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Game Breaker / Dragon Ball Z: Dokkan Battle

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Being an RPG Gacha game with eight years worth of units and mechanics and counting, Dokkan Battle is bound to have plenty of aspects to it that players were or are able to exploit, either back in the old days or to this day.

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    Units 
  • One of first game-breaking cards to ever enter the game is the STR [The Supreme Warrior] Super Gogeta during the 1st Anniversary where his leader skill gives all the characters +3 Ki and +2500 ATK while his passive ability gives him +7000 ATK and makes his attack effective against all types. As he's the first leader to provide Ki to all teams, this makes him an incredibly useful unit to launch Super Attacks and coupled with his ATK boost and attack effectiveness, this card can single-handedly sweep through all the previously difficult bosses including Broly and Frieza. In fact, at that time what differentiates between Freely Obtainable and Whale accounts is on whether or not they own this unit and if they do not, then expect players to reroll their accounts until they obtain this card.
  • When [Unparalleled Golden Ki] Super Vegito was released, he single-handedly turned AGL among the make AGL among of the best types in the game thanks to his busted counter mechanic along with him being an effective tank against normal attacks. Even without a personal attack boost, he still remains among the top choices in the team owing to this unique mechanic. While he unfortunately ended up getting power crept, he does get an EZA although many players felt that they held him back due to only getting the ATK boost upon being attacked and that his ability to foresee super attacks only work when you're really low on HP.
  • Super Saiyan 4 Goku and Super Saiyan 4 Vegeta. The cards focus on a certain subset of characters (Super STR and Super AGI respectively) and punish you for bringing an enemy of that color to the mix by giving them lesser stats. They gain devastating boosts to their stats - Goku gains 120%-150% Attack Power depending if he's standard or Dokkan Awakened while Vegeta gains a 100%-120% Attack/Defense boost depending on his state. Putting two of these characters on the same team (yours and a friend's) increases their stats stupidly - Goku can suddenly have an attack power boost of up to 420% while Vegeta's attack and defense can reach a whopping 360%. They also have a special passive where they have a chance to dodge a Super Attack and counter with their own. With the right team, mono-Super STR or mono-Super AGL teams will make even the most fearsome of Dokkan Events look like child's play.
  • Being a fusion of two Super Saiyan Fours, it is no surprise that Super Saiyan 4 Gogeta proved to be just as overpowered, or even more than both his components. In fact, some players even declare him as the most powerful card in all of Dokkan Battle. His leader skill boosts any characters in "Fusion"note  category by a devastating 150% for characters like Gotenks or Super Gogeta. As for Gogeta himself, he provides a 120% Attack boost for himself and weaken villain characters by 20% which coupled with his high stats and immense Super Attack +50% boost, makes him an excellent hard hitter. He is also no slouch defensively as he raises Defense by the same amount when he Super Attacks and when he is about to be inflicted with one, he has a very (70%) high chance of evading and countering with a tremendous attack power. If you managed to summon him and put him into whatever team that fits then watch as even the strongest and most difficult bosses fall to the tremendous might of a Super Saiyan 4 Fusion.
  • Due to being the first Dokkan Festival LR to be released, it's no surprised that [Fused Super Power] Super Saiyan Goku & Super Saiyan Vegeta and [Fused Fighting Force] Super Saiyan Goku (Angel) & Super Saiyan Vegeta (Angel) breaks the game in two at their time of release. Their Leader Skills not only unearths the previous Category Leaders (Kefla for Potara and SSJ4 Gogeta for Fusion), but they also make LR SSJ2 Gohan and SSJ Future Trunks obsolete as they have the same alternate Leader Skills. They both have a passive skill where they get a bonus of +120% to both ATK and DEF and collecting Rainbow Ki Spheres gives them +2 Ki, which makes [Flouting Objectives] Fusion Android #13 and [The Trump Card] Goku (Kaioken) invaluable for Mono-teams. Even more, after six turns and being lower that 50% HP allows a player to fuse into either Super Vegito or Super Gogeta respectively where they are granted an even bigger ATK and DEF boost of +150% , increases the Ki gained from Rainbow Spheres to +3 and fully replenish their HP - sneaking in characters like [Puzzle Wrapped in Enigma] Whis or the released-at-the-same-time-as-these-LRs [Learning and Refreshing] Goku means you have up multiple lives while retaining their overpowered passives shared with their other incarnationsnote . Even more, these cards don't count as having a Super Vegito or Super Gogeta and both Goku and Vegeta having normal and Angel designations means you can fit them just about anywhere - you can create a frightening number of teams with these two if you have enough Character Points. Just adding these two in the mono team will make any Super Battle road levels incredibly easy as they could single-handedly tank any blows they dealt to you while dishing out tremendous damage in return.
