing a large amount of damage at the same time.

For her second Passive, Insatiable Hunger, M21 gets certain buffs depending on how many timer counts have passed in the battle. If 15 counts have passed, she gains an unremovable +20% Damage Inflicted buff, and if 30 counts have passed, she gains another unremovable +20% to Damage Inflicted and an unremovable -5 to Strike Arts cost. When transformed, this Passive becomes I can’t take it any more!, which adds a -5 Substitution Count when M21 is switched to standby 3 times. This means that not only does M21 have a massive boost in damage by the time she transforms, if she needs to be switched out, the opponent will have far less time to prepare for when she comes back in rumbling like a freight train with her entry buffs.

M21’s first main ability, It’s snack time!, is available for use 15 counts after the start of the battle, and transforms M21 into her “Android 21: Transformed (Evil)” form. Her second main ability, I’m getting hungry!, draws a green card, gives her a -20% Reduced Damage Received buff for 30 counts, and increases her Arts Card Draw Speed by 1 for 30 counts.

Z I - +13% to "Tag: Android" max base Health during battle.

Z II - +15% to "Tag: Android" max base Health during battle.

Z III - +18% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.

Z IV - +20% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.

M21 holds two normal strike cards in her team hand when used in battle. Additionally, her blast card has no special effects when she uses it, but for her strike cards, she gains +20% to Ki Recovery for 15 counts when she uses one.

Her blue card, Total Detonation Ball, is somewhat tricky to use properly. When activated, it gives M21 +20% Damage Inflicted for 10 counts, and destroys all cards in the hand. It then gives a buff to Special Move Damage depending on how many were destroyed. In the event she has a waiting card, the waiting card will be destroyed as well, but it will not give a buff. It is not teachable to Shallot.

      1. 1 Arts Card - +20% to Special Move damage inflicted for 3 timer counts.

      2. 2 Arts Cards - +40% to Special Move damage inflicted for 3 timer counts.

      3. 3 Arts Cards - +60% to Special Move damage inflicted for 3 timer counts.

Her green card, Sweet Tooth, is a ranged type green card. It passes through blasts and can stop strikes, blues, and RRs if timed correctly. When this card hits, it restores M21’s health by 10%, adds a non-expirable (but not non-cancelable) +10% to Damage Inflicted, and reduces the enemy’s ki by 30. This green card cannot be combo-ed into any of M21’s cards, so try and use it to bypass blasts from vanish fishers or to stop a RR.

This is the Kaioken

Strike Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Strike Attack - 5.00% ~ 12.50% (11.0% Gold Slot)

Blast Defense or Strike Attack - 5.00% ~ 18.00% (15.4% Gold Slot)

I will crush you!

Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Strike Defense - 6.00% ~ 16.50% (14.4% Gold Slot)

Str. Att. for Tag: Android -2.00% ~ 6.00% (5.2% Gold Slot)

Incarnation of Evil

Blast Defense - 6.00% ~ 18.00% (15.6% Gold Slot)i

Special Move Damage - 5.00% ~ 12.50% (11.0% Gold Slot)

Strike Attack - 6.00% ~ 20.00% (17.2% Gold Slot)

RED Fusion #13

S13 is a Melee Type Red Last Man Standing Unit who was designed to work fantastically with Androids and especially with Majin 21. His nature of being a Red allows him to cover for the best unit in the team, both figuratively and also literally with his Strike Cover Counter that allows him to disrupt any combo and chain the cover with a Special. His Main Ability while not providing a direct damage buff heals S13 by 30% and provides 30 Ki, along with providing a devastating Ultimate. S13 gradually gains buffs as counts pass, applies some debuffs and where he really shines is his ability to act as a fantastic LMS unit. When 2 Android Allies are defeated, S13 receives another 30% heal, 30 ki and a 50% buff to Damage Inflicted. These buffs along with his Blast Armour Green Card that allows you to start combo’s makes S13 a devastating unit in the Endgame when paired with Android allies.

Android 13 most certainly takes some time to ramp up and collect buffs so he should never be the unit to start with. In Androids, its best to start with Android 21, switch into Majin 21 for a combo and when the opponent switches to a Yellow, switch into 13 and collect his buffs. His stats are pretty impressive for how old he is and he can tank surprisingly well but the damage really kicks in when the LMS buffs are activated. His ability to add 2 substitution counts might seem like a meaningless token but can come in extremely handy if the opponent is desperate to swap into another unit. Overall, S13 is a great unit in general and is exceptional on Androids as a LMS Unit. He holds the tags Sagas From The Movies, Androids, Absorption, Fusion Warrior and Powerful Opponent.

