Super Saiyans used to be a team that struck fear into every PvP player's heart, and still gives some veterans an uneasy feeling when spotted, as they ruled the meta with an iron fist that no other team has even come close to beating. However, they definitely fell off as other teams rose to the throne, but that's not to say they still aren't any good. Utilizing the King of the Holy Trinity, you can still use the newer Super Saiyans to wreak the same amount of critical hit based damage you would see in the olden days. Boasting two of the strongest BLU Saiyans around, this team is back to deal some hard damage with critical hits and units that love to be alone. If you happen to have LF Nameku at 7 stars and Zenkai'd, this team is any easy way to have massive firepower while still keeping it a bit balanced with its low defensive capabilities outside of SSJ Bardock's tanking ability. However, if you'd like to see and hear those critical hits pop off, this is the one team in Dragon Ball Legends that revolves around those buffs more than anything else. After all, there are Far Too Many Chosen Ones to choose from. In addition, a great and terrifying prophecy has come to fruition with SSJ Bardock's Zenkai Awakening and his son's Zenkai for his Legends Limited Namek form, leading this team to rise to the top of the meta once again... Possibly.
The main Color Triangle for this team is BLU-GRN-YEL, but as long as the one BLU unit stays, the entire other composition of the team is up for grabs, if you would like to use other units. The bench will primarily stay the same, as they are focused on Super Saiyans, not necessarily Saiyan or Hybrid Saiyan units, meaning you preserve buffs. But depending on the composition you go with, it can easily be exchanged as long as SSJ Bardock is used. Any Hybrids form of this team is slightly more awkward to set up for bench-wise, but it's still easily doable. Additionally, because of it revolving primarily around one unit, if you're missing any of the recommendations here, you can easily replace them, but if you're missing SSJ Bardock, you'll have a much harder time running a Super Saiyan team instead of a Saiyan team.
The Quick View
SSJ Bardock is a Melee Type unit who is the progenitor of the Holy Trinity and king of critical hits and Super Saiyans. As such, he is permanently glued to the core of this team due to his buffs being the pinnacle of Legends unit creation oversights, with his critical buffs being so powerful they were almost never given to other units after his debut, and his complete overtaking of the meta with the Holy Trinity. However, due to his age, he will need assistance from his fellow Super Saiyans in order to be able to give out his buffs when competing against newer units... except not anymore. After his very notable Zenkai Awakening, SSJ Bardock becomes extremely capable of surviving long enough to not only make his allies a problem for his opponent, but also himself a massive problem for his opponent. Nothing says pain quite like watching the unit you just whaled on for 6 to 7 cards heal himself, and swap into an ally to sweep you with his god-like critical buffs. He holds the tags Saiyan, Super Saiyan, and Team Bardock.
He is currently in the general pool for most general summons without the Sparking unit limitations, which makes him very easy to obtain at higher stars. In fact, on Super Saiyan banners and banners with YEL Vegito (DBL22-08S), he is one of the most common spook units. If needed, you can use Multi Z Power, but it would primarily be used for additional stats, as he is probably the squishiest Core unit on this team due to his age without his Zenkai Awakening, of course. Once he does gain that awakening, he will become your tank that starts combos, and swaps over to his allies to annihilate you-- if you don't mess up the transition, that is.
Because his abilities did not change much before and after his Zenkai, I will be adding the Zenkai buffs below the abilities to avoid clutter.
SSJ Bardock's main ability, No, You're Gonna Die!, which is available after 25 counts, doesn't quite have the same die-ing effect as it used to have, but it's still fairly decent with an increased Arts Card Draw Speed level for 15 counts and drawing the ultimate card Revenge Assault.
After his awakening, he also gains 40% Ultimate Damage Inflicted for 20 counts upon activation of his main ability.
