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* [Brutal Devil's Battle Instinct] Super Full Power Saiyan 4 Limit Breaker Broly is a peculiar unit, having been released alongside several other ''Dragon Ball Heroes'' collaboration units in 2023, most of which were highly acclaimed for unique and helpful toolkits and/or being able to deliver tons of damage. Broly... Does none of those things. He raises his ATK and DEF by 200% at start of turn, and by an additional 100% when delivering a Super Attack, which ''would'' be pretty great... If it weren't for the fact his base stats are ''extremely'' low like other ''Heroes'' units released with him, meaning these extra stats don't do too much. So surely, he has extra effects to work with, correct? He can make additional attacks with a chance to become a Super Attack with certain conditions... And that's it. No guard, no damage reduction, no way to compensate for his low stats outside of his Super Attack raising his DEF. So in comparison to other ''Heroes'' units, Broly won't be doing much damage, nor will he be able to take much damage, ESPECIALLY if he gets hit before he attacks, with players mainly using him just as a link partner for [Brutal Berserker] Super Saiyan 4 Broly, whose Extreme Z-Awakening had recently released as well.

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* [Brutal Devil's Battle Instinct] Super Full Power Saiyan 4 Limit Breaker Broly is a peculiar unit, having been released alongside several other ''Dragon Ball Heroes'' collaboration units in 2023, most of which were highly acclaimed for unique and helpful toolkits and/or being able to deliver tons of damage.damage, with [Fused Fighter Who Surpasses All] Super Full Power Saiyan 4 Limit Breaker Vegito (Xeno) in particular being a full-blown GameBreaker that shined amongst the crowd. Broly... Does none of those things. He raises his ATK and DEF by 200% at start of turn, and by an additional 100% when delivering a Super Attack, which ''would'' be pretty great... If it weren't for the fact his base stats are ''extremely'' low like other ''Heroes'' units released with him, meaning these extra stats don't do too much. So surely, he has extra effects to work with, correct? He can make additional attacks with a chance to become a Super Attack with certain conditions... And that's it. No guard, no damage reduction, no way to compensate for his low stats outside of his Super Attack raising his DEF. So in comparison to other ''Heroes'' units, Broly won't be doing much damage, nor will he be able to take much damage, ESPECIALLY if he gets hit before he attacks, with players mainly using him just as a link partner for [Brutal Berserker] Super Saiyan 4 Broly, whose Extreme Z-Awakening had recently released as well.
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* [Raging Counterattack] Bardock's EZA feels like a unit whose passive is meant for bosses released a year or two ago such as the 7th Anniversary Red Zone rather than those released after the 9th Anniversary. His Base Form, if all the conditions are met gives himself a 50% damage reduction as well as being able to stack DEF infinitely just like [Epitome of Sublime Beauty] Goku Black and he has a 50% chance of launching another additional Super to build up his DEF faster. However much like the afromented Goku Black, his DEF boost is entirely on start of turn so he stacks too slowly for it to be any meaningful and in order to get his damage reduction and addittionals, he needs to run at least 4 other Low-Class Warriors (which his Super Saiyan form don't belong to so he won't be able to activate his links after he transforms nor can he be paired up with his fellow Bardock or Revenge Category allies), a Category where every ally besides [Showdown for the World's Strongest] Goku have already been outdated even before considering the massive PowerCreep that is the Battle Spectacle events. So in another more competent team you want to run him, you pretty much have to Transform him into his Super Saiyan state as soon as possible where he gets a 36% damage reduction and a 48% dodge chance, but only for 5 turns and much like his Base Form, his DEF boost is entirely at start of turn (and not even meaningful at that with only at 180% boost compared to his untransformed 150%) so even with the DR, if he so much as to get touched by the enemy's normal attacks, then you pretty much kiss your run goodbye and get sent to the event screen right away. Even his damage output alone isn't enough for him to be worth running as a filler slot 3 unit as unless he's against a Wicked Bloodline enemy he can't deal any meaningful damage numbers relative to the year he's in (especially when oneto contribute to the team and his presence will only spell an early grave for the rest of your fellow allies.