S13’s first Passive Sinister Fusion Power allows him to get an extra 30% damage inflicted against the Tag Super Saiyan, it gives him a 35% Damage Inflicted After 3 Counts Pass, a 35% to Ki recovery After 5 Counts Pass and 25% to Damage Inflicted After 10 Counts Pass, as well as Inflicting all Enemies with 2 Substitution Counts when Enemy Switches Characters if S13 is on the Battlefield.

S13’s second Passive Androids’ Final Weapon allows S13 to inflict the enemy with Attribute Downgrade "-1 Arts Card Draw Speed level" for 15 timer counts when changing cover. This Passive also gives S13 his infamous cover, as this passive allows S13 to knock back the enemy to long range if a cover change is performed against their Strike Arts attack, and said cover can chain a special. This Passive also allows S13 to be an amazing LMS unit as it applies the effects +50% to damage inflicted, +30% to Ki Recovery and Restores health by 30% to S13 after 2 Allied Tag: Android units are defeated.

S13’s Main Ability Goku…!!! Is available for use after 25 counts, but should be used when S13 is low on health as it restores his health by 30% and restores Ki by 30 and draws Ultimate Card “Deadly Crusher.” This main ability can be extremely useful, as it is used in the most dire situations in a match. If S13 is on the verge of death, this Main Ability can heal him and extend his combo enough to kill his opponents. It gives a -50% Sustained Damage Cut debuff to the enemy allowing for the Ultimate to shred through the enemies defenses. On the off chance that the Ultimate Card doesn’t kill, it has a 30% chance to inflict faint which allows for another combo against the enemy.

Z I - +21% to "Tag: Android" base Strike & Blast Attack during battle.

Z II - +24% to "Tag: Android" base Strike & Blast Attack during battle.

Z III - +29% to "Tag: Android" base Strike & Blast Attack during battle.

Z IV - +31% to "Tag: Android" base Strike & Blast Attack during battle.

S13 holds a Strike and a Blast Card while being a Melee unit, neither of which have any notable effects.

S13’s Blue Card Full Charge Deadly Bomber is able to deal Major Impact Damage and Inflicts enemy with Attribute Downgrade "+20% to Strike Damage Received" for 15 timer counts on hit.

S13’s Green Card Swing Throw acts as a fantastic disrupter, which along with his Cover Change allows S13 to change the tide of the battle at any moment. S13’s Green Card applies 20% damage inflicted for 15 counts, and inflicts the enemy with -50% to Ki Recovery" for 10 timer counts on hit. Swing Throw has Blast Armour, so it allows S13 to charge through Strike or Blast to the enemy to apply multiple buffs and start a new combo.

Awakened Haah!

Strike Defense - 10.00% ~ 18.00% (16.4% Gold Slot)

Blast Defense - 10.00% ~ 18.00% (16.4% Gold Slot)

Strike Attack- 10.00% ~ 20.00% (18.0% Gold Slot)

Awakened This Should Be Fun!

Blast & Strike Attack - 10.00% ~ 16.50% (15.2% Gold Slot)

Health - 8.00% ~ 12.50% (11.6% Gold Slot)

Blst. Def. for Tag: Android - 2.00% ~ 6.00% (5.2% Gold Slot)

Awakened I'll Turn You Both Into Scrap!

Blast Defense or Strike Attack- 8.00% ~ 20.00% (17.6% Gold Slot)

Critical - 6.00% ~ 18.00% (15.6% Gold Slot) & Strike Attack - 6.00% ~ 12.5% (11.2% Gold Slot)

Strike Defense - 8.00% ~ 18.00% (16.0% Gold Slot)

YEL Perfect Cell

Super Perfect Cell is a Melee Type Yellow Unit who is widely regarded as the best aging unit in the history of Dragon Ball Legends. He came at a time of youth for the game and his kit was meant to be inferior to the LF Gohan he came with, but he surpassed all expectations and aged better than LF Gohan himself. His multi-dimensionality in his kit is the reason he has aged so well, he has an ultimate, a disrupter Green, healing, good stats, many many debuffs and a surprising amount of buffs. His ability to seal slots along with his green massively raising cost and penetrating all blasts and strikes as well as giving a damage buff and his Instant Transmission Cover allow Cell to be one of the most difficult disruptors to face.

His Cover can be used to save a unit from a Rising Rush or a devastating ultimate, which can turn the tide of the battle very easily. Cells Ultimate allows him to penetrate Cover and essentially melt any unit he faces, very often killing them. Cell's offenses are still incredible despite all the time that has passed but his defenses are something to be wary of, as most Red Units can one combo him. All these attributes allow Cell to be an absolute nightmare to face no matter how much time has passed.. He holds the tags Androids, Absorption, Future, Regeneration and Powerful Opponent.