His first Passive, The Beginning of a Legend, allows SSJ Bardock to keep up with his stronger "Tag: Super Saiyan" allies, as if there is at least 1 ally with said tag, he gains these buff indefinitely. Whenever he enters the battlefield, he gains 30% Damage Inflicted, -5 to Strike and Blast Arts cost, and 40% Ki Recovery.
This gains an additional 10% Damage Inflicted, -5 Blast Cost, and 30% Ki Recovery, for a total of 40% Damage Inflicted, -5 Strike Cost, -10 Blast Cost, and 70% Ki Recovery after his Zenkai Awakening.
SSJ Bardock's second Passive, The Golden Saiyan, applies a series of extremely scary and very strong buffs to allied "Tag: Super Saiyan" characters when he switches out. He gives 20% Damage Inflicted, 30% Critical Rate, and 70% Critical Damage each for 15 counts when switching out. In certain cases, such as with his sudden death, these buffs can be doubled up on whatever unit was swapped in before SSJ Bardock was killed, and then forced back in.
Once he has been awakened, he gains 25% Damage Inflicted for 20 counts instead of the prior, one of the smallest buffs of all Zenkai Awakenings.
For his first Zenkai Passive, Cross-Dimensional Awakening, available on the Adept Soul Boost panel, SSJ Bardock gains 10% Damage Inflicted each time one of his allies is hit with a Strike, Blast, or Blue card, up to 50% Damage Inflicted in total. This buff does not expire, but can be cancelled and refilled again.
His second Zenkai Passive, I hope you're ready..., (which I really hope the playerbase is), is available on the Powerful Soul Boost Panel, and grants 20% Reduced Damage Received whenever SSJ Bardock enters the battlefield, and cannot be stacked. Additionally, drawing from another Bardock unit, after 50 counts from the start of the battle have passed, he gains 30% Damage Inflicted, 30% Increased Health Restoration, and 1 Arts Card Draw Speed level, all of which cannot be cancelled.
Z I - +19% to "Tag: Super Saiyan" base Strike Defense during battle.
Z II - +21% to "Tag: Super Saiyan" base Strike Defense during battle.
Z III - +23% to "Tag: Super Saiyan" base Strike Attack & Defense during battle.
Z IV - +25% to "Tag: Super Saiyan" base Strike Attack & Defense during battle.
Zenkai 1 - +20% to base Strike Attack, +20% to base Blast Attack, +15% to base Strike Defense, and +15% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 3 - +25% to base Strike Attack, +25% to base Blast Attack, +20% to base Strike Defense, and +20% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 5 - +35% to base Strike Attack, +35% to base Blast Attack, +30% to base Strike Defense, and +30% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 7 - +40% to base Strike Attack, +40% to base Blast Attack, +35% to base Strike Defense, and +35% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
SSJ Bardock holds one normal blast card and one normal strike cards in his team hand when used in battle, and neither blast nor strike cards have any special effects when used by him.
His blue card, Revolt Pile, a strike-type blue, debuffs the opponent with one lowered Arts Card Draw Speed level for 15 counts and has an 80% chance to inflict Heavy Bleed, both on hit. After his awakening, this changes to 100% chance to inflict Heavy Bleed on hit.
His green card, Enraged Saiyan, is a buff-type green and restores his health by 10% and cancels all of his own Attribute Downgrades. Once Zenkai Awakened, he also gains 30 Ki upon activation of the move.
For his ultimate card, Revenge Assault, he restores his ki by 30 upon activation, and that's... about it. Pretty neat animation, though. However, he gains 60 Ki and 100% Vanish Gauge upon activation of the move when he is at least Zenkai 1, along with the neat animation.
Awakened Come Out, Cowards!
Special Move Damage - 8.00% ~ 13.00% (12.0% Gold Slot)
Strike Attack - 10.00% ~ 18.00% (16.4% Gold Slot)
Blast Attack - 10.00% ~ 15.00% (14.0% 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)
This Should Be fun!