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* [Raging Counterattack] Bardock's EZA feels like a unit whose passive is meant for bosses released a year or two ago such as the 7th Anniversary Red Zone rather than those released after the 9th Anniversary. His Base Form, if all the conditions are met gives himself a 50% damage reduction as well as being able to stack DEF infinitely just like [Epitome of Sublime Beauty] Goku Black and he has a 50% chance of launching another additional Super to build up his DEF faster. However much like the afromented Goku Black, his DEF boost is entirely on start of turn so he stacks too slowly for it to be any meaningful and in order to get his damage reduction and addittionals, additionals, he needs to run at least 4 other Low-Class Warriors (which his Super Saiyan form don't belong to so he won't be able to activate his links after he transforms nor can he be paired up with his fellow Bardock or Revenge Category allies), a Category where every ally besides [Showdown for the World's Strongest] Goku have already been outdated even before considering the massive PowerCreep that is the Battle Spectacle events. So in another more competent team you want to run him, you pretty much have to Transform him into his Super Saiyan state as soon as possible where he gets a 36% damage reduction and a 48% dodge chance, but only for 5 turns and much like his Base Form, his DEF boost is entirely at start of turn (and not even meaningful at that with only at 180% boost compared to his untransformed 150%) so even with the DR, if he so much as to get touched by the enemy's normal attacks, then you pretty much kiss your run goodbye and get sent to the event screen right away. Even his damage output alone isn't enough for him to be worth running as a filler slot 3 unit as unless he's against a Wicked Bloodline enemy he can't deal any meaningful damage numbers relative to the year he's in (especially when oneto one consider the Global-First Kefla EZA who can output 10x the damage that he does) to contribute to the team and his presence will only spell an early grave for the rest of your fellow allies.
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* [Raging Counterattack] Bardock's EZA feels like a unit whose passive is meant for bosses released a year or two ago such as the 7th Anniversary Red Zone rather than those released during the 9th Anniversary PowerCreep. His Base Form, if all the conditions are met gives himself a 50% damage reduction as well as being able to stack DEF infinitely just like [Epitome of Sublime Beauty] Goku Black. However much like the afromented Goku Black, his DEF boost is entirely on start of turn so he stacks too slowly for it to be any meaningful and in order to get his damage reduction, he needs to run at least 4 other Low-Class Warriors, a Category where almost every ally besides [Showdown for the World's Strongest] Goku have already been outdated even before considering the massive PowerCreep that is the Battle Spectacle events. So in another more competent team you want to run him, you pretty much have to Transform him into his Super Saiyan state as soon as possible where he gets a 36% damage reduction and a 48% dodge chance, but only for 5 turns and much like his Base Form, his DEF boost is entirely at start of turn (and not even meaningful at that with only at 180% boost) so even with the DR, if he so much as to get touched by the enemy's normal attacks, then you pretty much kiss your run goodbye and get sent to the event screen right away. Not helping further matters is that since his Super Saiyan form don't belong to the Low Class Warriors Category, you can't utilize the links (Super Saiyan and The First Awakened) he gained from Transforming in his ideal team and he can't even pair well with his fellow Super Saiyan Bardock allies or even the Revenge Category that he leads. Even his damage output alone isn't enough for him to be worth running as a filler slot 3 unit as unless he's against a Wicked Bloodline enemy (which is only relevant against Wicked Bloodline Red Zones and nowhere else) he can't deal any meaningful damage numbers to contribute to the team that well and will only spell an early grave for the team.

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* [Raging Counterattack] Bardock's EZA feels like a unit whose passive is meant for bosses released a year or two ago such as the 7th Anniversary Red Zone rather than those released during after the 9th Anniversary PowerCreep. Anniversary. His Base Form, if all the conditions are met gives himself a 50% damage reduction as well as being able to stack DEF infinitely just like [Epitome of Sublime Beauty] Goku Black. Black and he has a 50% chance of launching another additional Super to build up his DEF faster. However much like the afromented Goku Black, his DEF boost is entirely on start of turn so he stacks too slowly for it to be any meaningful and in order to get his damage reduction, reduction and addittionals, he needs to run at least 4 other Low-Class Warriors, Warriors (which his Super Saiyan form don't belong to so he won't be able to activate his links after he transforms nor can he be paired up with his fellow Bardock or Revenge Category allies), a Category where almost every ally besides [Showdown for the World's Strongest] Goku have already been outdated even before considering the massive PowerCreep that is the Battle Spectacle events. So in another more competent team you want to run him, you pretty much have to Transform him into his Super Saiyan state as soon as possible where he gets a 36% damage reduction and a 48% dodge chance, but only for 5 turns and much like his Base Form, his DEF boost is entirely at start of turn (and not even meaningful at that with only at 180% boost) boost compared to his untransformed 150%) so even with the DR, if he so much as to get touched by the enemy's normal attacks, then you pretty much kiss your run goodbye and get sent to the event screen right away. Not helping further matters is that since his Super Saiyan form don't belong to the Low Class Warriors Category, you can't utilize the links (Super Saiyan and The First Awakened) he gained from Transforming in his ideal team and he can't even pair well with his fellow Super Saiyan Bardock allies or even the Revenge Category that he leads. Even his damage output alone isn't enough for him to be worth running as a filler slot 3 unit as unless he's against a Wicked Bloodline enemy (which is only relevant against Wicked Bloodline Red Zones and nowhere else) he can't deal any meaningful damage numbers relative to the year he's in (especially when oneto contribute to the team that well and his presence will only spell an early grave for the team.rest of your fellow allies.
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* [Raging Counterattack] Bardock's EZA feels like a unit whose passive is meant for bosses released a year or two ago such as the 7th Anniversary Red Zone rather than those released during the 9th Anniversary PowerCreep. His Base Form, if all the conditions are met gives himself a 50% damage reduction as well as being able to stack DEF infinitely just like [Epitome of Sublime Beauty] Goku Black. However much like the afromented Goku Black, his DEF boost is entirely on start of turn so he stacks too slowly for it to be any meaningful and in order to get his damage reduction, he needs to run at least 4 other Low-Class Warriors, a Category where almost every ally besides [Showdown for the World's Strongest] Goku have already been outdated even before considering the massive PowerCreep that is the Battle Spectacle events. So in another more competent team you want to run him, you pretty much have to Transform him into his Super Saiyan state as soon as possible where he gets a 36% damage reduction and a 48% dodge chance, but only for 5 turns and much like his Base Form, his DEF boost is entirely at start of turn (and not even meaningful at that with only at 180% boost) so even with the DR, if he so much as to get touched by the enemy's normal attacks, then you pretty much kiss your run goodbye and get sent to the event screen right away. Not helping further matters is that since his Super Saiyan form don't belong to the Low Class Warriors Category, you can't utilize the links (Super Saiyan and The First Awakened) he gained from Transforming in his ideal team and he can't even pair well with his fellow Super Saiyan Bardock allies or even the Revenge Category that he leads. Even his damage output alone isn't enough for him to be worth running as a filler slot 3 unit as unless he's against a Wicked Bloodline enemy (which is only relevant against Wicked Bloodline Red Zones and nowhere else) he can't deal any meaningful damage numbers to contribute to the team that well and will only spell an early grave for the team.
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* [Awakened Super Hero] Ultimate Gohan had the potential to be the most amazing unit to cap off 2022 alongside [Exploding Latent Power] Piccolo (Power Awakening), and was met with ton of speculation upon release... but said speculation mostly boils down to how did Gohan release in such a sorry state. One of the glaring issues is that he has a base DEF stat of only ''7K'' (which is somehow '''lower''' than the [=F2P=] LR [Extraordinary Friendship] Hercule from '''2017''), and it only gets worse from there. He has no ways of infinitely stacking his DEF (or even ATK for his Active Skill), struggles to gain Ki due having no built-in Ki besides 1 additional Ki per orbs or any other Ki links besides Shocking Speed (which really hurts the build-up mechanic since it only triggers with each Super Attack launched that by the way, has a 70% chance to be a Super when the 7th Anniversary [=LRs=] released almost a year before has it guaranteed with the same conditions), has no relevant partners that can link well and tank before attacking at the same time [[note]][Power Beyond the Extremes] Gohan (Teen) shares ''two'' links with each other and only shares most of them after transforming into Ultimate Gohan but the former won't be able to stack DEF after using his Active Skill[[/note]] and his Entrance Animation boosts doesn't last very long which can also be a detriment to his performance. And then there's the elephant in the room regarding his ([[AdvertisedExtra unplayable]]) Beast Gohan form, which is restricted to ''only'' his Special Beam Cannon Active Skill and nothing else. Many has investigated things like the weird cuts in his animations and lackluster Ultimate Form's passive skill and has made theories suggesting that Beast Gohan ''maybe was'' supposed to be playable, but assumed that some form of ExecutiveMeddling happened which caused the card to be radically different upon release. All of this is in stark contrast to Piccolo (Power Awakening), who served as ''the'' perfect card for the current meta being both an amazing tank and attacker along with having the powerful STR Piccolo banner unit as his partner while also having Orange Piccolo as a ''really'' powerful Active Skill Giant Form transformation, while Ultimate Gohan was effectively a GlassCannon who didn't fit into the meta as much outside of his raw attack power. Regardless, Ultimate Gohan was quickly written off as a weird letdown of a card, with many giving him the nicknames of "Least Gohan" or "Scamhan".