Super Perfect Cell’s first Passive You Look Surprised... results in -5 to own Blast Arts cost, and activates the following effects when this character enters the battlefield: Seals 1 enemy card slot randomly. The sealed card slot cannot be used for 10 timer counts (activates 3 times) and +45% to damage inflicted for 15 timer counts and gradually restores own health for 60 timer counts.

Super Perfect Cell’s 2nd Passive Cover: Rescue is very one dimensional and basic, it allows Cell to receive zero damage when changing cover for the first time, +5 to own substitution count when activated.

Super Perfect Cell’s Main Ability Begone! Is available for use after 25 counts, draws Ultimate Card “Solar Kamehameha.” and Applies Attribute Upgrade "-80% to enemy's 'Sustained Damage CUT' effects activated when changing cover" to self for 30 timer counts. This allows Cells Ultimate to penetrate the enemy’s defensive buffs and melt them. Not only this, but it also has a 20% chance to inflict faint, which just like S13s Ultimate can allow for another combo.

Z I - +24% to "Tag: Android" base Strike Attack during battle.

Z II - +26% to "Tag: Android" base Strike Attack during battle.

Z III +33% to "Tag: Android" or "Tag: Regeneration" base Strike Attack during battle.

Z IV - +35% to "Tag: Android" or "Tag: Regeneration" base Strike Attack during battle.

Super Perfect Cell holds a Strike and Blast with no special effects on either.

Cell’s Special Move Super Kamehameha deals Major Impact Damage and gives a 20% to Damage Inflicted for 15 counts upon activation.

Cell’s Green Card Perfect Shot 25% to Strike Damage for 25 Counts upon activation and Inflicts enemy with Attribute Downgrade "+20 to Strike Arts cost" for 10 timer counts on hit.

You stay here!

Strike Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Strike Attack - 8.00% ~ 20.00% (17.6% Gold Slot)

I won't die!

Blast Defense - 5.00% ~ 13.00% (11.4% Gold Slot)

Special Move Damage - 4.00% ~ 10.00% (8.8% Gold Slot)

Strike Attack or Defense - 6.00% ~ 18.00% (15.6% Gold Slot)

Bwaaaaa!

Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Special Move & Ultimate Damage - 5.00% ~ 12.50% (11.0% Gold Slot)

Strike Attack - 6.00% ~ 21.50% (18.4% Gold Slot)

GRN Super #17

S17 is a Defense Type and a very interesting unit for multiple reasons, as he holds the highly valued double defense buff for not only 1, but two tags. Not only this, but he also has a large array of Blast-based buffs and debuffs, along with a paragraph devoted to some of his passives. Despite this, however, he doesn't function especially well in this current meta without a large amount of stars to back him up. S17 does still sometimes see use on the battlefield due to his large amount of quirks, including an infinite Blast Cover change and 100% chance to paralyze the opponent's whole party on his ult, but he is easily offed by many units.

He is available on all GT and Android related gacha banners, and is also available on the Ultra Space Time Rush ticket banner. Due to this, he is fairly easy to obtain, but if you get unlucky, he may be stuck at low stars or far many stars.

S17's first Passive, Growing Energy, grants S17 buffs upon entering the battle in the form of 30% Reduced Damage Received for 10 counts and 30% Blast Damage Inflicted per defeated enemy for 15 counts. Additionally, he receives a flat 20% Damage Inflicted for each kill he gets.

For his second Passive, Dr. Myuu's Absorption Equipment, S17 gains a Cover Change in the form of absorbing Blast Attacks and tap blasts. If this is successful, he restores his own health by 10%, gains a 30% Reduced Damage Received buff for 5 counts, a 20% Damage Inflicted buff for 20 counts, and reduces the enemy's Ki by 50. These effects are also on his green card. Additionally, when an enemy switches units while S17 is on the battlefield, he draws a blue card up to 3 times and inflicts all enemy units with Attribute Downgrade "+10 to Strike Arts Cost" for 10 counts.

S17's main ability, This ends now!, which is available after 25 counts, draws his ultimate card Shocking Death Ball and grants himself a 50% Blast Damage Inflicted buff for 20 counts.

Z I - +21% to "Tag: Android" base Strike & Blast Defense during battle.

Z II - +25% to "Tag: Android" base Strike & Blast Defense during battle.

Z III +30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.

Z IV - +35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.