Blast Attack - 6.00% ~ 15.00% (13.2% Gold Slot)
Health - 5.00% ~ 12.50% (11.0% Gold Slot)
Dmg vs. Tag: Hybrid Saiyan - 6.00% ~ 15.00% (13.2% Gold Slot)
YEL Transforming Vegito is supposedly a Ranged Type unit, but with his high strike attack, flashy strike-based blue card, and his placement on strike oriented teams, he ends up being an all-around sweeper with solid bulk and a whole host of quirks in his kit that make for a fun and terrifying unit. On a Super Saiyan team like Far Too Many Chosen Ones, YEL Vegito gains even more buffs from SSJ Bardock that allow him to run through teams even more thoroughly with high critical hit ratios and even more Damage Inflicted buffs. Combining his Ki Restore, Card Draw Speed, and Blast Armor with those buffs makes for arguably the most dangerous member of this team, and by far one of the most fun to use. He holds the tags Saiyan, Super Saiyan, Fusion Warrior, and Potara.
His availability is somewhat notorious, as he has appeared on two banners to date, his debut banner, Legends Rising Vol. 12 in March 2020, co-heading the banner with Broly: Cheelai (Assist), and Legends YEL Vol. 3 in July 2020, where his rates seemed somewhat... lopsided to him not appearing for many players. However, if you summoned him even once, he is one of the most powerful units you can Multi Z Power, and one of the most versatile to use. While he may be one of the kings of the eternally annoying Fusions teams, he makes up for it by being incredibly annoying and fun here, without all those cover changes and "WhaT's WrONg?" quotes that make your ears bleed.
For his first main ability, Would you like a demonstration?, is available after 15 counts, where YEL Vegito then transforms into Super Vegito, and destroys all the cards in your hand, and randomly draws 4 new cards. After his transformation, this ability becomes This is Super Vegito!!, which is available after 5 counts, and where he restores his Ki by 50, draws a blue card, and restores his Vanish Gauge by 100%. Because of this, YEL Vegito is an extremely potent threat when used on any team he synergizes with, and has one of the strongest LMS potentials of any unit without LMS buffs.
YEL Vegito's first Passive, Unparalleled Ultimate Warrior, gives 50% Blast Damage Inflicted, which cannot be cancelled, and a 20% Reduced Damage Received buff until he transforms. After he transforms, it turns into Golden Ultimate Warrior, which grants 50% Damage Inflicted, which cannot be cancelled, a 50% Reduced Damage Received buff for 10 counts, and 100% Ki Recovery buff for 20 counts.
His second Passive, Absolute Composure, grants a special effect after the opponent's combo is over one time. It randomly destroys one of your arts cards, draws a green card, and destroys one of your opponent's Dragon Balls. After YEL Vegito's transformation, this Passive becomes Absolute Radiance, where each time he uses a Strike or Blast card, he gains 10% Special Move Damage Inflicted and -5 Special Move Arts cost, each for 15 counts. Additionally, when he evades using a Vanish Step, he restores his Ki by 20 and increases his Arts Card Draw Speed level by 1 for 5 counts.
Z I - +19% to "Tag: Fusion Warrior" base Blast Attack during battle.
Z II - +22% to "Tag: Fusion Warrior" base Blast Attack during battle.
Z III - +25% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
Z IV - +28% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
YEL Vegito holds one normal blast card and a strike card with 10% Damage Inflicted in his team hand when used in battle. Additionally, neither blast nor strike have any special effects when used by him.
His blue card prior to transformation, Big Bang Attack, is a blast type blue that grants 25% Special Move Damage Inflicted for 3 counts upon activation of the move. After transformation it becomes Spirit Sword Rush, a strike type blue with Blast Armor and 40% Special Move Damage Inflicted for 3 counts upon activation. Spirit Sword Rush is the main weapon of YEL Vegito's, and his biggest danger when you're facing him. Due to how his Passives work, he can easily combo you with blast and strike cards in order to power up this card, making it extremely difficult to deal with, as by then it has a cost around 25 Ki and has numerous Damage Inflicted buffs attached to it. Additionally, with his main ability, you can fairly easily bait someone into taking a raw blue card with his 100% Vanish Restore.