  • [All or Nothing] Super Saiyan Blue Vegito, the voted-on LR card, is a strange and incredible card. Its Leader Skill grants all Super-types +3 Ki and +70% HP, ATK and DEF (while [Brazen Courage] Gohan and [Thousands of Wishes] Goku grants higher bonuses for a bigger pool, LR Vegito Blue's is easier to obtain), which is superior to [Azure Omnipotence] Super Saiyan Blue Vegito and doesn't pigeonhole you into a team you might not like as [Strength Surpassing God] Super Saiyan Blue Vegito. This Vegito Blue forgoes multiple attacks and counters for an ATK and DEF increase of +80% and insane ki increases of anywhere between 2-10 ki depending on your HP. Helping this along is that its 12-17 ki Super Attack, Vegito Sword, increases the character's ATK and DEF by 20% with each use, giving it a "Kaioken Effect" and its 18+ ki attack, God Impact greatly increases ATK for one turn, allowing for a devastatingly powerful unit. But what truly makes him an excellent card is that unlike many great L Rs, he is a Free-To-Play card where all you need to do to get acquire him and his other dupes is to simply purchase him from Baba shops using Kai Stones and require Potara medals from Supreme Kai missions to Dokkan awaken him. Many players have effectively made it the go-to unit to get through the Super STR portion of Super Battle Road.
  • [Unexpected Use] Jaco and [The Gifted One] Chiaotzu both have the ability to stun all enemies once per battle as soon as they appear. While it's completely useless on Dokkan events given their phases and Extreme Z-Battles given their immunity, in Super Battle Roads and World Tournament it's an absolute godsend to give all other units in the rotation a free turn and their downside doesn't really matter given the fast paced turns and you can activate it more than once per level since you can reuse it again by the next battle. It is because of these two cards that allow many players to defeat the Super TEQ/INT stages and easily steamroll through the World Tournament to gather as many points as possible.
  • While AoE cards are popular during the World Tournament seasons, none are more popular than [Indestructible Saiyan Evil] LSSJ Broly (especially after his EZA). He gain a huge boost in ATK power upon launching their Super Attack, deals Colossal damage with his Gigantic Meteor attack, and he also has the added perk of super attacking twice in a row, just in case you didn't get them all the first time. His EZA also allowed him to get Ki when facing a Saiyan enemy and given the fact that they're the most common enemy in the game, not to mention that Broly is among those enemies, Ki will never be an issue to this card even if he can't benefit from a Friend's Leader Skill.
  • [Netherworld Demon] Super Janemba's has received one of the best EZAs in the game, going from an outdated tank into an utter monster that far outperforms his superior STR counterpart. His passive, which is upgraded to an +70% ATK and DEF boost along with having guard activated against all attacks and an immense modifier would have already made him a great unit, but what makes him overpowered is that upon being attacked, he gets a further 40% ATK boostnote  and a chance to evade enemy attacks and when you couple that with his LR-like stats, he becomes both a great hard hitter and tank that now made him among the best units in the game.
  • [Two Makes the Strongest Pair in the Universe] Super Saiyan 2 Caulifla & Super Saiyan 2 Kale or LR Kale and Caulifla for simplicity broke the game in more ways than one. Their passive seem relatively simple, ATK & DEF +66% along with additional +10% ATK for each unit of the appropriate categories (Universe 6, Joined Forces and Pure Saiyans). Additionally, they also get +1 Ki and +6% chance to evade for every attack they performed, which is backed by them launching an additional attack while also launching additional Super Attacks when they're encountering either a Pure Saiyans or Universe Survival Saga enemy and their Super Attack infinitely stacks their DEF for the rest of the fight. However, the way their passive works and their excellent synergy is what made them truly overpowered. See that ATK boost they get for additional categories, they stack for every category so if they have an ally with all that fits under those criteria such as themselves, then that ATK boost becomes 30% each and if you fit all those together under 1 team, it can go as high as +210%, for a total of +276% ATK boost. Furthermore, that additional Super Attack when facing specific categories also stack with each other so if they face units with both those categories like say, UI Goku or SSBE Vegeta then they have the potential to launch up to five attacks per turn, 4 of which are Super Attacks and then coupled with their Ki gain, their chance to evade as well as infinitely stacking DEF per Super Attack, it allows them to hit hard, evade enemy attacks and become tanky incredibly quickly, making them a perfect unit to bring against Goku's Legendary Battle. They're so horrendously overpowered that Akatsuki decides to outright nerf a unit for the very first time in the game's history by making all Additional Super Attacks use their lowest Ki multiplier regardless of how much Ki you've accumulated. And they're still among the best cards in the game.
