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** The ability to damage all enemies with their Super Attacks/Active Skills. While it seems like an awesome and interesting ability to use against events with multiple enemies such as Super Battle Road or World Tournament, almost every other events only have a single enemy for you to fight. Additionally, Super Battle Road also allows you to use your Support Item slots and units that are effective against single enemies are also effective against multiple ones as the enemies aren't as resilient compared to other events making World Tournament the only event where its actually meaningful. It doesn't help that the game treated it like it's a special & unique ability and units with an AoE based supers will almost always have passive that revolve around it such as having different multipliers depending on the enemy remaining or nerf the Super Attack multipliers from the standard Immense to Supreme in an effort to overbalance said abilities.

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** The ability to damage all enemies with their Super Attacks/Active Skills. While it seems like an awesome and interesting ability to use against events with multiple enemies such as Super Battle Road or World Tournament, almost every other events only have a single enemy for you to fight. Additionally, Super Battle Road also allows you to use your Support Item slots and units that are effective against single enemies are also effective against multiple ones as the enemies aren't as resilient compared to other events making World Tournament the only event where its actually meaningful. It doesn't help that the game treated it like it's a some sort of special & unique ability and units with an AoE based supers will almost always have passive that revolve around it such as having different multipliers depending on the enemy remaining or nerf the Super Attack multipliers from the standard Immense to Supreme for DFE units in an effort to overbalance said abilities.



** Defensive-based passives such as damage reduction and guard. Compared to offensive focused abilities that are designed to kill enemies as fast as possible such additional supers or critical hits, the ability to take hits don't seem to as flashy or explosive but if said unit doesn't have any defensive capabilities to tank hits after the enemy survives, then none of those matter if they hit back enough to reduce your HP straight to 0 anyway and immediately end your run. Additionally as PowerCreep makes the enemy becomes harder and harder over time, units whose passive are focused more on defense will almost always age better than those that focuses on offense as damage reduction & guard directly reduces the damage dealt before taking defense into account which allows to scale far batter as the game progresses whereas being able to hit really hard won't matter if the enemy is way too tanky to shrug off said attack before retaliating back in return.

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** Defensive-based passives such as damage reduction and guard. Compared to offensive focused abilities that are designed to kill enemies as fast as possible such additional supers or critical hits, the ability to take hits don't seem to be as flashy or explosive but if said unit doesn't have any defensive capabilities to tank hits after the enemy survives, then none of those matter if they hit back enough to reduce your HP straight to 0 anyway and immediately end your run. Additionally as PowerCreep makes the enemy becomes harder and harder over time, units whose passive are focused more on defense will almost always age better than those that focuses on offense as damage reduction & guard directly reduces the damage dealt before taking defense into account which allows them to scale far batter better as the game progresses whereas being able to hit really hard won't matter if the enemy is way too tanky to shrug off said attack before retaliating back in return.

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* BattleIntro: Starting from the 7th Anniversary, units can now have an Intro animation that is fully voiced. While it's mostly just a stylish addition, it does intergrate it by implementing passive that works right on the very turn that they appear.

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** The ability to damage all enemies with their Super Attacks/Active Skills. While it seems like an awesome and interesting ability to use against events with multiple enemies such as Super Battle Road or World Tournament, almost every other events only have a single enemy for you to fight. Additionally, Super Battle Road also allows you to use your Support Item slots and units that are effective against single enemies are also effective against multiple ones as the enemies aren't as resilient compared to other events making World Tournament the only event where its actually meaningful. It doesn't help that the game treated it like it's a special & unique ability and units with an AoE based supers will almost always have passive that revolve around it such as having different multipliers depending on the enemy remaining or nerf the Super Attack multipliers from the standard Immense to Supreme in an effort to overbalance said abilities.
* BattleIntro: Starting from the 7th Anniversary, units can now have an Intro animation Entrance Animation that is fully voiced. While it's mostly just a stylish addition, it does intergrate it integrate into the gameplay by implementing passive turn-based passives that works right on the very turn that they appear.