YEL Vegito's green card, Pressure Sign, is a buff type green restores his health by 10% and Ki by 20, along with granting a sustained 20% Damage Inflicted and 10% Reduced Damage Received one time, meaning they remain after transformation, but can be removed. After transformation, it becomes Erasing Strike, a blast type green, and restores Ki by 50 and grants 20% Damage Inflicted for 10 counts upon activation. Additionally, it allows Strike, Blast, green, and blue cards to be combo'd into when it is used, allowing for some advanced setups.
Awakened Fusion!
Blast Defense - 10.00% ~ 18.00% (16.4% Gold Slot)
Strike Defense - 10.00% ~ 18.00% (16.4% Gold Slot)
Blast or Strike Attack - 10.00% ~ 20.00% (18.0% Gold Slot)
Awakened Time to Send You to Hell!
Strike or Blast Defense - 10.00% ~ 18.00% (16.4% Gold Slot)
Strike Attack - 10.00% ~ 20.00% (18.0% Gold Slot)
Critical - 10.00% ~ 18.00% (16.4% Gold Slot)
This Should Be fun!
Blast Attack - 6.00% ~ 15.00% (13.2% Gold Slot)
Health - 5.00% ~ 12.50% (11.0% Gold Slot)
Dmg vs. Tag: Hybrid Saiyan - 6.00% ~ 15.00% (13.2% Gold Slot)
GRN Super Saiyan Goku (Bowlku? RoCku?) is a Melee Type unit with some heavy damage potential, and a fantastic amount of switch in buffs that stack beautifully with SSJ Bardock's swap out buffs. While he isn't as versatile as YEL Vegito, he offers his own way of playing with a far more straightforward approach of using strike cards to kill units and scaring both players with how much damage his one-hit blue card with blast armor is fun in its own right. Along with his critical potential from Bardock on swap in, it's entirely possible that this permanently angry man can one shot your opponent's entire team if you get lucky. He holds the tags Saiyan, Super Saiyan, and Son Family.
So far, this Goku has only appeared on his debut banner of Legends Rising: The Crusher in late July 2020, co-heading the banner with YEL Turles. While creating this team guide, Super Kaioken Goku (DBL24-13S) was in the running for a long time, and is a great substitute if you didn't manage to pull this Goku during his banner's lifetime. Like usual, I highly recommend using Multi Z Power on him, as his Z Ability at 6 Stars is not only incredibly useful for this team, but for literally any Saiyan team you may think of making, as most of them are heavily strike focused.
GRN SSJ Goku's main ability, Let's end this!, is available after 20 counts, and draws a blue card, restores his Ki by 50, and increases his Arts Card Draw Speed by 2 for 10 counts.
His first Passive, Supreme Warrior, grants 30% Damage Inflicted against "Tag: Regeneration", which cannot be cancelled, along with 40% Damage Inflicted, 30% Reduced Damage Received, and -15 Special Arts Move cost, each for 20 counts, along with drawing a strike card whenever he enters the battlefield. Combined with SSJ Bardock's swap out buffs, this makes him one of the strongest damage dealers on swap in with high critical damage potential, and extra cards.
For his second Passive, Collision Force, when the opponent's attack is over (again, meaning the combo ends, not just one card), he restores his Ki by 25, gains 50% Strike Damage Inflicted for 15 counts, and a 30% Reduced Damage Received buff for 10 counts, which cannot be stacked.
Z I - +24% to "Episode: Sagas From the Movies" base Strike Attack during battle.
Z II - +26% to "Episode: Sagas From the Movies" base Strike Attack during battle.
Z III - +30% to "Episode: Sagas From the Movies" or "Tag: Saiyan" base Strike Attack & Defense during battle.