  • [Radiant Potential] Caulifla seems like a rather odd choice as she looked to be a normal SSR unit with minimal boosts aside from evading, that is until you get to the last part where she has a guaranteed evasion if she encounters either a Pure Saiyan or Universe Survival Saga enemy (both of which are quite common bosses to be encountered) which means that unless they disable evasion, you can literally put her in front of enemy attacks and watch as they cannot touch her one bit. Indeed her ability to negate all forms of damage is so good that players who pulled her can put her in teams which doesn't benefit her including EZA events and Battlefield (Jiren and Broly in particular) and single-handedly make the event significantly easier. Oh and every single enemy in the God of Destruction event has all of the enemies there fit under the Universe Survival Categories which means that running her there even without benefiting from any leader skills will make the run so much easier. Her presence is what single-handedly led to many Saiyan bosses disabling Evasion specifically to deter players from running her to cheese the boss themselves.
  • Even when compared to other Dokkan Fest units and LRs released during his era, [Extreme Ultimate Power] Cooler is stupidly overpowered beyond belief. For starters, due to being a Frieza unit, he shares many of the relevant Frieza-based links with the team, including both the main Frieza links, Thirst for Conquest and Big Bad Bosses. Furthermore, his leader skill which boosts both Transformation Boost and Conquest of Terror (which pretty much invalidates what little niche STR Super Buu has) has a lot of units fit under those categories and not only that, his passive gives them a direct boost to everyone who fits under his category so even if he couldn't link well with them, he remains a very strong support for his own team. And that's not getting into his Anti-Saiyan traits where his Active Skill transformation which normally takes 6 turns has been drastically sped up to three turns and in his Final Form, he gets guaranteed Critical Hit against them and given that many bosses fit under such category including Super Battle Road, you're easily gonna output a huge amount of damage. Oh and to put the cherry on top, since his transformation is an Active Skill, you put transform on of the Cooler and they will activate every single one of their links with his untransformed state debuffing the enemies' ATK along with giving a sizeable amount of support boost. In fact, he is so good that he even surpassed a lot of summonable LRs in terms of viability despite the fact that he is a simple TUR unit.
  • [God's Effortless Controlling Aura] Super Saiyan God Goku is a banner unit that has the unique ability to reduce damage received by 77% when facing a Movie Bosses enemy. This trait is what allow Goku to held up even with the advent of power creep as being able to directly reduce the damage he takes is a far better tanking mechanic than a straight up DEF boost, allowing him to hold his own against even Red Zone: Movie Edition as every enemy in the level is under the Movie Bosses category. His EZA directly increases his viability even more as not only can he tank well without the conditions but he also gets damage reduction against Pure Saiyans enemies which are the most numerous category in the game and every Fighting Legend enemies fit under this category. His presence is more often than not, mandatory in order to defeat Broly in Red Zone as he hits so hard that almost no units aside from the Anniversary LRs are capable of tanking his normal attacks, let alone his AoE Super Attacks and that's not to mention his full power state where he can Super up to twice per turn. It's quite telling of how brutal the "Fearsome Activation! Cell Max" event would be when the final phase did damage to Goku in the 300K range on a Super Attack.
