Turles’ Fruit Eating Competition

(Green Card Spam)

Turles' Fruit Eating Competition... what is there to say about this team other than the fact that it looks completely ridiculous and has me in stitches every time I play with it...? Ah, the usual stuff I suppose. So, this team is stupidly fragile, like more fragile than Fusions kinda fragile, and that's mostly due to there not being a lot of solid double color buffers out there except for Color Counter team compositions. Your main defense will literally be a good offense, as you will be spamming Turles' green card in order to stop almost all assaults as you patiently wait for your Vanish Gauge to regenerate because your two other team members are unavailable to swap in at the time. However, if you get used to it, you can easily dominate the field with those green cards and just watch your opponent rage at how many cards you're pulling at one time.

The primary Color Line of this team is YEL-PUR-RED, but depending on which green card holders you have, you can easily swap up the core and bench as needed. For your core units, you have YEL Turles (DBL25-08S) or PUR Turles (DBL02-13S) if you're feeling particularly spicy, along with any of the following green card holders: EX RED Whis (DBL12-05E), PUR Yamcha (DBL-EVT-06S), GRN Ginyu (DBL01-44S), and BLU Dabura (DBL06-07S). After that, it's recommended to link at least two of the bench units to support Turles, as is done below, and one unit to buff the other two units if you are not using buffers for multiple tags or colors. As always, let us know if you have any questions.


The Quick View


YEL Turles

YEL Turles is a Ranged Type unit with a surprisingly setup kit, and a very strong late game disruptor. Initially, as in the beginning of the fight, Turles is lacking the majority of his buffs and is far weaker than his allies, but offers great support to those allies with his passive abilities offering Damage Inflicted and Ki Recovery. Once he can pop off his ultimate card, though, he really becomes a force to be reckoned with on this team as he can draw and use green cards constantly. In fact, there will be times where you can wait for your vanish to restore while using green cards he naturally draws along with any other card if your allies are low on health. However, as he is the cornerstone of the team, you need to play carefully with him, or else you'll be deciding the match before it even begins. He holds the tags Saiyan and Powerful Opponent.

In terms of availability, Turles has only appeared on his debut banner in late July 2020. Because of this, he is a somewhat rare unit, but given that his banner lasted for a month with dailies, it's likely many people who did summon on the banner got him. Multi Z Power, as usual, is your best friend, particularly since he had a uh... somewhat controversial event that granted him unique Multi Z Power, at the cost of him having to be 5 Stars or above to use. However, the 999 Z Power summon for the Legends Rising banner may give you more stars on him compared to other very new Sparking units.

Turles' main ability, You thought I was strong before... Watch this!, which is available after 25 counts, is the key to his massive potential for quick sweeps and generally being incredibly annoying. While it doesn't give those buffs directly, it gives access to his ultimate card "Sudden Storm", as well as restoring his health by 30% and Ki by 30, along with reducing the opponent's Ki by 40.

His first Passive, Omnipresent Watcher, gives a strong set of buffs to his allies so they can dominate the battlefield before his permanent buffs kick in. Not only does he shorten the substitution count by 1, he applies 25% Damage Inflicted and 40% Ki Recovery for 60 counts to his allies, both of which cannot be cancelled.

Turles' second Passive, World Eating Saiyan, gives him 30% Damage Inflicted that cannot be stacked, and inflicts all enemies with 20% Damage Received for 20 counts whenever he enters the battlefield. Whenever he is faced with an enemy, meaning he enters the battlefield or the opponent switches out, he randomly draws a card if he has 3 or fewer cards and gains -3 Strike and Blast Arts Cost for 10 counts.

Z I - +19% to "Episode: Sagas From the Movies" base Blast Attack during battle.

Z II - +22% to "Episode: Sagas From the Movies" base Blast Attack and +18% to "Tag: Powerful Opponent" base Strike Attack during battle.

Z III - +26% to "Episode: Sagas From the Movies" base Blast Attack and +22% to "Tag: Powerful Opponent" base Strike Attack during battle.

Z IV - +32% to "Episode: Sagas From the Movies" base Blast Attack and +26% to "Tag: Powerful Opponent" base Strike Attack during battle.