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* BoringYetPractical:

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* BoringYetPractical: BoringButPractical:


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** Defensive-based passives such as damage reduction and guard. Compared to offensive focused abilities that are designed to kill enemies as fast as possible such additional supers or critical hits, the ability to take hits don't seem to as flashy or explosive but if said unit doesn't have any defensive capabilities to tank hits after the enemy survives, then none of those matter if they hit back enough to reduce your HP straight to 0 anyway and immediately end your run. Additionally as PowerCreep makes the enemy becomes harder and harder over time, units whose passive are focused more on defense will almost always age better than those that focuses on offense as damage reduction & guard directly reduces the damage dealt before taking defense into account which allows to scale far batter as the game progresses whereas being able to hit really hard won't matter if the enemy is way too tanky to shrug off said attack before retaliating back in return.
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* DoubleEdgedBuff: With the introduction of Domains, any buffs that applies to a certain category or class of characters will also apply to the enemy team if they fulfil those conditions. [Infinite Sanctuary] Infinite Zamasu can cause Super Class enemies to receive 30% more damage when his Domain is activated... but so will every other Super Class ally on ''your'' team.
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** As the animation becomes more improved, characters from other time periods will have them use skills and combat techniques from other periods in time in order to look more dynamically fluid, such as [Fusion Reborn] Goku (Angel) & Vegeta (Angel) having their animations based on their Super Saiyan 2 VS Majin fight in the Majin Buu Saga, or [Indomitable Fighter] Super Saiyan Gohan (Future) having animations modified from his mainline self's counterpart from ''Broly - Second Coming''.
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* DoubleUnlock: The Dokkan Jukebox allows you to obtain any in-game theme that you can listen to within your profile, but to unlock those themes, you need Burst Coins... But even with enough coins stockpiled up, you still need to unlock those themes to be purchasable by completing a specific event's Burst Mode with a certain points threshold.


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* TemporaryOnlineContent: Starting from the 7th Anniversary, the game will bring in licensed vocal tracks for major celebrations related to their themes in the home screen or during special challenge vents, including "DAN DAN Kokoro Hikareteku" and "Blizzard" for said celebration, "Tobikkiri no Saikyo tai Saikyo" and "HERO (Kimi ga Hiro)" for the 2021 [=WWC=], and every ''Dragon Ball'' opening for the 8th. However, due to how licensing agreements works, that means the songs only last as long as the celebration does, so once they're over, they revert to whichever in-game theme can be used to replace them. The 8th Anniversary takes this further, as they had an event that lets you unlock and listen to those opening themes in the profile jukebox, but once that celebration is over, they were all removed and replaced with a special remix of the game's first battle theme.

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* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally), who is overshadowed by TEQ [Resilient Will to Protect the Future] Trunks (Teen) (Future) (+3 Ki, 120% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP & ATK and +130% DEF for Future Saga category units), who is surpassed by AGL [Righteous Otherworld Defense] Pikkon (+3 Ki, 130% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP, DEF, and ATK for Connected Hope category units), who is surpassed by AGL [All-Out Final Battle]
Super Saiyan God SS Goku & Super Saiyan God SS Vegeta (+3 Ki and HP, ATK & DEF +150% for Super-Class units unconditionally or +3 Ki, 170% HP, DEF, and ATK for Battle of Fate, Future Saga or Power Beyond Super Saiyan category units plus an additional +30% HP, ATK & DEF for Realm of Gods or Time Travelers Category units)
plus an additional HP, ATK & DEF +30% for characters who also belong to the "Realm of Gods" or "Time Travelers" Category;)

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* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally), who is overshadowed by TEQ [Resilient Will to Protect the Future] Trunks (Teen) (Future) (+3 Ki, 120% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP & ATK and +130% DEF for Future Saga category units), who is surpassed by AGL [Righteous Otherworld Defense] Pikkon (+3 Ki, 130% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP, DEF, and ATK for Connected Hope category units), who is surpassed by AGL [All-Out Final Battle]
Battle] Super Saiyan God SS Goku & Super Saiyan God SS Vegeta (+3 Ki and HP, ATK & DEF +150% for Super-Class units unconditionally or +3 Ki, 170% HP, DEF, and ATK for Battle of Fate, Future Saga or Power Beyond Super Saiyan category units plus an additional +30% HP, ATK & DEF for Realm of Gods or Time Travelers Category units)
plus an additional HP, ATK & DEF +30% for characters who also belong to the "Realm of Gods" or "Time Travelers" Category;)
units)

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* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally), who is overshadowed by TEQ [Resilient Will to Protect the Future] Trunks (Teen) (Future) (+3 Ki, 120% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP & ATK and +130% DEF for Future Saga category units), who is surpassed by AGL [Righteous Otherworld Defense] Pikkon (+3 Ki, 130% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP, DEF, and ATK for Connected Hope category units).

