The Most Powerful Team

(Blue Card Spam)

...It's finally here. The team so many people clamor for. "Who is the strongest team in Dragon Ball Legends"? Is it Fusions? God Ki? Future? Regeneration? Androids? Nay, it is the one before you, with its supreme ability of spamming blue cards and praying you don't get hit. I'm totally kidding, by the way. The Strongest Team is definitely fun and shockingly enough, all three of the units support each other in a way most people don't account for. All three main members of this team give a permanent buff to all allies as long as that team member is alive. This means as long as you somehow keep all three of these blue card toting monsters alive, you'll be able to have a strong amount of uncancellable buffs while you run around shooting beams or rockets at people. Of course, the Champ is on this team. Why wouldn't it be nothing short of fantastic?

The primary color triangle of this team, and the only one I can recommend at this moment in time, is PUR-GRN-RED, with PUR 1st Form Frieza (DBL22-05S), GRN Bunny Bulma (Youth) (DBL16-06S), and RED World Champion Hercule (DBL05-07S) at the head, with the other units as supports. Currently, I have PUR EX SSJ Goku (DBL26-01E), RED EX King of the Demon Realm Dabura (DBL26-04E), and BLU EX Majin Buu: Good (DBL21-04E) as the primary supporters for this team. If you do not have these Double Color Buffers at high stars, which is totally okay, try and get one buffer (either attack or defense) for both Bunny Bulma and Hercule, and then two buffers for LFza, although you can totally change that up as needed, depending on your box or playstyle.


The Quick View


PUR 1st Form Frieza

LFza is a Support Type unit with a fascinating kit and great survivability thanks to his platinum equipment, but is cursed with his main team being completely neglected in the past year or so, regulating him to seeing very little use. However, he is the strongest unit on this team, boasting not only a reduced Ki cost blue card for extra spamming, but also a cover change to help take pressure off his squishier teammates. In the event you need a hard hitting card fast, his ultimate is fantastic to use after 50 counts, or even before if you're feeling spicy, as it outpaces any other form of damage this team can output. It's also a great feeling using a Legendary Finish against someone who lost to a team comprising of Hercule and Bulma in a bunny suit. He holds the tags Lineage of Evil, Frieza Force, Transforming Warrior, and Powerful Opponent.

In terms of availability, LFza is a very rare unit. Debuting in March 2020, and only returning in late September 2020, he's had a hard time being featured on any banner. This is probably due to his status as a Lineage of Evil unit, which have had very few releases during the year of 2020. Despite that, if you do manage to pull him, he's arguably the glue holding this team together and making it look like less of an elaborate joke in PvP. If you don't have him, try to bring someone who can cycle through cards very quickly, or just has an annoying blue card, like Shallot.

LFza's main ability, Planet Destroyer, is available after 25 counts, and not only draws his ultimate card, but also restores Ki by 50 and gains 30% Ultimate Damage Inflicted for 10 counts once 50 counts have elapsed from the start of the battle. Because of this, you should try and aim to save LFza's ultimate card nuke for later in the game if possible.

His first Passive, Work hard, okay?, grants 25% Damage Inflicted and 50% Ki Recovery, both of which cannot be cancelled, to all allies and your Buddy in Co-Op. These buffs are applied at the start of the battle and are only removed once LFza is defeated. Additionally, if there is another unit with "Tag: Frieza Force" or "Tag: Lineage of Evil" on the team besides himself, when LFza is swapped out, he restores for himself 10% Health and 30 Ki, as well as applying a 35% Reduced Damage Received buff.

LFza's second Passive, Fearsome Emperor, inflicts all opponents with Attribute Downgrade "+20% Damage Received" for 15 counts and Attribute Downgrade "+5 Strike & Blast Arts cost" for 10 counts. Additionally, if he Cover Changes while the opponent uses a Strike card, he will knock the opponent back to long range. This cover change can be combo'd into with either a blue or green card, and it has no limits on how many times it can be activated.

Z I - +22% to "Tag: Lineage of Evil" base Blast Attack during battle.