Z IV - +35% to "Episode: Sagas From the Movies" or "Tag: Saiyan" base Strike Attack & Defense during battle.
GRN SSJ Goku holds one normal strike card and a Restore Health by 5% strike card in his team hand when used in battle. Additionally, blast cards have no additionally effects when used by him, but strike cards gain 20% Special Move Damage Inflicted for 15 counts upon activation.
His blue card, Destructive Dragon Fist, is a strike type blue with Blast Armor and and 100% Sustained Damage Pierce for 3 counts upon activation, making this move hurt when used against units with high Sustained Damage Reduction buffs. Additionally, it only has one hit, making it extremely noticeable on how much damage it does to opponents, and is hard to dodge, as well as having hard to gauge damage potential. Because of this, it can easily one-shot units, or do mild damage seemingly randomly. It is teachable to Shallot.
For his green card, Defiant Spirit, a buff type green, GRN SSJ Goku gains 20% Strike Damage Inflicted for 15 counts and changes all blast cards in his hand to strike cards, while preserving the Dragon Ball layout.
Awakened You'll Pay!
Strike Attack - 10.00% ~ 25.00% (22.0% Gold Slot)
Blast Defense - 10.00% ~ 18.00% (16.4% Gold Slot)
Ki Recovery - 6.00% ~ 10.00% (9.2% 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)
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)
Nameku is a Ranged Type unit, and the man, the myth, the legend... the single unit that was so broken upon release that they released two different battle system updates to nerf him and his screaming of "YOU FOOL!". Somehow, though, Dimps decided that he should get some amount of slack, and was given a surprise Zenkai during October-November 2020. Due to this buff, he has returned to a portion of his original power, but he is more easily countered as the battle system is still against him. However, as he is a BLU Saiyan, he not only gains his own Zenkai Ability, but also that of SSJ Bardock's. Because of this, he deals crazy amounts of damage once he finally transforms, and if you're unlucky enough to get caught by him as a LMS, well. Let's just say that at the very least his Legendary Finish is quick. Additionally, all of his abilities make for quite the fearsome write-up, so sorry in advanced. He holds the tags Saiyan, Super Saiyan, and Son Family.
As an older Legends Limited unit, Nameku is very popular as a filler unit on step-up banners, and as a result has a tendency to spook you when you're going for a newer unit. However, as he is an LF unit, he is still very rare to obtain, but has a unique Z Ability for Super Saiyans, which makes him valuable to have on the bench regardless, particularly with his new Zenkai Ability. This is primarily if you are running some Hybrid Saiyans instead of the Saiyan setup we have here, but if you're running pure Saiyans, he can be replaced with other units if you don't have him.
The Zenkai stats for Super Saiyan Goku (DBL15-05S) (Transformed) (Zenkai) will be added as soon as they are available.
Nameku's main ability, Y-You'll Pay..., is available after 15 counts and transforms him into Super Saiyan Goku, as well as restoring his Ki by 40 and granting a sustained, but cancellable 30% Damage Inflicted buff. After transformation, this becomes You've Really Made Me Mad!, which is available after 10 counts, and grants -10 Strike and Blast cost and 40% Ki Recovery for 60 counts, as well as drawing a blue card.
After his Zenkai, which is available after 15 counts again, Y-You'll Pay... transforms him into Super Saiyan Goku, restores 50 Ki, and gains 30% Damage Inflicted which cannot be cancelled. You've Made Me Really Mad!, usable at 10 counts, instead grants 60% Ki Recovery and -10 Strike and Blast cost, each for 60 counts, along with 30 Ki and a blue card on activation.
His first Passive, Pride: Inflicted Damage UP, is fairly self explanatory, sort of, as it grants 30% Damage Inflicted if Nameku has been on the field for 5 counts, and replaces it with a 50% Damage Inflicted buff if he has been on the field for 10 counts. This will reset if he is swapped out or transforms.