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* OvershadowedByAwesome: Various variants and Category Leaders can be easily overshadowed by newer cards. For instance, the PHY [Azure Omnipotence] Vegito Blue (+3 Ki, +50% HP, DEF and ATK for Super-Class) is overshadowed by the LR STR [All or Nothing] Vegito Blue (+3 Ki, +70% HP, DEF and ATK for Super-Class) who is overshadowed by the TEQ [Strength Beyond Gods] Vegito Blue (+3 Ki, +120% HP, DEF and ATK for Super-Class if you have one of each color) who is overshadowed by the AGL [Boiling Power] SSJ Goku (+3 Ki, +120% HP, DEF and ATK for Super-Class unconditionally), who is overshadowed by TEQ [Resilient Will to Protect the Future] Trunks (Teen) (Future) (+3 Ki, 120% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP & ATK and +130% DEF for Future Saga category units), who is surpassed by AGL [Righteous Otherworld Defense] Pikkon (+3 Ki, 130% HP, DEF, and ATK for Super-Class unconditionally or +3 Ki, +170% HP, DEF, and ATK for Connected Hope category units).units), who is surpassed by AGL [All-Out Final Battle]
Super Saiyan God SS Goku & Super Saiyan God SS Vegeta (+3 Ki and HP, ATK & DEF +150% for Super-Class units unconditionally or +3 Ki, 170% HP, DEF, and ATK for Battle of Fate, Future Saga or Power Beyond Super Saiyan category units plus an additional +30% HP, ATK & DEF for Realm of Gods or Time Travelers Category units)
plus an additional HP, ATK & DEF +30% for characters who also belong to the "Realm of Gods" or "Time Travelers" Category;)
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** In the Dokkan Event "Eternal God, Distorter of Worlds", the final phase of Stage 4 has you squaring off against Infinite Zamasu, who cannot be killed no matter how many attacks you throw at him. The only thing you can do is survive for three turns and wait for Zeno to show up and eradicate him for you.
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** The 40% type supports are only available within the mono-Type banners and were never added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.
** The ''Super Dragon Ball Heroes'' units only appears in the annual ''Heroes'' collaboration campaigns and are never added to the unfeatured pool, making them the only time you can ever pull them (although on the plus side, they're released simultaneously on both servers so you don't have to wait for months before they're available on Global server). To make things worse, ''Heroes'' units that are either unfeatured or didn't receive their Dokkan Awakening are only available in the unfeatured pool. And said pool only has a 3% unfeatured rate with each Multi-Summon being a guaranteed Featured unit, making it significantly harder to pull them in the event that you miss the chance to obtain them. The only other method of obtaining them would be to buy them using Special Dragon Stone, however not only they're expensive but you can only purchase up to two of them and you can't buy two copies of the same character.

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** The 40% 50% type supports are only available within the mono-Type banners and were never added to the unfeatured SSR pool. As if it wasn't already bad enough, the Type banners return at an extremely irregular rate and more often than not, said banners tend to be a single Multi-Summon banner before permanently disappearing from Summon pool. While it is possible to purchase them with Blue Coins, each of them costs 300 Coins, equivalent to spending 1500 stones and said coins require the player to summon on either the mono category banners (which only features General SSR units of said category with little chance of getting an unfeatured LR since each Multi guarantees a featured unit), the Rising Dragon Carnival, Carnival (before the 2022 WWC which uses Carnival Coins in its place), or the yearly ''Dragon Ball Heroes'' banner even though most players would rather spent those stones on Dokkan Festival banners that gives out Red Coins.
** The ''Super Dragon Ball Heroes'' units only appears in the annual ''Heroes'' collaboration campaigns and are never added to the unfeatured pool, making them the only time you can ever pull them (although on the plus side, they're released simultaneously on both servers on November so you don't have to wait for months before they're available on Global server). To make things worse, ''Heroes'' units that are either unfeatured or didn't receive their Dokkan Awakening are only available in the unfeatured pool. And said pool only has a 3% unfeatured rate with each Multi-Summon being a guaranteed Featured unit, making it significantly harder to pull them in the event that you miss the chance to obtain them. The only other method of obtaining them would be to buy them using Special Dragon Stone, however not only they're expensive but you can only purchase up to two of them and you can't buy two copies of the same character.
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** Earlier in the Global version's lifespan, events based on movies and specials used their original Japanese titles directly translated as the event name (such as "The Strongest Rivals" instead of "Cooler's Revenge" or "Fight Against Despair! The Last Super Warriors - Gohan and Trunks" instead of "History of Trunks"). Now and days, any movie event uses their Funimation-appointed names, as seen with the "Lord Slug" and "Wrath of the Dragon" events, with the only exceptions being the story-compilation events (Such as "Fight! Battle for the Strongest in the Universe" since it compiles both ''Cooler's Revenge'' and ''Return of Cooler'').