Z II - +24% to "Tag: Lineage of Evil" or "Tag: Frieza Force" base Strike & Blast Attack during battle.

Z III - +30% to "Tag: Lineage of Evil" or "Tag: Frieza Force" base Strike & Blast Attack during battle.

Z IV - +35% to "Tag: Lineage of Evil" or "Tag: Frieza Force" base Strike & Blast Attack during battle.

LFza holds one blast card that inflicts the opponent with Attribute Downgrade "+10% Damage Received" for 15 counts on hit, and one blue card in his team hand when used in battle. Additionally, neither strike nor blast have any special effects when used by him.

His blue card, Death Beam, is a blast type blue that costs 40 Ki instead of the usual 50, and draws a random card upon activation and restores 15 Ki when it connects. This card is interesting, because if used successively, it is difficult to dodge even for bots and for players. It is currently unknown if this is a glitch. It is teachable to Shallot.

For his green card, Telekinesis, a blast type green, LFza immobilizes the enemy on hit, and inflicts them with Attribute Downgrade "+20% Damage Received" for 15 counts, as well as shortening all allies' substitution costs by 3.

His ultimate card, Such Beautiful Fireworks!, grants 70% Ultimate Damage Inflicted, 100% Sustained Damage CUT Pierce, and 30% Damage Inflicted versus "Tag: Saiyan", each for 3 counts upon activation, as well as Blast Armor while charging forward. This is a Legendary Finish ultimate, which means that if used against the last opponent and it kills, you will see a special cutscene.

Wow, what a great show!

Special Move & Ultimate Damage - 5.00% ~ 15.00% (13.0% Gold Slot)

Strike & Blast Defense - 8.00% ~ 15.00% (13.6% Gold Slot)

Str & Blst Def per "FF" or "LoE" - 5.00% ~ 8.00% (7.4% Gold Slot)

Awakened Consider This an Honor!

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

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

Critical & Strike Attack or Defense - 6.00% ~ 15.00% (13.2% Gold Slot)

I'll Destroy All of You!

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

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

Special Move Damage - 10.00% ~ 20.00% (18.0% Gold Slot)

GRN Bunny Bulma

Bunny Bulma is a Support Type unit, who really acts more like a Ranged Unit with a big bag of tricks. Not only does she sport an ultimate card along with a massive crit buff for all allies, she can also jack up the Ki Restore rate for both teams with her green card that she can create using her multitude of blue cards. When she is brought onto the battlefield, she can also randomly give herself buffs, including creating a Dragon Ball if you're into using Rising Rush. Other than that, she does a decent amount of damage with her frequent critical hits, but is still a very squishy unit who will have to rely on LFza or just plain old not getting hit to survive in most battles. She holds the tag Female Warrior.

She is available on the weekend exclusive banners, along with most Female Warrior associated banners, and as such is a somewhat common unit to have. However, unless you actively pull for her, she's likely to not be at high stars, meaning she won't apply her blue card cost buff and will be slightly squishier than normal, but if played well, it likely won't matter too much. If you do want to use her frequently, Multi Z Power is always useful.

Bunny Bulma's main ability, Wait! Whoa! Time out!, is available after 25 counts, and draws her ultimate card, as well as granting 30% Critical Damage and 30% Critical Rate to all allies for 30 counts.

Her first Passive, You gotta treat girls nicely!, grants 20% Damage Inflicted and -3 Strike & Blast Arts cost to all allies, +5 Special Move cost to all enemies, all of which cannot be cancelled. These effects are applied at the beginning of the battle, and are only removed once Bunny Bulma is defeated.

For her second Passive, Nothing like being a babe!, one to three of the following will occur when she enters the battlefield:

  • 80% chance for 20% Damage Inflicted for 20 counts

  • 50% chance to restore Ki by 50

  • 30% chance to gain 1 Dragon Ball

Because at least one of these effects is guaranteed according to the Passive description, one of these 3 will always trigger when she enters the battlefield.