Once he attains his Zenkai Awakening, this increases to 30% Damage Inflicted after 3 counts, and 50% Damage Inflicted after 8 counts.
After his transformation, this Passive becomes Let's Settle This Now!, where he gains 50% Blast Damage Inflicted if two allies are defeated, along with gaining 40% Damage Inflicted if he is out for 5 counts, and 70% Damage Inflicted if he is out for 10 counts, replacing the first buff.
Once Zenkai'd, this changes to 50% Blast Damage Inflicted when 2 allies are defeated, which cannot be cancelled, and 40% Damage Inflicted after 3 counts and 70% Damage Inflicted after 8 counts, which replaces the first buff as before. These effects are reset after he switches out.
Nameku's second Passive, Not so Fast, gives 40% Reduced Damage Received for 5 counts when he enters the battlefield, along with restoring 20 Ki when he evades with a Vanish Step and restoring 50% health when 2 allies are defeated.
After being Zenkai'd, this becomes 40% Reduced Damage Received for 10 counts when entering the battlefield, restores 30 Ki when evading using a Vanish Step, and restores 50% health when 2 allies are defeated.
Once transformed, this becomes You Can Never Destroy What I Am..., which grants the same 40% Reduced Damage Received for 5 counts when entering the battlefield, but increases the Ki restored when evading with a Vanish Step to 25, along with granting -15 to his Special Move Arts (blue card) cost when 2 allies are defeated, which cannot be cancelled, and restores his health by 50%.
His Zenkai Ability changes to 40% Reduced Damage Received for 10 counts, and after using a Vanish Step, he gains 30 Ki and randomly draws a card if he has less than 4 cards in his hand. Additionally, he gains -15 Special Move Arts cost, which cannot be cancelled, and gains 50% health when 2 allies are defeated.
For his first Zenkai Passive, Enraged Saiyan, which is unlocked at the Adept Level soul boost panel, Nameku gains 20% Damage Inflicted and two sets of Nullify Attribute Downgrades and Nullify Abnormal Conditions sustained buffs when one ally is defeated. Once one of these debuffs occur, it will go down to one set of those nullify buffs, and so on. This passive does not change after transforming.
Nameku's second Zenkai Passive, Awakened Legendary Warrior, unlocked at Powerful Level soul boost panel, restores 20 Ki and grants 20% Damage Inflicted for 15 counts and 15% Blast Damage Inflicted for 15 counts whenever he enters the battlefield. Once transformed, this becomes 25 Ki, along with 20% Damage Inflicted and 15% Blast Damage Inflicted which cannot be stacked once entering the battlefield.
Z I - +19% to "Tag: Saiyan" base Blast Attack during battle.
Z II - +21% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike & Blast Attack during battle.
Z III - +30% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike & Blast Attack during battle.
Z IV - +35% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike & Blast Attack during battle.
Zenkai 1 - +15% to base Strike Attack, +20% to base Blast Attack, +15% to base Strike Defense, and +20% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 3 - +20% to base Strike Attack, +25% to base Blast Attack, +20% to base Strike Defense, and +25% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 5 - +30% to base Strike Attack, +35% to base Blast Attack, +30% to base Strike Defense, and +35% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Zenkai 7 - +35% to base Strike Attack, +40% to base Blast Attack, +35% to base Strike Defense, and +40% to base Blast Defense to "Element: BLU" and "Tag: Saiyan" during battle.
Nameku holds one normal strike card and one normal blast 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, Kamehameha, is a blast type blue that grants 15% Special Move Damage Inflicted for 15 counts upon activation.
Once he gains his Zenkai Awakening, this becomes 20% Special Move Damage Inflicted for 15 counts upon activation.