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** Earlier in the Global version's lifespan, events based on movies and specials used their original Japanese titles directly translated as the event name (such as "The Strongest Rivals" instead of "Cooler's Revenge" or "Fight Against Despair! The Last Super Warriors - Gohan and Trunks" instead of "History of Trunks"). Now and days, Nowadays, any movie event uses their Funimation-appointed names, as seen with the "Lord Slug" and "Wrath of the Dragon" events, with the only exceptions being the story-compilation events (Such as "Fight! Battle for the Strongest in the Universe" since it compiles both ''Cooler's Revenge'' and ''Return of Cooler'').
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* TruerToTheText: Thanks to the massive improvements in attack animations and gameplay mechanics, characters and sagas revisited in either [=DB=]/Story Events or Dokkan Festivals will have their abilities and plots to be more in line with the original manga or theatrical anime run (barring a few PragmaticAdaptation exceptions, such as the final stage of "Fight Against Despair!" being a lead in to ''Bojack Unbound''). One notable example is [Strike of Full Anger] Super Saiyan Goku keeping his [[WhatASenselessWasteOfHumanLife reserved]] face if he finishes the final enemy off with his Angry Kamehameha Active Skill, where as most other adaptations opted not to include it.
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** While unconditional Entrance Animations had always lasted a set number of turns, the first three conditional Entrance Animations (STR Goku (Kaioken), TEQ Vegeta (Giant Ape) and INT Majin Vegeta) had their bonuses last for the rest of battle. Subsequent conditional Entrance Animations released afterwards lasts a set number of turn like the former starting from INT SSGSS Vegeta and SS Trunks (Future).

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** While unconditional Entrance Animations had always lasted a set number of turns, the first three conditional Entrance Animations (STR Goku (Kaioken), TEQ Vegeta (Giant Ape) and INT Majin Vegeta) had their bonuses last for the rest of battle. Subsequent While future boosts that are entirely dependent on the enemy remains for the rest of battle, subsequent conditional Entrance Animations released afterwards based on an ally on the team lasts a set number of turn like the former starting from INT SSGSS Vegeta and SS Trunks (Future).

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* EarthShatteringKaboom: Some Super Attacks, such as Kid Buu's Super Vanishing Ball and Beerus's God of Destruction Edict are capable of doing this. [[GameplayAndStorySegregation Not that it means anything.]]

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** While unconditional Entrance Animations had always lasted a set number of turns, the first three conditional Entrance Animations (STR Goku (Kaioken), TEQ Vegeta (Giant Ape) and INT Majin Vegeta) had their bonuses last for the rest of battle. Subsequent conditional Entrance Animations released afterwards lasts a set number of turn like the former starting from INT SSGSS Vegeta and SS Trunks (Future).
* EarthShatteringKaboom: Some Super Attacks, such as Kid Buu's Super Vanishing Ball and Beerus's God of Destruction Edict are capable of doing this. [[GameplayAndStorySegregation Not that it means anything.]]anything]]. There's even a Category for this under the name "Planetary Destruction"
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** In the event based on ''Anime/YoSonGokuAndHisFriendsReturn'', Goku uses the "Oh My Kami" joke that's been circulating around the English fandom for a couple of decades.

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** In the event based on ''Anime/YoSonGokuAndHisFriendsReturn'', ''Anime/DragonBallYoSonGokuAndHisFriendsReturn'', Goku uses the "Oh My Kami" joke that's been circulating around the English fandom for a couple of decades.

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* CounterAttack: Hitting non-base Vegito with normal attack will get a counterattack, while hitting Super Saiyan 4 Goku, Vegeta, or Gogeta with Super Attack has a 30% (70% for the latter) chance of dodging the attack and counterattacking with a Super Attack instead.