Z I - +19% to "Tag: Female Warrior" base Blast Attack during battle.

Z II - +22% to "Tag: Female Warrior" base Blast Attack during battle.

Z III - -5 to Special Move Arts cost and +25% to "Tag: Female Warrior" base Blast Attack during battle.

Z IV - -10 to Special Move Arts cost and +28% to "Tag: Female Warrior" base Blast Attack during battle.

Bunny Bulma holds one normal blast card and one blue card in her team hand when used in battle. Additionally, neither blast nor strike have any special effects when used by her.

Her blue card, Rocket Launcher, is a blast type blue that costs 40 Ki, and has a 50% chance to draw a green card upon activation.

For her green card, Blow a Kiss, a buff type green, Bunny Bulma grants 20% Damage Inflicted for all allies for 20 counts, destroys all of your opponent's Strike Cards, and grants 50% to Ki Recovery for all units (both yours and your opponent's) for 10 counts.

Bunny Bulma's ultimate card, Surprise Blaster, has another... interesting animation, and upon activation of the move, she gains 100% Sustained Damage CUT Pierce for 5 counts, and inflicts the opponent with Attribute Downgrade "+3 Substitution Count" on hit.

Awakened Quit playing around!

Strike or Blast Attack - 12.00% ~ 20.00% (18.4% Gold Slot)

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

Special Move & Ultimate Damage - 8.00% ~ 15.00% (13.6% 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)

It's okay now!

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

Critical - 5.00% ~ 12.5% (11% Gold Slot)

Blast Attack - 6.00% ~ 21.50% (18.4% Gold Slot) or Strike Attack - 8.00% ~ 20.00% (17.6% Gold Slot)

RED Hercule

It's the one...! It's the only...! It's the World Champion Defense Type unit Hercule! Out of the three main units you'll be using on this team, Hercule is by far the weakest despite his ego rivaling that of Frieza's. His low stats are the main hindrance for his shockingly well thought out stalling kit, which works exceedingly well with LFza's infinite strike Cover Change. However, if he is caught without an easy escape path, this champ will go down hard, even with his endurance. Despite this, even just bringing Hercule onto the field changes the atmosphere of the battle immensely, tipping the scales in your favor as you chain together blue cards. He holds... no tags.

Hercule is available in the Rush Limited! and weekend exclusive banners, as well as some select normal banners, but generally, he doesn't show up much at all. And while I am known for giving the advice to Z Power to any unit you'd like to run often, Hercule... does not get much better with any Multi Z Power you give him, so it would just be for his very niche, but very useful Z Ability.

Hercule's main ability, It's a Trick!, is available after 10 counts, and inflicts all opponents' Blast Cards to have 99 Cost for 15 counts.

His first Passive, Champion Call, is by far the best passive in the game, as it not only grants 30% Damage Inflicted and 40% Ki Recovery to all allies as long as he is alive, but also causes a crowd to cheer for him if his health is 40% or below after being hit. Unfortunately, the supreme power of being cheered for is only for the player with Hercule, not the opponent or buddy.

For his second Passive, Endurance, as you may have guessed, once he reaches 0% health, he restores his own health by 30%, along with gaining an 80% Reduced Damage Received buff for 5 counts when this Passive is activated.

Z I - -3 to Special Move Arts cost during battle.

Z II - -5 to Special Move Arts cost during battle.

Z III - -7 to Special Move Arts cost during battle.

Z IV - -10 to Special Move Arts cost during battle.

Hercule holds one normal strike card and one blue card in his team hand when used in battle. Additionally, neither strike nor blast have any special effects when used by him.

His blue card, Dynamite Kick, is a strike type blue, and when it hits, all allies' substitution counts are shortened by 10.

For his green card, Premature Victory Declaration, is a buff type green where he destroys all cards in play, both yours and your opponent's, and restores his Ki by 30 and reduces your opponent's Ki by 30.

Huh?

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

Critical - 5.00% ~ 12.50% (11.0% Gold Slot)

Strike or Blast Attack - 6.00% ~ 15.00% (13.2% Gold Slot)

Munch! Munch! Hell

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

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

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

Wait, Gohan!