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

His blue card, Calamity Blaster, is a blast type blue and inflicts the opponent with -80% Ki Recovery for 10 counts on hit. It is teachable to Shallot.

For his green card, Force Explosion, which is a blast type green and the card you'll be spamming the most, he knocks back the opponent to the far row, and increases his Arts Card Draw Speed by 1 for 10 counts and inflicts the opponent with +5 Substitution Count for 5 counts on hit. It is comboable with his Strike, Blast, Green, Blue, and Ultimate cards, making it perfect for randomly chucking around to start a combo.

Turles' ultimate card, Sudden Storm, grants 70% Damage Inflicted, 70% Ki Recovery, and 30% Sustained Damage Cut Pierce permanently, all of which cannot be cancelled, upon activation. That's right, you don't even have to hit with the ultimate card to get these buffs which allow Turles to run amok in this team with a large amount of green cards and freakishly long combos.

Awakened Fruit of the Tree of Might

Blast Attack - 10.00% ~ 25.00% (22.0% Gold Slot)

Damage to & Against Son Fam - 5.00% ~ 12.50% (11.20% Gold Slot)

Crit and Health - 8.00% ~ 15.00% (13.6% Gold Slot)

You're sure to win!

Blast Defense - 6.00% ~ 15.00% (16.4% Gold Slot)

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

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

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)

EX RED Whis

Whis is a Support Type unit and one of the most fun combo disruptors and creators in the game with his green card resetting each player's hand to 4 random cards, as well as having a strong team heal and a green card in his team hand. His animations are also quite fun to look at as well. However, none of his Passives apply on this team due to there lacking another God Ki member for him to support. Despite this, he still fulfills his role as a supporter for Turles and as a green card holder very well. Additionally, he can easily get rid of annoying ultimate cards or units who can stock up blue cards. He holds the tags Angel and God Ki.

He was originally released as a First Anniversary Extreme unit, and as such, has been implemented into the general pool for any God Ki banners, as well as some other banners as a filler unit. Because of this, Whis is quite common to have, especially with him being available through Super Scout Battles under the "God Ki" section. Whis is actually one of the few units I wouldn't recommend using Multi Z Power on solely because of his common appearances and his availability as a F2P unit, but of course, Multi Z Power is always extremely helpful.

Whis' main ability, Angel's Code, is available after 20 counts, and draws yet another green card for this green card spam team, and restores all allies' health by 25% along with inflicting the opponent with -100% Ki Recovery and -1 Arts Card Draw Speed for 10 counts.

His first Passive, Attendant of the Gods, doesn't apply on this team, as he is the only God Ki character available. However, if there was another God Ki battle member, meaning another "Tag: God Ki" character on your team, Whis would receive 40% Damage Inflicted and 40% Ki Recovery for 20 counts. Additionally, if there is a "Character: Beerus" on your team, he would gain -5 Strike and Blast Arts cost and 1 Arts Card Draw Speed level, both for 10 counts.

His second Passive, God's Support, is similarly limited, requiring other "Tag: God Ki" allies to trigger. On swap-out, Whis gives a "Tag: God Ki" ally 25% Damage Inflicted and 25% Ki Recovery for 25 counts, and if it happens to be "Character: Beerus", he also gives 20% Damage Inflicted for 20 counts , 20% Critical Rate for 15 counts, and 30% Ultimate Damage Inflicted for 20 counts.

Z I - +23% to "Tag: God Ki" base Blast Defense during battle.

Z II - +25% to "Tag: God Ki" base Blast Defense during battle.

Z III - +30% to "Tag: God Ki" base Blast Defense during battle.

Z IV - +35% to "Tag: God Ki" base Blast Defense during battle.

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

His blue card, Light of Harmony, is a blast type blue that inflicts the opponent with +5 Strike and Blast Arts cost for 20 counts on hit.

His green card, Mysterious Staff, is a buff type green and one of the most infuriating and fun green cards in the game. When used, it destroys all of your and your opponent's cards and randomly draws 4 new ones. This is perfect to use with Yamcha's main ability or to get rid of pesky ultimate cards, or to draw new cards for Turles to switch into and rampage with.

Awakened Eh?

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

Critical - 8.00% ~ 15.00% (13.6% Gold Slot)

Blast or Strike Attack - 10.00% ~ 21.50% (19.2% Gold Slot)

Let's go, Vegeta!

