Eyes Colder than Ice

(Femdroids)

Femdroids as a team is probably one you don’t see a lot, as they’re considered one of the cores of Female Warriors and Androids. In fact, they mainly got their start after the release of Android 21 and Android 21: Evil during February’s The Elegant Android and Hungry Monster event and banner. Despite their relatively new status as a team, the three cores of this team are almost made to be played together. Combining the unit compatibility with Female Warrior and Android’s busted equips and bench support, this team makes one hell of a combo. And they’ll be sure to cause some damage while looking fabulous at the same time.

The core color triangle of this team is PUR-RED-BLU, which happens to be a color that quite a few meta teams were created from. For the first core unit, we have BLU Android 21 (DBL-EVT-13S), or A21, the second unit is PUR Android 21: Evil (DBL21-05S), or M21, and the third core unit is RED Android 18 (DBL16-07S). For bench units, we have multiple choices, but the primary ones are GRN Mai (DBL08-03S), EX GRN Android 18 (DBL03-07E), GRN Super Saiyan 2 Kefla (DBL23-05S), and BLU Ribrianne (DBL11-07S). 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)

What does it matter?!

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

Ki Recovery - 5.00% ~ 12.50% (11.0% Gold Slot)

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

PUR Android #21

M21 is a Transforming Melee Type unit who brings some serious damage and utility to whatever team she’s on. For Femdroids, 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 is only amplified by RED 18’s passive abilities. M21 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.

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)

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 Android #18

RED 18 is a Defense Type unit with a spectacularly built kit solely made for ending combos and helping allies. While her offenses may be lacking, with the support from A21 allowing her to chain tons of cards with her main, even getting her blue card down to a stunning 20 ki, and M21 performing the majority of the offense for this team, she can fulfill her duty of taking hits and healing her allies on switch very well. With her green card and generally low ki costs, she can also stall for large amounts of time in order to wait out lock-ins or switch timers. She holds the tags Female Warrior, Android, and Twins.

In terms of availability, she is usually on most Female Warrior banners after her debut, which makes her fairly easy to obtain when those banners are featured. However, from most players' accounts, they usually only pull her once or twice, which can make it difficult to get her to 6 stars or higher. Seeing as she is a double defense buffer, though, makes the grind worth it. And while this technically may not be a specific reason to run her, her blue card is by far one of the most disrespectful to kill with (it also looks great on Shallot).

For her first Passive, Clever Negotiations, she inflicts the enemy with a +30% to Damage Received debuff for 20 counts when she enters the battlefield, and when changing cover, she also seals 1 enemy card slot at random for 5 counts and inflicts all enemies with +20 to Arts Costs for 5 counts. Additionally, if the enemy switches units while she is on the battlefield, the enemy's Dragon Ball count is reduced by one up to three times.

Her second Passive, Precise Assist, is part of what makes this team work so well. When RED 18 is switched to standby, she gives certain buffs depending on what Battle Style the member being switched in is.

  • Melee Type: +30% to Strike Damage inflicted for 15 counts and restores health by 10%

  • Ranged Type: +30% to Blast Damage inflicted for 15 counts and restores health by 10%

  • Support Type: +20% to Damage Inflicted for 15 counts and restores health by 10%

  • Defense Type: +30% to Damage Inflicted for 15 counts and restores health by 5%

RED 18's main ability, Gotta finish this fight quickly., is available after 5 counts, and reduces the cost of her Strike, Blast, and Blue Arts Card cost by 10 for 30 counts, along with increasing her Arts Card Draw Speed by 1 for 15 counts, and applying a "Nullify Abnormal Conditions" buff to all allies including herself for up to 2 times.

Z I - +17% to "Tag: Female Warrior" base Blast Defense during battle.

Z II - +20% to "Tag: Female Warrior" base Blast Defense during battle.

Z III - +22% to "Tag: Female Warrior" base Strike & Blast Defense during battle.

Z IV - +25% to "Tag: Female Warrior" or "Tag: Android" base Strike & Blast Defense during battle.

RED 18 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, Violent Shot, is a strike type blue and will bypass any strike card, and will Dokabaki Impact with any Strike Type Green. When it is used, RED 18 gains +30% to Special Move Damage for 5 counts. It is teachable to Shallot (please do this).

Her green card, Refreshing Smile, is a buff type green that restores RED 18’s Vanish Gauge by 50%, and adds +5 to both her and her opponent’s green card 3 times, and it cannot be cancelled.