After his transformation, though, it becomes a mild nightmare to deal with for your opponent in the form of Angry Kamehameha. This move remains a blast type and grants the same 15% Special Move Damage Inflicted for 15 counts, but will counter most Arts attacks (all strikes, all blasts, and most blue and attacking green cards) while in his fighting pose. Once he is in his angry pose, he gains 50% Special Move Damage Inflicted for 3 counts, and gains Endurance Nullification.
After he is Zenkai'd, this changes to 20% Special Move Damage Inflicted for 15 counts upon activation, the same counter ability, and 50% Special Move Damage Inflicted for 3 counts when the counter is activated, along with Endurance Nullification.
His green card, Giant Swing, grants 15% Damage Inflicted for 15 counts and restores the Vanish Gauge by 40% upon activation, and forces the opponent to switch on hit.
After being Zenkai'd, this changes to 15% Damage Inflicted for 15 counts, restores the Vanish Gauge by 50%, and forces the opponent to switch out on hit.
This move doesn't change much after Nameku transforms, only gaining a 15% Impact Damage Received debuff on the opponent for 30 counts when the attack hits.
Once Zenkai'd, this changes to 20% Damage Inflicted for 15 counts upon activation, restores the Vanish Gauge by 50%, forces the opponent to switch units, and inflicts the initial opponent with 15% Impact Damage Received for 30 counts on hit.
"YOU FOOL!"
Awakened You fool!
Health, Str & Blst Def - 6.00% ~ 10.00% (9.2% Gold Slot)
Strike & Blast Attack - 10.00% ~ 25.00% (22.0% Gold Slot)
Dmg to & Def vs. LoE - 10.00% ~ 15.00% (14.0% 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)
3x Kaioken Kamehameha!!!
Blast Defense - 6.00% ~ 15.00% (13.2% Gold Slot)
Special Move Damage - 5.00% ~ 12.50% (11.0% Gold Slot)
Strike Attack - 6.00% ~ 21.50% (18.4% Gold Slot)
Super Vegeta is a Ranged Type unit, with uh. A very interesting set of art, and a somewhat less interesting model. As he is from very early in the game's life, he will only be used as a bench unit with a very helpful Z Ability, and if he ever sees the field of battle again, you are a far braver man than I. His blast steroids are impressive even to this day, and his stats for it aren't awful either, but in truth there are far better options for a YEL Super Saiyan than him. But if you enjoy using him, all the power to you, my strange friend. He holds the tags Saiyan, Super Saiyan, and Vegeta Family.
In terms of availability, Super Vegeta is available on the all three normal Master's Packs, and as a result, you should have him at fairly high stars, if you're not like me who got him over 300 days into playing this game. He is also on the Rush Limited! banner, so it is not generally recommended to use Multi Z Power on him, as his Z Ability does not scale very well for him being at higher stars.
Super Vegeta's main ability, I am Super Vegeta!, is available after 25 counts, and draws his ultimate card... aaaaand that's it.
His first Passive, Pride: Blast Atk UP, grants 40% Blast Damage Inflicted if he is out for 5 counts, 60% Blast Damage Inflicted if he's out for 10 counts, and 70% Blast Damage Inflicted if he is on the battlefield for 15 counts. These replace the previous buff, so he's not overly broken, and will reset if he's swapped out.
For his second Passive, Intimidate: Blast Def DOWN, Super Vegeta is fairly obvious with what he does, as he debuffs the opponent with a 20% Blast Damage Received debuff for 10 counts each time he enters the battlefield.
Z I - +19% to "Tag: Super Saiyan" base Blast Attack & Critical damage during battle.
Z II - +22% to "Tag: Super Saiyan" base Blast Attack & Critical damage during battle.
Z III - +24% to "Tag: Super Saiyan" base Blast Attack & Critical damage during battle.
Z IV - +25% to "Tag: Super Saiyan" base Blast Attack & Critical damage during battle.
Super Vegeta holds one normal blast card and one normal strike card 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, Final Flash, is a blast type blue and inflicts the opponent with 10% Blast Damage Received for 15 counts on hit. It is teachable to Shallot.