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* CounterAttack: CounterAttack:
**
Hitting non-base Vegito with normal attack will get a counterattack, while hitting Super Saiyan 4 Goku, Vegeta, or Gogeta with Super Attack has a 30% (70% for the latter) chance of dodging the attack and counterattacking with a Super Attack instead. instead.
** [Miraculous Final Battle] Goku (GT) & Super Saiyan 4 Vegeta and [Showdown for the World's Strongest] Goku have this for their Standby skills, as if they or anyone within the turn get's K.O.'d during the Standby period, then they'll AutoRevive and strike back with a powerful Finish Attack.
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** 2023: ''Dokkan Battle'' adds the most highly anticipated game mode no RolePlayingGame is complete without: The FishingMinigame.

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** 2023: ''Dokkan Battle'' adds the most highly anticipated game mode no RolePlayingGame is complete without: The FishingMinigame. [[UnusuallyUninterestingSight Oh, and the Orange Jacket Goku from the Cell Saga, too]].
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** 2023: ''Dokkan Battle'' adds the most highly anticipated game mode no RolePlayingGame is complete without: The FishingMinigame.
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** Earlier in the Global version's lifespan, events based on movies and specials used their original Japanese titles directly translated as the event name (such as "The Strongest Rivals" instead of "Cooler's Revenge" or "Fight Against Despair! The Last Super Warriors - Gohan and Trunks" instead of "History of Trunks"). Now and days, any movie event uses their Funimation-appointed names, as seen with the "Lord Slug" and "Wrath of the Dragon" events, with the only exceptions being the story-compilation events (Such as "Fight! Battle for the Strongest in the Universe" since it compiles both ''Cooler's Revenge'' and ''Return of Cooler'').
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** Finally offical InUniverse with the new Burst Mode, which can be activated for a certain stage for a certain period of time. In Burst Mode, players can add all sorts of restrictions to their own party (Lower Ki, allow only certain types or Categories, disable items, ect.), or buff the enemy. (Increase their stats, give them immunities, give them the power to seal or lock movement for your units, ect.) By activating more of these restrictions and challenges, players can acquire more points, which are then transferred into Burst Coins once the event period is done, letting players buy music for the Jukebox.
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* AdvertisedExtra: Despite making a big deal out of the transformation in promotional materials leading up to the ''Super Hero'' campaign, Beast Gohan is restricted to a single-use Active Skill Attack for [Awakened Super Hero] Ultimate Gohan.
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** The reward for completing 8th Anniversary Shadow Dragon challenge event is a Support Memory that gives all "Shadow Dragon Saga" Category allies a permanent boost for the rest of battle along bonus 1 Ki for 7 turns for Extreme Class allies. While it ranks among the best Support Memories to boost the team, the problem is the fact that at the time of release, every one of their best allies in the Category all belong to the Super Class and aside from PHY Nuova, all of them also belong to the "GT Heroes" Category while the best Extreme Class in the team is [Merciless Punishment] Syn Shenron, a banner unit released exactly one year ago in the 7th Anniversary. There's simply no reason to use the Support Memory when the one a year ago (which gives "GT Heroes" a permanent boost along with a Ki to Goku allies) remains far better in every way.
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** Super Attacks effects that raises ATK are completely inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises it by approximately 10%. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks while those that only raises ATK tend to be one of the worst besides lowering DEF. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.

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** Super Attacks effects that raises ATK are completely always inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises it by approximately 10%.10% or lower. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks while those that only raises ATK tend to be one of the worst besides lowering DEF. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.
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** Super Attacks effects that raises ATK are completely inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises it by approximately 10%. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.