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* [Awakened Super Hero] Ultimate Gohan had the potential to be the most amazing unit to cap off 2022 alongside [Exploding Latent Power] Piccolo (Power Awakening), and was met with ton of speculation upon release... but said speculation mostly boils down to how did Gohan release in such a sorry state. One of the glaring issues is that he has a base DEF stat of only ''7K'' (which is somehow '''lower''' than the [=F2P=] LR [Extraordinary Friendship] Hercule from '''2017''), and it only gets worse from there. He has no ways of infinitely stacking his DEF (or even ATK for his Active Skill), struggles to gain Ki due having no built-in Ki besides 1 additional Ki per orbs or any other Ki links besides Shocking Speed (which really hurts the build-up mechanic since it only triggers with each Super Attack launched that by the way, has a 70% chance to be a Super when the 7th Anniversary [=LRs=] released almost a year before has it guaranteed with the same conditions), has no relevant partners that can link well and tank before attacking at the same time [[note]][Power Beyond the Extremes] Gohan (Teen) shares ''two'' links with each other and only shares most of them after transforming into Ultimate Gohan but the former won't be able to stack DEF after using his Active Skill[[/note]] and his Entrance Animation boosts doesn't last very long which can also be a detriment to his performance. And then there's the elephant in the room regarding his ([[AdvertisedExtra unplayable]]) Beast Gohan form, which is restricted to ''only'' his Special Beam Cannon Active Skill and nothing else. Many has investigated things like the weird cuts in his animations and lackluster Ultimate Form's passive skill and has made theories suggesting that Beast Gohan ''maybe was'' supposed to be playable, but assumed that some form of ExecutiveMeddling happened which caused the card to be radically different upon release. All of this is in stark contrast to Piccolo (Power Awakening), who served as ''the'' perfect card for the current meta being both an amazing tank and attacker along with having the powerful STR Piccolo banner unit as his partner while also having Orange Piccolo as a ''really'' powerful Active Skill Giant Form transformation, while Ultimate Gohan was effectively a GlassCannon who didn't fit into the meta as much outside of his raw attack power. In fact, the contrast between Gohan and Piccolo might be one of the biggest gap in viability between Dual Dokkan Festival units. Regardless, Ultimate Gohan was quickly written off as a weird letdown of a card, with many giving him the nicknames of "Least Gohan" or "Scamhan".
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They've been consistently ranked among the Top 10 units of the game, their flaws are exaggerated here and even INT SSJ 4 Goku FP has been seen to have his own set of flaws. So they really don't have any business being listed here as if they're genuinely useless like PHY Raditz


* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is comparatively underwhelming and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have an uneeded Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses that they're released in and nowhere else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle up since the 2021 Fighting Legend events and as mentioned before, are completely defenseless to stack anyway after their Entrance Animation is up. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is comparatively underwhelming and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have an uneeded Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses that they're released in and nowhere else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle up since the 2021 Fighting Legend events and as mentioned before, are completely defenseless to stack anyway after their Entrance Animation is up. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [A Warrior's Awareness] Super Saiyan Gohan (Youth) is the epitome of how not to do side units that focuses purely on offense at the expense of defense. As a banner unit counterpart to Super Trunks, Gohan is meant to be an offensive side character that grows stronger over time due to greatly raising ATK infinitely and he also has a great chance to launch another Super Attack. However defensive-wise he's terrible even for banner unit standards due to lacking any sort DEF raise on his Super Attack. While most other banner units also lack this, they have other defensive components to make up for it such as guard, damage reduction or evasion. Gohan lacks any of those three (in fact, his ATK & DEF stats are terrible even for banner unit standards, having only 5964 & 3705 respectively in exchange for having extremely bloated HP stats at 19227) and to make things even worse, his additional DEF boost require Gohan to be '''receiving''' attacks and given his pitifully low DEF even after supering, he's probably going to take significant damage beforehand even before being supered by the enemy. Overall Gohan is ultimately defined as a "Glass Cannon" unit but without the Cannon being good enough to compensate for any of it compared to the likes of Vegeta or Baby. And to put the cherry on top of this, Gohan's level 1 stats is only barely different compared to his max level which means that if he ever gets an EZA in the future, he won't benefit much from the 20 levels as shown what happened to PHY LSS Broly, ensuring that unless he gets a really good passive upgrade, he'll likely never be able to climb up from his role of obscurity.

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* [A Warrior's Awareness] [Fighter's Self-Awareness] Super Saiyan Gohan (Youth) is the epitome of how not to do side units that focuses purely on offense at the expense of defense. As a banner unit counterpart to Super Trunks, Gohan is meant to be an offensive side character that grows stronger over time due to greatly raising ATK infinitely and he also has a great chance to launch another Super Attack. However defensive-wise he's terrible even for banner unit standards due to lacking any sort DEF raise on his Super Attack. While most other banner units also lack this, they have other defensive components to make up for it such as guard, damage reduction or evasion. Gohan lacks any of those three (in fact, his ATK & DEF stats are terrible even for banner unit standards, having only 5964 & 3705 respectively in exchange for having extremely bloated HP stats at 19227) and to make things even worse, his additional DEF boost require Gohan to be '''receiving''' attacks and given his pitifully low DEF even after supering, he's probably going to take significant damage beforehand even before being supered by the enemy. Overall Gohan is ultimately defined as a "Glass Cannon" unit but without the Cannon being good enough to compensate for any of it compared to the likes of Vegeta or Baby. And to put the cherry on top of this, Gohan's level 1 stats is only barely different compared to his max level which means that if he ever gets an EZA in the future, he won't benefit much from the 20 levels as shown what happened to PHY LSS Broly, ensuring that unless he gets a really good passive upgrade, he'll likely never be able to climb up from his role of obscurity.
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* [Strength Concentrated on the Fists] Krillin & Gohan (Youth) are widely considered to be the most unnecessary banner unit to be released. Making their appearance as the side unit for Super Saiyan Goku & Super Saiyan Vegeta's banner, Krillin and Gohan are designed to be the perfect linking partner for [Dilemma on the Battlefield] Krillin & Gohan (Kid), sharing 6 out of 7 links but the only category they share at the time of release is Joined Forces and unless you pulled Super Saiyan Goku & Super Saiyan Vegeta, you won't have a proper 170% lead for the category. Outside of that though, their role is limited to being a hard-hitting unit, with no other gimmick to their passive aside from a critical support for Movie Heroes. While this isn't the first time that a banner unit is designed to do nothing but hit hard (e.g. Syn Shenron, Broly and Super Saiyan Vegeta), Krillin & Gohan are furthered hampered by the fact that they only have 3 categories at the time of their release (Joined Forces, Movie Heroes and Battle of Wits with Earth-Bred Warriors being released later on) and their linkset meant that outside of the afromented LR released a year ago, they ended up having horrible synergy with the rest of team. They're not even good floater options either as their wonky links and lack of built-in Ki mechanic meant that they'll struggle to launch their Super Attacks most of the time. Even within the limited categories they have, there's simply far better options available to use. What makes this even more damning is the fact that said units was released within the same celebration as another Piccolo banner unit and unlike last year's Piccolo, ended up becoming an incredibly valuable unit due to having guard, damage reduction, sealing and support for the team as well as the fact that they're another Super Class banner unit as opposed to a potential Cyclopian Guard/Metal Cooler Army unit as the Extreme Class counterpart to STR Piccolo.