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

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

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

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)

PUR Yamcha (Taitans)

PUR Yamcha is a Melee Unit and the first and only joke unit introduced in the game so far. He specializes in getting hit with blast attacks and praying he doesn't get hit, but he's in an interesting niche of being able to stall almost perfectly against certain teams while waiting for Turles to switch back in. Outside of his fun animations are ridiculous kit, however, PUR Yamcha is very fragile and doesn't deal much damage, but if you're lucky and skilled, he can farm Dragon Balls if you somehow screwed yourself over in the early game. He holds the tag Super Warrior.

PUR Yamcha is an event unit, and as such is one of the rarer units to have. His event recently returned in July 2020, where it was changed so you could obtain him at 14 Stars with maximum Soul Boost. However, his event had not returned for a very long time before this, so it is unknown when he will return. Additionally, he cannot be given Multi Z Power due to his nature as a F2P unit.

Yamcha's main ability, Home Run Declaration, not only draws yet another green card, but also causes all of the opponent's Strike Cards to have 99 cost for 10 counts, easily allowing a free combo against many common teams.

His first Passive, It's Gonna Be Comin' Back Hot!, lays out the majority of the effects that occur when Yamcha hits a Blast card or Tap Blast with his green card, which are under his "Home Run Count".

  • 1 Home Run: Increases Arts Card Draw Speed by 1.

  • 2 Home Runs: Inflicts all enemies with +5 Strike Arts cost.

  • 3 Home Runs: 50% to own Critical Rate.

  • 4 Home Runs: Increases Arts Card Draw Speed by 1.

  • 5 Home Runs: Inflicts all enemies with +5 Strike Arts cost.

  • 6 Home Runs: 50% to own Critical Rate.

  • 7 Home Runs: 100% Rising Rush Damage Inflicted, gain 7 Dragon Balls, and Nullify Endurance (cannot be cancelled).

Yamcha's second Passive, Game-Changing Home Run, determines the number of "Home Runs" gained depending on how many defeated allies there are. If there are 0 defeated allies, it increases by 1, if there is 1 defeated ally, it increases by 2, and if there are 2 defeated allies, it increases by 3.

Z I - +14% to "Tag: Super Warrior" max base Health during battle.

Z II - +17% to "Tag: Super Warrior" max base Health during battle.

Z III - +19% to "Tag: Super Warrior" max base Health during battle.

Z IV - +20% to "Tag: Super Warrior" max base Health during battle.

Yamcha holds one normal blast card and one green 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, Magic Spirit Ball, destroys all of your opponent's Strike cards on hit, making him useful for stopping any rampaging Keflas or Vegito Blues from killing your units in one combo. Additionally, it is teachable to Shallot.

Yamcha's green card, Unlock Ki: Form of Slugging, is his main draw, as he counters any Tap Blast or Blast cards while in his fighting pose, and will increase his Home Run count by the number of how many allies are defeated.

Awakened I'm Gettin' Excited!

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

Blast or Strike Attack - 10.00% ~ 25.00% (22.0% Gold Slot)

Ki Recovery & Special Move Damage- 5.00% ~ 10.00% (9.0% 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)

I even sense Goku's Ki?!

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

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

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

YEL Super Saiyan Goku

Coronaku is a Melee Type unit that is... completely and utterly interchangeable with SSJ2 YEL Goku (DBL07-01S) in this team. I'm not even kidding, their Z Abilities are exactly the same. Use whichever one you have higher stars on or which one you like better. You won't be using either of them in battle unless you're a far braver man than I. In the event that you do use them in battle, I would suggest using SSJ2 YEL Goku over Coronaku if only because he's better at living to take Rising Rushes to the face. He holds the tags Saiyan, Super Saiyan, and Son Family.

Coronaku and SSJ2 YEL Goku are general pool units, and you will be seeing them a lot, whether on the Master's Packs or in daily summons. As a result, it shouldn't take you too long in order to get them to 6 Stars or above.

Coronaku's main ability, Swift Bout, is available after 5 counts, and gives him 30% Damage Inflicted and 1 Increased Arts Draw Speed level for 25 counts.