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** Super Attacks effects that raises ATK are completely inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises it by approximately 10%. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks.attacks while those that only raises ATK tend to be one of the worst besides lowering DEF. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.
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** Super Attacks effects that raises ATK are completely inferior to the ones that raises DEF even putting aside the whole "defense is better than offense" debacle. Much of this is due to the fact that rather than directly multiplying your ATK stat on a Super Attack, it actually raises your Super Attack multiplier so on an immense multiplier whose effects greatly raises ATK for 1 turn, it merely raises the multiplier from 505% to 555% which meant that rather raising your damage output by 50%, it raises it by approximately 10%. The same also applies to effects that infinitely raises your ATK and raises allies ATK' on a Super as it additively add on to the percentage rather than actually multiplying it. Super Attack effects that raises DEF in contrast actually multiplies your defense so Super Attacks that raises DEF are always one of the best SA Effect as the ability to multiply your DEF can make the difference between dying and surviving from enemy attacks. The only ones that can actually take advantage raising ATK are those that are capable of countering enemy attacks and ones who can deal Ultimate Damage with their Active Skill, the former is due the fact that counters uses normal attack as damage multiplier which the Super Attack does multiply and the latter is because it is treated as a separate counter rather than adding on to the Ultimate Damage multiplier.
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** [Power Beyond the Extremes] Gohan (Teen) singlehandedly ruined unconditional guarding after his release, as that combined with his infinite Defense stacking makes him and his transformed Ultimate Gohan state the best StoneWall to ever exist in the game. However, that means future units with Guard-All abilities had drawbacks forcibly shoved into them to reduce the broken nature of this effect, such as only having them trigger against certain enemies, making it [=RNG=]-dependent, or restricting that ability to only last a set amount of turns or when the character is in a specific position in the turn. Sometimes there will be a character with seemingly no restrictions to activating guard (like [Furious Last Resort] Vegeta (Great Ape) or [Limit-Breaking Super Power] Super Saiyan 3 Goku (Xeno)), but have terrible defense stats with no means to stack it, requiring either a specific team set-up or post-attack conditions to be satisfied in order to get a static boost.

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** Nowadays, any units that lower the DEF of the enemy with either their passive skill or Super Attack effect might as well not exist at all given the fact that almost all the Dokkan bosses utilize damage reduction where they will lower the damage every time they get attacked, and it cannot be negated by any means(not even with a critical hit). The only bosses that utilizes defense as their main trait is Broly, SS3 Broly, Super Vegito, and Future Gohan. And even then, a critical hit will allow the player to completely bypass their defense and hit them for full damage anyway.
** Some units gain boosts when they deal the finishing blow to the boss such as HP recovery, ATK boost or Ki. While it's somewhat useful in events with multiple phases, in events with only one boss phase, this is completely useless as the boosts do not carry over through each run and the event would have been over by then. As a result, this mechanic was quietly forgotten, at least until the 5th Anniversary where they introduce new units with this mechanic but due to the criticism of their design, it was eventually dropped and aside from Hatchiyak's Dokkan Awakening, this mechanic never again saw the light of day.
** Surviving K.O. attacks allow you to survive any attack that would have finished you off so that you can use Support Items to recover your HP. Back then, it was useful to withstand any fatal blows dealt by the bosses as the usually have a countdown Super Attack that deals metric tons of damage. However as the years pass by and bosses became harder, they started to attack more often and while they'll able to withstand 1 attack, they won't be able to survive any subsequent attacks. Tellingly, this mechanic was quietly forgotten, at least until the 6th Anniversary where they're eventually retooled into a Revival mechanic that allow units to survive a K.O attack even if they're not the one receiving the attacks before all the subsequent attacks are skipped into the next turn.

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** Nowadays, any units that lower the DEF of the enemy with either their passive skill or Super Attack effect might as well not exist at all given the fact that almost all the Dokkan bosses utilize damage reduction where they will lower the damage every time they get attacked, and it cannot be negated by any means(not even with a critical hit). The only bosses that utilizes defense as their main trait is Broly, SS3 Broly, Super Vegito, and Future Gohan. And even then, a critical hit will allow the player to completely bypass their defense and hit them for full damage anyway. While there are units that gets bonuses on a DEF-lowered enemy, the hardest events disable every debuffs making them even more pointless anyway.
** Any units whose mechanic is entirely dependent on debuffs becomes virtually useless in every hardest event but (Extreme) Super Battle Road as the final phase bosses tend to have immunity to every debuffs up to including the afromented lower DEF debuff.
** Some units gain boosts when they deal the finishing blow to the boss such as HP recovery, ATK boost or Ki. While it's somewhat useful in events with Even against bosses that has multiple phases, for them to get the boost you have to hope that other units in the same rotation [[DoWellButNotPerfect deal heavy damage but not strong enough to kill them]] ''and'' there's also the issue of your units being strong enough to kill the boss themselves which many of them lack. This mechanic becomes even more useless in events with only one boss phase, this is completely useless phase as the boosts do not carry over through each run and the event would have been over by then. As a result, this mechanic was quietly forgotten, at least until the 5th Anniversary where they introduce new units with this mechanic but due to the criticism of their design, it was eventually dropped and aside from Hatchiyak's Dokkan Awakening, this mechanic never again saw the light of day.
then.
** Surviving K.O. attacks allow you to survive any attack that would have finished you off so that you can use Support Items to recover your HP. Back then, it was useful to withstand any fatal blows dealt by the bosses as the usually have a countdown Super Attack that deals metric tons of damage. However as the years pass by and bosses became harder, they started to attack more often and while they'll able to withstand 1 attack, they won't be able to survive any subsequent attacks. Tellingly, this mechanic was quietly forgotten, at least until the 6th Anniversary where they're eventually retooled into a Revival mechanic that allow units to survive a K.O attack even if they're not the one receiving the attacks before all the subsequent attacks are skipped into the next turn.
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LR GT Boi's Revive Counter still follows the 1 Revive Only rule