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* [Strength Concentrated on the Fists] Krillin & Gohan (Youth) are widely considered to be the most unnecessary banner unit to be released. Making their appearance as the side unit for Super Saiyan Goku & Super Saiyan Vegeta's banner, Krillin and Gohan are designed to be the perfect linking partner for [Dilemma on the Battlefield] Krillin & Gohan (Kid), sharing 6 out of 7 links but the only category they share at the time of release is Joined Forces and unless you pulled Super Saiyan Goku & Super Saiyan Vegeta, you won't have a proper 170% lead for the category. Outside of that though, their role is limited to being a hard-hitting unit, with no other gimmick to their passive aside from a critical support for Movie Heroes. While this isn't the first time that a banner unit is designed to do nothing but hit hard (e.g. Syn Shenron, Broly and Super Saiyan Vegeta), Krillin & Gohan are furthered hampered by the fact that they only have 3 categories at the time of their release (Joined Forces, Movie Heroes and Battle of Wits with Earth-Bred Warriors Fighters being released later on) and their linkset meant that outside of the afromented LR released a year ago, they ended up having horrible synergy with the rest of team. They're not even good floater options either as their wonky links and lack of built-in Ki mechanic meant that they'll struggle to launch their Super Attacks most of the time. Even within the limited categories they have, there's simply far better options available to use. What makes this even more damning is the fact that said units unit was released within the same celebration as another Piccolo banner unit and unlike last year's Piccolo, ended up becoming an incredibly valuable unit due to having guard, damage reduction, sealing and support for the team as well as the fact that they're another Super Class banner unit as opposed to a potential Cyclopian Guard/Metal Cooler Army unit as the Extreme Class counterpart to STR Piccolo.
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* [Awakened Super Hero] Ultimate Gohan had the potential to be the most amazing unit to cap off 2022 alongside [Exploding Latent Power] Piccolo (Power Awakening), and was met with ton of speculation upon release... but said speculation mostly boils down to how did Gohan release in such a sorry state. One of the glaring issues is that he has a base DEF stat of only ''7K'' (which is somehow '''lower''' than the [=F2P=] LR [Extraordinary Friendship] Hercule from '''2017''), and it only gets worse from there. He has no ways of infinitely stacking his DEF, struggles to gain Ki due having no built-in Ki besides 1 additional Ki per orbs or any other Ki links besides Shocking Speed (which really hurts the build-up mechanic since it only triggers with each Super Attack launched that by the way, has a 70% chance to be a Super when the 7th Anniversary [=LRs=] released almost a year before has it guaranteed with the same conditions), has no relevant partners that can link well and tank before attacking at the same time [[note]][Power Beyond the Extremes] Gohan (Teen) shares ''two'' links with each other and only shares most of them after transforming into Ultimate Gohan but the former won't be able to stack DEF after using his Active Skill[[/note]] and his Entrance Animation boosts doesn't last very long which can also be a detriment to his performance. And then there's the elephant in the room regarding his ([[AdvertisedExtra unplayable]]) Beast Gohan form, which is restricted to ''only'' his Special Beam Cannon Active Skill and nothing else. Many has investigated things like the weird cuts in his animations and lackluster Ultimate Form's passive skill and has made theories suggesting that Beast Gohan ''maybe was'' supposed to be playable, but assumed that some form of ExecutiveMeddling happened which caused the card to be radically different upon release. All of this is in stark contrast to Piccolo (Power Awakening), who served as ''the'' perfect card for the current meta being both an amazing tank and attacker along with having the powerful STR Piccolo banner unit as his partner while also having Orange Piccolo as a ''really'' powerful Active Skill Giant Form transformation, while Ultimate Gohan was effectively a GlassCannon who didn't fit into the meta as much outside of his raw attack power. Regardless, Ultimate Gohan was quickly written off as a weird letdown of a card, with many giving him the nicknames of "Least Gohan" or "Scamhan".