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)

GRN Super Saiyan 2 Kefla

Kefla is a Melee Type unit with a startlingly high capability to deal massive amounts of damage with Strike Card chains of around 7 to 8 individual cards. Generally, she is seen as a squishy unit, but with the double defense and double health benches that Eyes Colder Than Ice carries, she is far tankier than on her usual Fusions team. However, as this is a primarily Femdroids focused team, she is a bit of an oddball to bring with the core units of M21, A21, and RED 18, but she fits in well enough and has far more firepower than needed to keep a place on the team. Additionally, she brings a strong Strike Attack steroid with her Z Ability that allows the whole team to deal more damage. She holds the tags Female Warrior, Potara, Fusion Warrior, Universe 6, Super Saiyan 2, and Saiyan.

Her availability so far is limited to her debut banner in Late April 2020, which occurred directly before the 2nd Anniversary Banners. Because of this, she may be difficult to obtain for this team, and a suitable replacement for the Z Ability would be a 6 Star EX BLU Zangya (DBL15-04E) and as a unit would most likely be GRN Bunny Girl Bulma (Youth) (DBL16-06S ). However, Kefla is a highly valued unit in PvE and PvP as her combo capability is next to none.

For her first Passive, I just keep gettin' more and more pumped!, Kefla takes the center stage for oppressive offense by increasing her own Draw Speed by 1, which cannot be cancelled, and when she enters the battlefield, she automatically turns all Blast Cards into Strike Cards that keep the same Dragon Balls that were previous attached, and gives herself a 30% Damage Inflicted buff that cannot be stacked, a reduce Damage Received buff by 20% for 20 counts, and a -5 to Strike Cards cost that also cannot be stacked.

Kefla's second Passive, It's the last one you're gonna land!, she remembers her disgrace in the Tournament of Power and does 20% Damage Inflicted against any "Character: Goku" who just so happens to be one of the more popular characters to use in PvP. Additionally, after an enemy attack is over, she restores her health by 20% of the damage received, up to 20% of her max health, and adds a 20% Damage Inflicted to allied Female Warrior, Fusion Warrior, or Universe 6 units for 25 counts.

For her main ability, Now you're through!, which is available after 25 counts, she draws the Ultimate Card "Gigantic Blast", restores her own Ki by 50, and gains a 40% Damage Inflicted buff for 20 counts.

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

Z II - +28% to "Tag: Female Warrior" or "Tag: Fusion Warrior" base Strike Attack during battle.

Z III - +35% to "Tag: Female Warrior" or "Tag: Fusion Warrior" base Strike Attack during battle.

Z IV - +38% to "Tag: Female Warrior" or "Tag: Fusion Warrior" base Strike Attack during battle.

Kefla holds two normal Strike Cards in her team hand when used in battle. When using a Blast Card, she has no special effects, but when using a Strike Card she gains a 25% Strike Damage buff for 10 counts when it activates.

Her blue card, Gigantic Crusher, is a blast type blue that destroys 3 random cards in the enemy's hand when it hits. It is teachable to Shallot.

Her green card, I'm nowhere close to done!, is a buff type green that restores 10% of her health on activation along with cancelling all Attribute Downgrades and Abnormal Conditions, on top of applying a 20% Damage Inflicted buff for 15 counts.

Kefla's Ultimate Card, Gigantic Blast, gives her a -100% to the enemy's Sustained Damage Cut for 3 counts and Nullifies Endurance. Additionally, it has a 30% chance to Faint on hit, because she is just not cancer enough.

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)

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)

YEL Android #18

YEL 18 is a Melee Type unit and a recent Zenkai candidate that buffed both Android and Female Warrior teams tremendously, as both had been lacking a solid YEL unit for quite some time. As a result, the team made from units that are both Androids and Female Warriors were particularly excited for her arrival. For this team, she takes over the role as main damage dealer from M21, but both are extremely bulky and heavy hitting, so in reality, both units will be your damage dealers and your tanks. Additionally, she has great synergy with A21 and RED 18, meaning you can easily swap up the core units you use now instead of sticking to the traditional format.