** [Miraculous Final Battle] Goku (GT) & Super Saiyan 4 Vegeta's Standby Skill has them exchanging to just Super Saiyan Vegeta (GT), where he has a Revival Skill that involves Goku firing back with his Super Ultra Spirit Bomb. Vegeta's Revival Skill is counted separately from anyone else's Revival Skills, so you don't have to worry about him stealing away [Extraordinary Super Warrior] Super Saiyan Goku's Revive and miss out on his bonuses, or have the opposite happen and be locked out of the Super Ultra Spirit Bomb attack.
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** As the game progresses and the challenge behind events starts ramping up, Super Vegito's many [=DFE=] variants has begun to show faults with his mechanics. While he can take normal attacks no problem and can counter back for massive damage, he's a defensive liability against Super Attacks as his damage reduction only applies to normal attacks (not to mention the [=LR=] [Fused Super Power] and [Fused Hope] variants have ''no'' damage reduction in his kit). This is on top of him being a rather SquishyWizard, especially in Slot 1, as he has low defenses at the start of each battle/turn and requires either a Super Attack or two and a lot of build up just for his defense stats to be raised to acceptable levels. In an era of shorter stages with powerful bosses, who can now launch their Super Attacks multiple times in one turn, this can make him come off as TheLoad as you'll most likely pass him up for more practical units.

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* HarderThanHard: Several high-difficulty events have released over the course of ''Dokkan Battle'''s history, so difficult that they provide a challenge to even meta-shattering units released prior, to the point that either A) you rely on pure RNG and get lucky enough to win, or B) have the most up-to-date meta units at the time. Some of these events include:
** In 2021, there's the 'Epic! Transcendent! Gods of Destruction Assemble" event, which challenges players to defeat the 12 Gods of Destruction, with each battle being an intense 1v1 with varying gimmicks (Type changing, rage forms, [=AoE=] Super Attacks, ect.) and featuring a foe with a ton of health and hitting like a truck.
** Then in 2022, there's the Ultimate Red Zone. It's like a multi-stage version of the Gods of Destruction event similar to the Fighting Legend stages, featuring both foes from the movies and ''Dragon Ball GT''. The difficulty in these events is ''absurd'' and it only gets harder until the final stage. To add to this, the events would only allow one Support Item to be brought in.
** Also in 2022, the Fearsome Activation: Cell Max! event released, and what people got was two phases that barely lasted long enough for build-up units to stack, and a third phase that with incredibly high stats would absolutely wallop players if they were caught with a weak unit in the wrong place at the wrong time. And on top of that, just like the Ultimate Red Zone, players can only bring in one Support Item. But on top of that, that Support Item can ''only be a Senzu Bean'', so no damage reducing, attack delaying, or nuking-based Support Items could be used to bypass this event's difficulty.



** In 2021, there's the 'Epic! Transcendent! Gods of Destruction Assemble" event, which challenges players to defeat the 12 Gods of Destruction, with each battle being an intense 1v1 with varying gimmicks (Type changing, rage forms, [=AoE=] Super Attacks, ect.) and featuring a foe with a ton of health and hitting like a truck.
** Then in 2022, there's the Ultimate Red Zone. It's like a multi-stage version of the Gods of Destruction event similar to the Fighting Legend stages, featuring both foes from the movies and ''Dragon Ball GT''. The difficulty in these events is ''absurd'', as you'd either require ''incredible'' RNG, or the most up to date units.

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