S17 has one normal blast card and one normal strike card in his team hand when used in battle. Additionally, he has no special effects on strike or blast cards when he uses them.

His blue card, Flash Bomber, is an AoE attack, which means that for the first two rows of battle, he can hit any unit. However, it will miss if the opponent is in the very last row. S17 gains 25% to Blast Damage Inflicted for 15 counts upon activation, not necessarily connecting the attack.

S17's green card, Energy Absorption, is a counter type green that allows S17 to nullify enemy Blast Attacks. If the card is successful, he restores his own health by 10%, adds a 30% Reduced Damage Received buff for 5 counts, a 20% Damage Inflicted buff for 20 counts, and reduces enemy Ki by 50.

For his ultimate card, Shocking Death Ball, which for some reason he calls "Electro Eclipse Bomber", S17 inflicts all enemies with Attribute Downgrade "+10 to Strike Arts Cost" for 20 counts, along with a 100% chance to inflict all enemies with paralyze on hit. Both debuffs require the ultimate move to hit.

Becoming Super Saiyan

Strike Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Strike Attack - 8.00% ~ 20.00% (17.6% Gold Slot)

It seems we miscalculated...

Blast Defense - 5.00% ~ 13.00% (11.4% Gold Slot)

Special Move Damage - 4.00% ~ 10.00% (8.8% Gold Slot)

Strike Attack or Defense - 6.00% ~ 18.00% (15.6% Gold Slot)

Awakened This Should Be Fun!

Blast & Strike Attack - 10.00% ~ 16.50% (15.2% Gold Slot)

Health - 8.00% ~ 12.50% (11.6% Gold Slot)

Blst. Def. for Tag: Android - 2.00% ~ 6.00% (5.2% Gold Slot)

GRN Android #17

GRN 17 is a Defense Type unit whose main priority in this team is to provide buffs with his Z Ability and take Rising Rushes to the face if there are too many BLU units on the opposing team. As such, he doesn't need a lot of offensive prep, and instead will receive fully defensive equips if he is given any at all. Due to his typing of Extreme + Android, he has access to a massive amount of ridiculously good defensive equips just like GRN Android #18 (DBL03-07E) and can play punching bag long enough to stave off a combo + ult or Rising Rush from hitting your main DPS and support units.

As an older Extreme unit, GRN 17 is available in all gacha banners, and as a result is fairly easy to obtain. However, stars may be an issue for newer to mid-range players, but he is usually at 6 stars eventually.

GRN 17's first Passive, Intimidate: Ki Recovery DOWN, is fairly self-explanatory and inflicts the enemy with the Attribute Downgrade "-30% to Ki Recovery" for 15 counts when he first enters the battlefield.

His second Passive, Team (Android): Strike Atk UP, is also... self-explanatory and gives GRN 17 a 30% Strike Damage Inflicted buff when there is another unit with the tag "Android" on his team.

His main ability, Enemy of Mankind, is available after 15 counts and gives him a bit of tankiness with a 50% Sustained Reduced Damage buff until the enemy's next combo is finished. It also gives him another strike steroid with a 15% Strike Damage Inflicted buff for 25 counts.

Z I - +20% to "Tag: Android" base Strike Attack & Defense during battle.

Z II - +25% to "Tag: Android" base Strike Attack & Defense during battle.

Z III +33% to "Tag: Android" base Strike Attack & Defense during battle.

Z IV - +35% to "Tag: Android" base Strike Attack & Defense during battle.

GRN 17 has two normal strike cards in his team hand when used in battle. Additionally, he no special effects on his blast or strike cards when he uses them.

His blue card, Full Power Energy Ball, is a blast type blue and inflicts the enemy with an Attribute Downgrade "-20% to Ki Recovery" debuff for 20 counts.

GRN 17's green card, Unlock Ki: Form of Attack, is a buff type green that gives 15% to Strike Damage Inflicted for 30 counts upon use.

Awakened This Should Be Fun!

Strike Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

Strike Attack - 8.00% ~ 20.00% (17.6% Gold Slot)

Awakened Too Bad! You Were Close

Blast Defense - 5.00% ~ 13.00% (11.4% Gold Slot)

Special Move Damage - 4.00% ~ 10.00% (8.8% Gold Slot)

Strike Attack or Defense - 6.00% ~ 18.00% (15.6% Gold Slot)

Darn Androids...

Strike & Blast Defense - 5.00% ~ 25.00% (21.0% Gold Slot)

Strike & Blast Attack - 6.00% ~ 25.00% (21.2% Gold Slot)

Health - 5.00% ~ 12.00% (10.6% Gold Slot)