In terms of availability, YEL 18 is a general pool unit, and has been featured on every Master's Pack 1 through 3. Because of this, many players have her at high stars, but they might not have her Zenkai awakening at higher levels or at all. In the event that you don't have her Zenkai'd and wish to run this team, either stick it out and hope her banner comes back soon, or use the PUR-RED-BLU triangle that made this team originally. Due to her commonness and her requiring 7 Stars or above to be spectacular, Multi Z Power is not needed.

As a Zenkai unit, YEL 18 has two different sets of Passives depending on if she has been Zenkai Awakened or not. I will be going over both sets.

Before Zenkai Awakening:

For her first Passive, Team (Android): Ki Recovery UP, YEL 18 gains 20% Ki Recovery when there is another unit with "Tag: Android" on her team.

Her second Passive, Anti-Saiyan: Strike Atk UP, is self-explanatory, as she gains 20% Strike Damage Inflicted against any unit with "Tag: Saiyan". This buff cannot be cancelled.

After Zenkai Awakening:

YEL 18's first Passive becomes Or maybe you'll die..., which gives 40% Damage Inflicted and 50% Ki Recovery if there is another ally with either "Tag: Android" or "Tag: Female Warrior" when she enters the battlefield. Both of these buffs cannot be stacked.

Her second Passive turns into Unexpected Conclusion, where she gains a permanent, cannot be cancelled, 25% Damage Inflicted against "Tag: Saiyan", along with drawing a green card up to 3 times when she enters the battlefield.

YEL 18's first Zenkai Passive, which can be unlocked after completing the "Adept" Soul Boost panel, is Shall we continue?, where every time she is faced with an enemy, whether they swap out or she swaps in, she restores her Ki by 20 and gains 1 Arts Card Draw Speed Level for 10 counts.

Her second Zenkai Passive, which is in the "Powerful" Soul Boost panel, is Elegant Combat, arguably her strongest weapon. When the battle starts, YEL 18 gains 40% Strike Damage Inflicted and 25% Sustained Damage Reduction, both of which cannot be cancelled. Additionally, she gains 20% Damage Inflicted for 10 counts each time she uses a Strike card and restores 10 Ki every time she uses a Blast Card.

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

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

Z III - +24% to "Tag: Female Warrior" base Strike Attack & Defense during battle.

Z IV - +25% to "Tag: Female Warrior" base Strike Attack & Defense during battle.

Zenkai 1 - +20% to base Strike Attack, +15% to base Blast Attack, +20% to base Strike Defense, and +15% to base Blast Defense to "Element: YEL" and "Tag: Android" during battle.

Zenkai 3 - +25% to base Strike Attack, +20% to base Blast Attack, +25% to base Strike Defense, and +20% to base Blast Defense to "Element: YEL" and "Tag: Android" during battle.

Zenkai 5 - +35% to base Strike Attack, +30% to base Blast Attack, +35% to base Strike Defense, and +30% to base Blast Defense to "Element: YEL" and "Tag: Android" during battle.

Zenkai 7 - +40% to base Strike Attack, +35% to base Blast Attack, +40% to base Strike Defense, and +35% to base Blast Defense to "Element: YEL" and "Tag: Android" during battle.

YEL 18 holds two normal blast cards in her team hand when used in battle. Additionally, she has no special effects on her cards when she uses them.

YEL 18's blue card, Power Blitz, is a blast type blue and it grants her 20% Ki Recovery for 10 counts if unawakened and 50% Ki Recovery for 10 counts if Zenkai Awakened upon activation. It can be taught to Shallot.

Her green card, Infinite Energy Reactor, grants 15% Strike Damage Inflicted for 15 counts and -5 Strike Arts Cost for 10 counts without her Zenkai Awakening. With it, she instead gains 20% Strike Damage Inflicted for 20 counts, -5 Strike Arts Cost for 10 counts, and changes all Blast cards in her hand to Strike cards.

YEL 18's ultimate card, Deadly Dance, inflicts the opponent with +5 to Substitution count for 15 counts on hit in its base form. When she is awakened, it changes to +5 Substitution count for 20 counts on hit and seals all of the opponent's Strike cards for 7 counts. Additionally, it gains a damage upgrade.

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)

I'm Counting on You...

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

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

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

GRN Mai

GRN Mai is a Support Type unit who is one of, if not the best, bench units for her Z Ability. Her support is invaluable to both Future and Female Warrior teams, and even in battle she has a fantastic array of options to keep her allies alive and hitting hard. However, as she is an older unit, she is quite fragile and doesn't hit very hard at all, but the bleed on her Strike and Blast cards make up for her lack of damage over time. She holds the tags Female Warrior and Future.