Strike Attack - 6.00% ~ 13.00% (11.6% Gold Slot)

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

Special Move Damage - 5.00% ~ 13.00% (11.4% Gold Slot)

EX PUR SSJ Goku

EX PUR SSJ Goku is a Melee Unit and the strongest of the bench units on this team, with a very solid kit based around PPR teams and support. Additionally, he holds one of the coveted 50% Double Color buffs, supporting both the weakest and the strongest units on this team with stupidly high Strike Defense buffs... if you have him that is. He holds the tags Saiyan, Super Saiyan, and Son Family.

Currently, EX PUR SSJ Goku has only been on one banner, Legends Rising Reawaken in August 2020, as a special 999 Z Power unit during multi summons. Due to this, he is a very rare unit to have, but unfortunately, he is also one that is hard to replace. Using Multi Z Power on him is recommended, as he is a great bench for several teams that revolve around PUR and RED units, and generally he's a fun unit to play.

EX SSJ Goku's main ability, Beyond Super Saiyan, is available after 10 counts, and draws a blue card along with restoring his health by 20% and shortening all allies' substitution counts by 5.

His first Passive, The Power of Training, randomly destroys one of your cards to draw a green card up to two times, and grants 40% Strike Damage Inflicted for 15 counts when he enters the battlefield. Additionally, he gains 20% Damage Inflicted for 15 counts if there is an "Element: PUR" or "Element: RED" on your team.

For his second Passive, Cooperative Training, on swap-out, he heals the allied unit each count for 15 counts once, and then seals all of the opponent's green and blue cards for 5 counts. Additionally, he grants 20% Damage Inflicted by allies for 20 counts if there is an "Element: PUR" or "Element: RED" on your team.

Z I - +25% to "Element: PUR" base Strike Attack & Defense during battle.

Z II - +35% to "Element: PUR" base Strike Attack & Defense during battle.

Z III - +40% to "Element: PUR" & "Element: RED" base Strike Attack & Defense during battle.

Z IV - +50% to "Element: PUR" & "Element: RED" base Strike Attack & Defense during battle.

EX SSJ Goku holds two normal strike cards in his team hand when used in battle. Additionally, neither blast nor strike cards have any special effects when used by him.

For his blue card, Super Kamehameha, a blast type blue, it reduces the opponent's Ki by 50 on hit. It is teachable to Shallot.

His green card, Unlock Ki: Form of Attack, is a buff type green and grants 20% Strike Damage Inflicted for 15 counts, and an additional 20% Damage Inflicted for 10 counts if there is a unit with "Element: PUR" or "Element: RED" on your team.

Now it's your turn.

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)

It's All up to My Fists!

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

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

Vanish Gauge Recovery - 6.00% ~ 15.00% (13.2% Gold Slot)

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)

EX RED Dabura

EX Dabura is a Ranged Type unit that is shockingly tanky for his typing and deals a strong amount of blast damage as himself. Like EX SSJ Goku above, he also holds a highly coveted 50% Double Color Buff for RED and GRN, buffing the weakest character and the main damage dealer with extremely strong blast steroids. However, as he is on this team as a support, he will most likely not ever be seeing the battlefield in order to show off his annoying kit.

EX Dabura has appeared on two banners to date, his debut of Legends Rising: Reawaken in August 2020, and on the Legends: All Star Vol. 2 banner in October 2020. Due to this, he is a notably rare Extreme unit and will be very hard to obtain in order to increase his Double Color Buff. However, because he has this extremely useful buff, it is highly recommended to feed him some Multi Z Power in order to benefit from having stupidly good benches in the future.

EX Dabura's main ability, Demonic Miasma, is available after 10 counts, and nullifies all allies' Abnormal Conditions for 30 counts, reduces the enemy's Ki by 50, along with destroying all of their cards.

His first Passive, Demon King's Impetus, grants 30% Blast Damage Inflicted permanently when the battle starts, along with granting 15% Blast Damage Inflicted for all allies for 20 counts each time EX Dabura uses a Strike or Blast card.