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* [Awakened Super Hero] Ultimate Gohan had the potential to be the most amazing unit to cap off 2022 alongside [Exploding Latent Power] Piccolo (Power Awakening), and was met with ton of speculation upon release... but said speculation mostly boils down to how did Gohan release in such a sorry state. One of the glaring issues is that he has a base DEF stat of only ''7K'' (which is somehow '''lower''' than the [=F2P=] LR [Extraordinary Friendship] Hercule from '''2017''), and it only gets worse from there. He has no ways of infinitely stacking his DEF, DEF (or even ATK for his Active Skill), struggles to gain Ki due having no built-in Ki besides 1 additional Ki per orbs or any other Ki links besides Shocking Speed (which really hurts the build-up mechanic since it only triggers with each Super Attack launched that by the way, has a 70% chance to be a Super when the 7th Anniversary [=LRs=] released almost a year before has it guaranteed with the same conditions), has no relevant partners that can link well and tank before attacking at the same time [[note]][Power Beyond the Extremes] Gohan (Teen) shares ''two'' links with each other and only shares most of them after transforming into Ultimate Gohan but the former won't be able to stack DEF after using his Active Skill[[/note]] and his Entrance Animation boosts doesn't last very long which can also be a detriment to his performance. And then there's the elephant in the room regarding his ([[AdvertisedExtra unplayable]]) Beast Gohan form, which is restricted to ''only'' his Special Beam Cannon Active Skill and nothing else. Many has investigated things like the weird cuts in his animations and lackluster Ultimate Form's passive skill and has made theories suggesting that Beast Gohan ''maybe was'' supposed to be playable, but assumed that some form of ExecutiveMeddling happened which caused the card to be radically different upon release. All of this is in stark contrast to Piccolo (Power Awakening), who served as ''the'' perfect card for the current meta being both an amazing tank and attacker along with having the powerful STR Piccolo banner unit as his partner while also having Orange Piccolo as a ''really'' powerful Active Skill Giant Form transformation, while Ultimate Gohan was effectively a GlassCannon who didn't fit into the meta as much outside of his raw attack power. Regardless, Ultimate Gohan was quickly written off as a weird letdown of a card, with many giving him the nicknames of "Least Gohan" or "Scamhan".
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have a Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses that they're released in and nowhere else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle up since the 2021 Fighting Legend events and as mentioned before, are completely defenseless to stack anyway after their Entrance Animation is up. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago comparatively underwhelming and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have a an uneeded Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses that they're released in and nowhere else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle up since the 2021 Fighting Legend events and as mentioned before, are completely defenseless to stack anyway after their Entrance Animation is up. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [Brutal Devil's Battle Instinct] Super Full Power Saiyan 4 Limit Breaker Broly is a peculiar unit, having been released alongside several other ''Dragon Ball Heroes'' collaboration units in 2023, most of which were highly acclaimed for unique and helpful toolkits and/or being able to deliver tons of damage. Broly... Does none of those things. He raises his ATK and DEF by 200% at start of turn, and by an additional 100% when delivering a Super Attack, which ''would'' be pretty great... If it weren't for the fact his base stats are ''extremely'' low like other ''Heroes'' units released with him, meaning these extra stats don't do too much. So surely, he has extra effects to work with, correct? He can make additional attacks with a chance to become a Super Attack with certain conditions... And that's it. No guard, no damage reduction, no way to compensate for his low stats outside of his Super Attack raising his DEF. So in comparison to other ''Heroes'' units, Broly won't be doing much damage, nor will he be able to take much damage, ESPECIALLY if he gets hit before he attacks, with players mainly using him just as a link partner for [Brutal Berserker] Super Saiyan 4 Broly, whose Extreme Z-Awakening had recently released as well.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have a Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses and nobody else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle since the 2021 Fighting Legend events. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever or that they even have a Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses that they're released in and nobody nowhere else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle up since the 2021 Fighting Legend events.events and as mentioned before, are completely defenseless to stack anyway after their Entrance Animation is up. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever.whatsoever or that they even have a Category restriction in the first place where they gain an additional boost against Realm of Gods enemies which as one can guess, is only relevant against the 2023 WWC bosses and nobody else. Even their ability to stack attack for Vegito's Active Skill doesn't really mean much when there aren't any events that lets you turtle since the 2021 Fighting Legend events. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [Absolute Power] Jiren is another unit that's a victim of CripplingOverspecialization, but one as a result of the developers trying way to hard to make him functionally similar as he was 5 years ago rather than accept that Super Battle Road is no longer the pinnacle of ''Dokkan Battle'' challenges. He's way too restrictive as his Type-ignoring abilities are only active against a single enemy, and his somewhat-useful damage reduction only goes off if there's more than two enemies involved (which almost never happens as Red Zone and [=WWC=] challenge towers only have you fight one boss character at a time), and that extra +111% Attack and Defense boost only occurs when fighting the very specific "Universe Survival Saga" or "Tournament Participants" Categories. Let's not forget how he's still Stun-dependent, which is '''useless''' given that every end-game boss has immunity to it as early as Phase 1.
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* [Princess Oto's Scorn] Oceanus Shenron (Princess Oto) EZA proved to be yet another example of how GT Bosses ended being the most shafted Category in the game. All her EZA did is to increase her initial boost from 120 to 150 and additional boost on a debuffed enemy from 60 to 100. She doesn't even have any new line of text in her passive and given that she's released in 2023 where an overwhelming majority of the enemies are immune to debuffs, most of the time she only gets the 150 boost and nothing else which is completely insufficient to tank attacks from even the weakest enemies.

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* [Princess Oto's Scorn] Oceanus Shenron (Princess Oto) EZA proved to be yet another example of how GT Bosses ended up being the most shafted Category in the game. All her EZA did is to increase her initial boost from 120 to 150 and additional boost on a debuffed enemy from 60 to 100. She doesn't even have any new line of text in her passive and given that she's released in 2023 where an overwhelming majority of the enemies are immune to debuffs, most of the time she only gets the 150 boost and nothing else which is completely insufficient to tank attacks from even the weakest enemies.
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* [Princess Oto's Scorn] Oceanus Shenron (Princess Oto) EZA proved to be yet another example of GT Bosses being the most shafted Category in the game. All her EZA did is to increase her initial boost from 120 to 150 and additional boost on a debuffed enemy from 60 to 100. She doesn't even have any new line of text in her passive and given that she's released in 2023 where an overwhelming majority of the enemies are immune to debuffs, most of the time she only gets the 150 boost and nothing else which is completely insufficient to tank attacks from even the weakest enemies.