She is also a general pool unit, which means that you have a chance of getting her on any gacha pool that features Future or Female Warrior units. Additionally, she is available in Master's Pack 3, which increases your chance of getting her by a large amount.

For Mai's first Passive, Active Reload, she restores her own Ki by 30 and increases her Arts Card Draw Speed by 1 level for 10 counts when she first enters the battlefield, giving her a bit of an edge when it comes to stalling for the DPS to come back out.

Her second Passive, Tactical Retreat, mirrors her first Passive, and grants 30 Ki when she switches out to another character and gifts them 20% Damage Inflicted for 15 counts. If the unit being switched into is "Character: Trunks", then he gains an additional 10% Damage Inflicted for 15 counts.

Mai's main ability, Resistance Command, which is available after 10 counts, restores all allies' health by 20% and grants 15% Damage Inflicted for allies for 20 counts. This means the Damage Inflicted buff does not apply to her.

Z I - +15% to "Tag: Future" base Health during battle.

Z II - +18% to "Tag: Future" base Health during battle.

Z III - +23% to "Tag: Future" or "Tag: Female Warrior" base Health during battle.

Z IV - +25% to "Tag: Future" or "Tag: Female Warrior" base Health during battle.

Mai has one normal strike card and one normal blast card in her team hand when brought into battle. When she uses a strike card, she has a 30% chance to inflict Bleed on the enemy, and when she uses a blast card, it increases to 50% chance to inflict Bleed.

Her blue card, Full Charge Shot, is a blast type blue and inflicts the enemy with an Attribute Downgrade of "+5 to Strike and Blast cost" for 20 counts when it connects. Additionally, this move has a base cost of 40 Ki.

Mai's green card, Flash Bang, is a blast type green that inflicts Flash on hit and randomly destroys 2 enemy cards on contact, along with inflicting all enemies with an Attribute Downgrade of "-1 Arts Card Draw Speed level" for 10 counts on hit. This green can also be used to stop Rising Rushes.

Mai's equips don't matter all that much since she is on bench most of the time, but here are some equips you could consider using if you decide to run her.

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)

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)

Older Core Units


EX GRN Android #18

GRN 18 is a Defense Type unit that will primarily act as a bench unit, but does have a shockingly high stalling ability. With her Female Warrior health Z Ability, she's one of the most valuable benches you can get, and since she's also considered an Android, she receives both of the other health Z Abilities that this team is built with. Because of this, and her ability to access certain very key and overpowered equips, she can overcome her very low stats to become a brick wall even Vegito Blue has issues tearing through (do watch out for PUR units, though). She holds the tags Female Warrior, Android, and Twins.

As she is a standard pool unit, GRN 18 can be obtained from any gacha banner provided that you have the luck to get her (or misfortune, as it may be). In terms of replacements, you could use GRN Super #17 (DBL16-13S) if he is at relatively high stars, or BLU Ribrianne (DBL11-07S) if she is at 6 stars or above.

GRN 18's first and only Passive, Crisis: Vanishing Gauge Recovery UP, is fairly self explanatory. If she is the last unit standing, she gains 45% to her Vanish Gauge Recovery. However, this only triggers if you brought in a full team of 3, so in truth, when 2 members have fallen, she gains the recovery buff.

For her main ability, Sweet Menace, which is available after 10 counts, she recovers her own Ki by 40 and draws a green card.

Z I - +12% to "Tag: Female Warrior" base Health during battle.

Z II - +15% to "Tag: Female Warrior" base Health during battle.

Z III - +17% to "Tag: Female Warrior" base Health during battle.

Z IV - +18% to "Tag: Female Warrior" base Health during battle.

GRN 18 holds one normal strike card and one normal blast card in her team hand when used in battle. Additionally, she has no special effects on her cards when she uses them.

GRN 18's blue card, Power Blitz, is a blast type blue and it inflicts a 10% to Explode Damage Received debuff on the opponent for 15 counts when it hits.

Her green card, Unlock Ki: Form of Life, is a buff type green that restores GRN 18's health by 15%. This is her main draw on top of her equips, as she can not only take hits very well, but also restore her health in a timely manner. Pairing this green card with her crisis vanish recovery and a vanish recovery equip makes for an exceedingly annoying combo in order to stall out the opponent.

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)

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)