His second Passive, Devil's Gambit, grants a 40% Reduced Damage Received buff while changing cover until the opponent's combo ends, along with granting 20% Damage Inflicted by all allies for 20 counts when this ability is activated. Additionally, EX Dabura nullifies his own Element factor for 5 counts when faced with an "Element: BLU" enemy up to 5 times.

Z I - +25% to "Element: RED" base Blast Attack & Defense during battle.

Z II - +35% to "Element: RED" base Blast Attack & Defense during battle.

Z III - +40% to "Element: RED" & "Element: GRN" base Blast Attack & Defense during battle.

Z IV - +50% to "Element: RED" & "Element: GRN" base Blast Attack & Defense during battle.

EX Dabura holds one normal blast card and one blast card with a 20% Blast Damage Inflicted for 2 counts when used buff. Additionally, neither strike nor blast have any special effects when used by him.

His blue card, Evil Impulse, is a blast type blue and has a guaranteed green card draw on hit. It is teachable to Shallot.

For his green card, Meditation, is a buff type green, where EX Dabura restores his own health by 10% and restores his allies' health by 5% (not including himself).

Show yourself, monster!

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)

Saike Demon

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

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

Str Attack when "GRN" or "GT" -6.00% ~ 12.50% (11.2% Gold Slot)

Huh?

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

Critical - 5.00% ~ 12.50% (11.0% Gold Slot)

Strike or Blast Attack - 6.00% ~ 15.00% (13.2% Gold Slot)

EX BLU Majin Buu: Good

EX Buu is a Melee Type unit who is a very underrated choice for a Regen BLU unit, and has strong capabilities with Strike damage while being nigh unkillable with his Double Color Buff for BLU/PUR double defenses. Because of this, he is a fantastic bench choice with arguably the best defensive Z Ability in the game. For this team, he buffs solely LFza, but since it's a double defense buff on a tanky unit, it makes the cornerstone to the team even more of a threat if he can't be killed. EX Buu holds the tags Regeneration, Absorption, and Powerful Opponent.

As a semi-rare Extreme unit, EX Buu is most commonly found on the weekend exclusive banners, but can be found on several Regeneration focused banners as a filler EX unit. However, due to his highly valuable Z Ability, it is definitely recommended to get him to 6* if possible for a 40% double defense buff to two Elements, not tags.

EX Buu's main ability, Eruption of Fury, is available after 10 counts, and destroys your entire hand and draws 4 new cards, grants 40% Damage Inflicted for 45 counts, and restores his health each count for 45 counts.

His first Passive, Broken Seal, grants 40 Ki and 1 Arts Card Draw Speed level for 10 counts whenever this unit enters the battlefield. Additionally, for every "Element: BLU" or "Element: PUR" unit on your team besides himself, EX Buu gains 10% Damage Inflicted for 10 counts, up to 20%.

EX Buu's second Passive, Unbound Assault, grants 10% Strike Damage Inflicted and 10% Critical Rate for all allies, each for 15 counts and up to 50%, every time that EX Buu lands a Strike card.

Z I - +25% to "Element: BLU" base Strike & Blast Defense during battle.

Z II - +35% to "Element: BLU" base Strike & Blast Defense during battle.

Z III - +40% to "Element: BLU" & "Element: PUR" base Strike & Blast Defense during battle.

Z IV - +50% to "Element: BLU" & "Element: PUR" base Strike & Blast Defense during battle.

EX Buu holds two normal strike cards in his team hand when used in battle. Additionally, neither strike nor blast have any special effects when used by him.

For his blue card, Flame Shower Breath, an AoE blue, EX Buu inflicts the opponent with Attribute Downgrade "+15% to Strike Damage Received" for 20 counts when this move hits.

His green card, Well, I'm Angry!, is a buff type green, and grants 15% Damage Inflicted and 10% Reduced Damage Received, both for 15 counts.

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)

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)

See you!

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)