His first Passive, Assault: All Costs DOWN, is self-explanatory, as older units tend to be, and grants -10 to all Arts costs for 30 counts from the start of the battle.

His second Passive, Viral Heart Disease, is the reason behind his name, and causes him to lose 5% of his health every time he uses an Arts card after 15 counts have passed from the start of the battle. This debuff cannot be cancelled, and when he is defeated, he cancels the opponent's Attribute Upgrades.

Z I - +19% to "Element: YEL" base Strike & Blast Attack during battle.

Z II - +22% to "Element: YEL" base Strike & Blast Attack during battle.

Z III - +30% to "Element: YEL" base Strike & Blast Attack during battle.

Z IV - +33% to "Element: YEL" base Strike & Blast Attack during battle.

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

His blue card, Super Kamehameha, is a blast type blue, and gives a 20% Damage Inflicted buff for 10 counts upon activation of the move.

For his green card, Unlock Ki: Form of Attack, Coronaku gains 20% Strike Damage Inflicted and 25% Ki Recovery, both for 20 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)

I'm an Elite

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

Ki Recovery - 4.00% ~ 10.00% (8.8% Gold Slot)

Def vs. Tag: Saiyan 20 counts -12.00% ~ 30.00% (26.4% Gold Slot)

You'll Pay!

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

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

Ki Recovery - 4.00% ~ 10.00% (8.8% Gold Slot)

EX PUR Super Saiyan 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 of the green card holding units on this team with stupidly high Strike Defense buffs... if you have him that is. In the event that you don't, EX RED Yamcha (DBL25-02E) is a good fit, albeit sacrificing survivability for more attacking power. 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. As mentioned above, EX RED Yamcha can fulfill a different role than EX PUR SSJ Goku, however, for this team, more defense to protect Turles is recommended. 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, 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)

You'll Pay!

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

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

Ki Recovery - 4.00% ~ 10.00% (8.8% 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)

YEL Pikkon

YEL Pikkon is a Melee Unit and probably one of the units I literally would have never expected myself to recommend to anyone at this point in time. It's a tough battle between him and YEL Piccolo (Fused with Nail) (DBL01-37E), but given that one is a general pool Sparking and the other a general pool Extreme, I decided to go with the Sparking as you'd be more likely to have him at higher stars. Now, they are also perfectly interchangeable, where you may lean towards Piccolo as he offers Health Restoration to help with the heals Whis and Turles provide, so you choose whichever one you'd be more comfortable running. He holds the tag Otherworld Warrior.

As mentioned before, YEL Pikkon is a general pool unit, meaning if the Sparking units aren't restricted, you can pull him at any time and be very sad it wasn't his RED unit. I would also not recommend using Multi Z Power on him for the same reasons.

YEL Pikkon's main ability, Buying Time, is available after 10 counts, and inflicts the opponent with +10 Strike and Blast Arts cost for 20 counts.

His first Passive, Anti-Frieza Force: Strike Atk UP, is very strange, but self-explanatory, as it gives a 40% Strike Damage Inflicted buff against "Tag: Frieza Force" that cannot be cancelled.

For his second Passive, Defeated: Stand-By Count UP, is again... self-explanatory... but it inflicts all opponents with +5 substitution counts for 30 counts when Pikkon bites the dust. Which he will, because he's a launch unit.

Z I - +14% to "Element: YEL" max base Health during battle.

Z II - +17% to "Element: YEL" max base Health during battle.

Z III - +19% "Element: YEL" max base Health & +25% to "Episode: Sagas From the Movies" base Strike Defense during battle.

Z IV - +20% "Element: YEL" max base Health & +28% to "Episode: Sagas From the Movies" base Strike Defense during battle.

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

His blue card, Fire Kick, is a strike type blue, and has a 20% to Faint on hit, along with giving a 15% Blast Damage Inflicted buff on hit. For some reason. Additionally, it is teachable to Shallot.

His green card, Unlock Ki: Form of Attack, is a buff type green that grants 15% Damage Inflicted for 25 counts.

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)

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'm an Elite

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

Ki Recovery - 4.00% ~ 10.00% (8.8% Gold Slot)

Def vs. Tag: Saiyan 20 counts -12.00% ~ 30.00% (26.4% Gold Slot)