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* [Princess Oto's Scorn] Oceanus Shenron (Princess Oto) EZA proved to be yet another example of how GT Bosses ended being the most shafted Category in the game. All her EZA did is to increase her initial boost from 120 to 150 and additional boost on a debuffed enemy from 60 to 100. She doesn't even have any new line of text in her passive and given that she's released in 2023 where an overwhelming majority of the enemies are immune to debuffs, most of the time she only gets the 150 boost and nothing else which is completely insufficient to tank attacks from even the weakest enemies.
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* Just about the only good thing that can be said about [Epitome of Sublime Beauty] Goku Black's [=EZA=] is that they lowered the transformation requirements so that he only needs to wait 4 turns and be above 60% HP as opposed to needing to wait 6 turns and be above 80% HP. Unfortunately, nothing else about his kit was improved. His stats are way too low even by [=EZA=] standards, his [=ATK=] boosts are pitiful and still take way too long to build up, he's ''still'' a GlassCannon even with the added [=DEF=] boosts, and while the 2 additional attacks might sound useful, it's negated by the fact that they only have 50% chances to become Super Attacks and it only goes off against ''Super Class enemies'', making him worthless in the Ultimate Red Zones and Shadow Dragon events. His transformed Super Saiyan Rose form isn't any better either, still retaining the low [=DEF=] boosts and [=RNG=] and Super Class dependent additional attacks. Not only are both Global and Japanese users upset by his predicament, but he's also been DamnedByFaintPraise with people saying that the "Corroded Body And Mind" mission for the Fighting Legend: Goku [GT Edition] stage is now somewhat doable.
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* [Princess Oto's Scorn] Oceanus Shenron (Princess Oto) EZA proved to be yet another example of GT Bosses being the most shafted Category in the game. All her EZA did is to increase her initial boost from 120 to 150 and additional boost on a debuffed enemy from 60 to 100. She doesn't even have any new line of text in her passive and given that she's released in 2023 where an overwhelming majority of the enemies are immune to debuffs, most of the time she only gets the 150 boost and nothing else which is completely insufficient to tank attacks from even the weakest enemies.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. attacks not helping them is the fact that their 12-Ki supers don't raise their DEF whatsoever. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play.play ''after'' their Entrance Animation begins (so if they appear in turn 3, you won't get them to be able to fuse until turn 7 at best or 9 at worst). Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting the team killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 Intro phase turns of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting hard right of the bat, giving them no time to properly build up before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting, giving them no time to properly build up their stats before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition where the enemy already starts hitting, hitting hard right of the bat, giving them no time to properly build up their stats before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy that lasts long enough to defeat the current opposition. In conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released with other unit released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their Intro ends and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been defenseless. All this stands in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy. In conclusion Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.

to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released with other unit released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost they have is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition. Edition where the enemy already starts hitting, giving them no time to properly build up their stats before getting killed. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their Intro ends passive wears out and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been defenseless. at his weakest. All this stands out in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy. enemy that lasts long enough to defeat the current opposition. In conclusion conclusion, Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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to:

* [All-Out Final Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta can pretty much be summed up as the Super Class LR version of [Evil-Stained Androids] Android #17 & Hell Fighter #17; a strong Transformed unit whose potential is held back by an underwhelming Base State and horrendous Transformation conditions. On paper Goku & Vegeta seemed to have every kit a Red Zone tier unit can ever ask for; a guaranteed guard, guaranteed additional Super Attacks with a chance for another, evasion, infinitely stack DEF and an easy way of gaining Ki yet when they're brought for demonstration, their damage output is rather underwhelming, comparable to the base state of the LR [Divine Warriors with Infinite Power] Super Saiyan God Goku & Super Saiyan God Vegeta released a year ago and their tankiness doesn't seem to be on par with units released with other unit released within the same year. So what's the problem? Unlike the Worldwide Celebration units released a year ago (or even Fusion Zamasu released alongside them), these units do not have any additional multiplicative boosts on attacking whatsoever so all that raw boost is everything they're getting so this means that once the first 4 Intro phase of guaranteed guard is over, they're absolutely defenseless until they fuse into Super Saiyan God SS Vegito who himself is a powerful unit with a strong damage output and good enough to be able to tank enemy attacks. But to get them to fuse in the first place, you're required to either wait for 5 turns ''and'' be below 70% HP (with no HP recovery to compensate) or wait until turn 7 with a Future Saga Category ally/enemy in play. Neither of them are appealing in any way and due to the exponential difference between enemy normal and Supers over the years, you're far more likely to get one-shotted from full health than to actually survive it in the first place especially considering the difficulty Red Zone PowerCreep after the release of the Dismal Future Edition. For comparison, the afromented 2022 Anniversary LR, while also defenseless after their Entrance Animation ends, can Fuse/Transform in turn 4, way before their Intro ends and their damage output is still comparable to Vegito despite also similarly having raw boost and being released almost two years ago when the Red Zone meta has begun or even his EZA TEQ LR Counterpart who also has multiplicative boosts while getting an initial guaranteed dodge to help him safely build-up in the phase where he would have been defenseless. All this stands in contrast to Fusion Zamasu who himself has multiplicative boosts and even after his Intro ends, can tank very well until his Active Skill is ready where he becomes completely untouchable by the enemy. In conclusion Vegito requires too much babysitting and gambling to get a unit whose performance doesn't really stand out to get any meaningful payoff from it, making him a sharp contrast to the 2023 Tanabata LR released beforehand who outclasses him in every aspect aside from their leader skill, especially after Transforming into Super Full Power Saiyan 4 Goku.
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* [A Warrior's Awareness] Super Saiyan Gohan (Youth) is the perfect example of how important DEF is required and how the lack of it can go from good to terrible. As a banner unit counterpart to Super Trunks, Gohan is meant to be an offensive side character that grows stronger over time due to greatly raising ATK infinitely and he also has a great chance to launch another Super Attack. However defensive-wise he's terrible even for banner unit standards due to lacking any sort DEF raise on his Super Attack. While other banner units also lack this, they have other defensive components to make up for it such as guard, damage reduction or evasion. Gohan lacks any of those three (in fact, his ATK & DEF stats are terrible even for banner unit standards, having only 5964 & 3705 respectively in exchange for having extremely bloated HP stats at 19227) and to make things even worse, his additional DEF boost require Gohan to be '''receiving''' attacks and given his pitifully low DEF even after supering, he's probably going to take significant damage beforehand even before being supered by the enemy. Overall Gohan is ultimately defined as a "Glass Cannon" unit but without the Cannon being good enough to compensate for any of it compared to the likes of Vegeta or Baby. And to put the cherry on top of this, Gohan's level 1 stats is only barely different compared to his max level which means that if he ever gets an EZA in the future, he won't benefit much from the 20 levels as shown what happened to Broly, ensuring that unless he gets a really good passive upgrade, he'll likely never be able to climb up from his role of obscurity.