For his green card, Unlock Ki: Form of Attack, a buff type green, Super Vegeta gains 15% Blast Damage Inflicted for 15 counts and -5 Blast Arts cost for 10 counts.
Super Vegeta's ultimate card, Final Chase, grants 30% Ki Recovery for 10 counts on hit. Yeah, that's seriously it.
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)
King Vegeta
Critical - 12.5% (12.5% Gold Slot)
Blast Defense - 13% (13.0% Gold Slot)
Blast Attack - 13% (13.0% Gold Slot)
This Should Be fun!
Blast Attack - 6.00% ~ 15.00% (13.2% Gold Slot)
Health - 5.00% ~ 12.50% (11.0% Gold Slot)
Dmg vs. Tag: Hybrid Saiyan - 6.00% ~ 15.00% (13.2% Gold Slot)
Shallot is a Melee Type unit, and the only unit in the game to have the Light color and the good boy seal of approval from me. Generally, you're going to not want to use the Super Saiyan form of his, unless you're super committed to the aesthetic and want to see him use SSJ Bardock's buffs, as they are impressive for his stats. But honestly, he has better transformations to use if you decide to use him in battle for some reason. But I will admit the aesthetic... the aesthetic is a completely valid reason to use Super Saiyan. He holds the tag Saiyan by default, and can gain Super Saiyan, Super Saiyan 2, Super Saiyan 3, Super Saiyan God, and God Ki.
In regards to his availability, well. It's Shallot, you get one copy, and get his stars by completing the story, both normal and hard modes. The precise locations of his Z Power are listed in the Beginner's Guide.
Shallot's main ability, Warrior Blood, has many forms, and for this one, we'll be covering his Super Saiyan form, which uh... is very outclassed, but fits with the theme of this team. It is available after 10 counts and transforms him into Super Saiyan Shallot. After he transforms, his main ability has the same name, but instead gains 30% Strike and Blast Damage Inflicted for 15 counts for all allies, as well as restoring his own health by 25%.
His first and only Passive while untransformed, Rage: Strike Atk UP, grants 10% Strike Damage Inflicted per defeated ally. After transformation, this increases to 20% Strike Damage Inflicted per defeated ally.
After transformation, he gains another Passive, Team (Saiyan): Strike Atk UP, which is self-explanatory, and grants 20% Strike Damage Inflicted if there is another team member with the "Tag: Saiyan".
Z I - +10% to "Tag: Saiyan" max base Health during battle.
Z II - +13% to "Tag: Saiyan" max base Health during battle.
Z III - +15% to "Tag: Saiyan" max base Health during battle.
Z IV - +16% to "Tag: Saiyan" max base Health during battle.
Shallot holds one normal strike card and one normal blast card in his team hand when used in battle. Additionally, neither strike nor blast have any special effects when used by him.
He is unique in that he can learn many different blue cards from other characters if their friendship level is over 2 and they have the "Can Teach" marker over their Special Arts Move. This guide will only cover his original blue card, however, which is Wild Cannon, a blast type blue with no special effects.
His green card, Unlock Ki: Form of Attack, grants 15% Strike Damage Inflicted for 20 counts in his base form, and 20% Strike Damage Inflicted for 25 counts, along with restoring his Ki by 45 while he is transformed.
Awakened This Will Be A MASSACRE!
Strike & Blast Defense - 13.00% ~ 20.00% (18.6% Gold Slot)
Strike Attack - 10% ~ 20% (18% Gold Slot) & Health - 8 ~ 15% (13.6% Gold Slot)
Ki Recovery - 8.00% ~ 10.00% (9.6% 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)
Release your Ki!
Health - 3.00% ~ 15.00% (12.6% Gold Slot)
Strike Attack or Defense - 3.00% ~ 18.00% (15.0% Gold Slot)
Blast Attack or Defense - 3.00% ~ 18.00% (15.0% Gold Slot)