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* [A Warrior's Awareness] Super Saiyan Gohan (Youth) is the perfect example epitome of how important DEF is required and how not to do side units that focuses purely on offense at the lack expense of it can go from good to terrible.defense. As a banner unit counterpart to Super Trunks, Gohan is meant to be an offensive side character that grows stronger over time due to greatly raising ATK infinitely and he also has a great chance to launch another Super Attack. However defensive-wise he's terrible even for banner unit standards due to lacking any sort DEF raise on his Super Attack. While most other banner units also lack this, they have other defensive components to make up for it such as guard, damage reduction or evasion. Gohan lacks any of those three (in fact, his ATK & DEF stats are terrible even for banner unit standards, having only 5964 & 3705 respectively in exchange for having extremely bloated HP stats at 19227) and to make things even worse, his additional DEF boost require Gohan to be '''receiving''' attacks and given his pitifully low DEF even after supering, he's probably going to take significant damage beforehand even before being supered by the enemy. Overall Gohan is ultimately defined as a "Glass Cannon" unit but without the Cannon being good enough to compensate for any of it compared to the likes of Vegeta or Baby. And to put the cherry on top of this, Gohan's level 1 stats is only barely different compared to his max level which means that if he ever gets an EZA in the future, he won't benefit much from the 20 levels as shown what happened to PHY LSS Broly, ensuring that unless he gets a really good passive upgrade, he'll likely never be able to climb up from his role of obscurity.
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* [God-Guided Path] Kami's EZA was met with ''instant'' ridicule the moment it was revealed and especially when it released. This Kami unit's purpose is to be a support unit, supporting all units and giving an extra bonus to Earth-Bred Fighters and Gifted Warriors as well, and also healing 50% HP if the party's HP drops below 30%. He even has a medium chance (30% chance fore reference) to dodge attacks overall, and gets an additional 30% chance increase before attacking, making him a peculiar slot 1 styled support unit. The problem however is that he has '''no''' defense whatsoever, merely getting a 100% Defense boost on top of the 35% support, meaning he could potentially have defense below the ''100,000'' mark, which won't fly ANYWHERE in 2023 Dokkan content. This means that if ''any'' attack hits Kami, it's very likely game over. And even if one does put him in the first slot, if he's set to take attacks ''after'' he attacks (which is also very likely with how frequently enemies attack), it's also game over. To sum it up, Kami's problem is that he's a support unit that has NO way to defend himself and will ultimately drag the team down to a swift end rather than help them.

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* [God-Guided Path] Kami's EZA was met with ''instant'' ridicule the moment it was revealed and especially when it released. This Kami unit's purpose is to be a support unit, supporting all units and giving an extra bonus to Earth-Bred Fighters and Gifted Warriors as well, and also healing 50% HP if the party's HP drops below 30%. He even has a medium chance (30% chance fore reference) to dodge attacks overall, and gets an additional 30% chance increase before attacking, making him a peculiar risk & reward slot 1 styled support unit. The problem however is that he has '''no''' defense whatsoever, merely getting a 100% Defense boost on top of the 35% support, meaning he could potentially have defense below the ''100,000'' mark, mark if he doesn't have excessive support, which won't fly ANYWHERE in 2023 even moderately difficult modern day Dokkan content. This means that if ''any'' attack hits Kami, it's very likely game over. And even if one does put him in the first slot, slot for that 60% total dodge chance at the start, if he's set to take attacks ''after'' he attacks (which is also very likely with how frequently enemies attack), it's also game over. To sum it up, Kami's problem is that he's a counterintuitive support unit that has NO way to defend himself other than literal pure chance, and will ultimately drag the team down to a swift end rather than help them.
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* [God-Guided Path] Kami's EZA was met with ''instant'' ridicule the moment it was revealed and especially when it released. This Kami unit's purpose is to be a support unit, supporting all units and giving an extra bonus to Earth-Bred Fighters and Gifted Warriors as well, and also healing 50% HP if the party's HP drops below 30%. He even has a medium chance (30% chance fore reference) to dodge attacks overall, and gets an additional 30% chance increase before attacking, making him a peculiar slot 1 styled support unit. The problem however is that he has '''no''' defense whatsoever, merely getting a 100% Defense boost on top of the 35% support, meaning he could potentially have defense below the ''100,000'' mark, which won't fly ANYWHERE in 2023 Dokkan content. This means that if ''any'' attack hits Kami, it's very likely game over. And even if one does put him in the first slot, if he's set to take attacks ''after'' he attacks (which is also very likely with how frequently enemies attack), it's also game over. To sum it up, Kami's problem is that he's a support unit that has NO way to defend himself and will ultimately drag the team down to a swift end rather than help them.

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