  • [Exploding Latent Power] Piccolo (Power Awakening) was noted to be a game changer upon his release. Thanks to his increased stats and guaranteed guard for his intro ability (Which requires a Bond of Master & Disciple ally on the same turn, of which there's an abundance of on teams Piccolo is relevant on), Piccolo's capable of tanking hits from event that hit hard and fast straight from the get-go, which in turn allows for him to quickly escalate in power which can easily hit in the 9-million range, even at 55% Hidden Potential completion, with a stat boost total of 755% ATK and DEF, or 525% after the Intro boost wears off. And on top of that, Piccolo not only has an all-time 20% damage reduction, but if he gets hit 7 times and your HP drops to 30% or below, he will not only give you a full heal, but also gain 30% extra damage reduction for a total 50% for the rest of battle, meaning he will become an unstoppable tank and juggernaut. But the real kicker of his abilities is his Active Skill, which allows him to transform into Orange Piccolo as a Giant Form. And unlike other Giant Forms, Orange Piccolo hits like multiple bullet trains at once, being guaranteed to launch an Additional Attack which has a chance to become a Super Attack with every attack he performs. And for a little extra, his Giant Form lasts for two to three turns, meaning he can nail a foe with potentially 9 to 27 Super Attacks, meaning he's going to be grinding down enemy health bars, and without increasing the turn counter too. With the sheer power of his abilities, numerous players who got their hands on him were able to outright manhandle Harder Than Hard events with time limit missions such as the Red Zone battle against Metal Cooler, and even "Fearsome Activation! Cell Max". Much like other Game-Breaker units, implementations were made to counter Orange Piccolo, as the Ultimate Red Zone version of the fight with Cell Max involves a type changing gimmick that forces the phase to change every turn while starting off as an AGL unit, meaning players can only use Orange Piccolo for one turn of damage and would have to wait 5 turns to do super effective damage on his AGL phase. But even then, Orange Piccolo worked as an effective turn skip if a player was met with a threatening attack wave from Cell Max that turn.
  • [Indomitable Fighter] Super Saiyan Gohan (Future), on-top of having an awesome "What If?" scenario where Future Gohan defeats the androids with the help of the passed Goku and Piccolo, helps elevate the Future Saga category even more than it already had up to his release in the 2023 Worldwide Celebration. With a maximum of 80% damage reduction on his first turn, a leader skill boosting Future Saga characters for 200% straight up, a Domain that increases damage dealt to Extreme Class characters by 30% and lets him do critical hits with either a max Ki Ultra Super Attack or the active skill, and said active skill boosting his defence by 20%, he will show the androids what it means to be a beacon of hope.
  • [Fused Fighter Who Surpasses All] Super Full Power Saiyan 4 Limit Breaker Vegito (Xeno), despite being limited to two categories (Giant Ape Power & Crossover), in return was a unit that was extremely powerful from the get-go, no build up required. With 60% damage reduction, 70% of performing critical hits, the ability to perform a maximum of 3 Super Attacks, and an Active Skill that guarantees critical hits (and can be performed on the third turn when all allies in the rotation are Crossover units), he could deal massive amounts of damage, while bypassing type disadvantage and tanking even the hardest of hits from the fiercest of foes. He could be hitting 10 million damage, not factoring the critical hits. On. Turn. 1.

    Mechanics 
  • One of the simplest yet most reliable and overpowered mechanic in the game are Support Items. Each of them are capable of restoring your health, gives 1 free turn of damage, reduces your damage received or boost your own damage even further especially since they directly multiply the boost rather than adding to it like the support units. Using them pretty much allows even your squishier/type disadvantaged targets to easily survive from a point-blank Super Attack against an enemy, potentially saving your entire run while also easing up much of the strategy and team-building. It's all the more telling as to what determines an event difficulty depends on how many Support Items you can bring (e.g. (Extreme) Super Battle Road enables you to use a full Support Item slot, Infinite Dragon Ball History and Fighting Legend: GT Goku only allows you use 2 Support Items, God of Destruction and Red Zone Event only allow you to bring 1 while Cell Max only allows you to bring a Senzu Bean and nothing else) and the additional 2 Support Item slots that were never available ended up being removed in favor of Support Memories.
  • The ability to foresee Super Attacks. One of the most difficult aspect of a boss battle is to anticipate which of your slot the boss will launch their Super in and if you did not get lucky it might land on your squishiest ally in the rotation which will easily destroy your entire run. Having a Scouter effect negates this RNG aspect and will easily allow you to either rotate a character who can easily tank said attack, which is the best slot to put a Sealing unit or those that break an attack in or to know when to use Support Items to withstood it. Out of all the units that have such mechanic, only three of them have it without being locked under any conditionsnote . Every other unit have it locked under severe restrictions, are only temporary or is locked under a 50% chance which is why it never truly reaches game-breaking status. Said ability is the reason why [Fused Hope] Goku & Vegeta (Angel) remains relevant throughout the ongoing Power Creep even though he becomes a defensive liability after fusing into Super Vegito because the ability to know where the enemy's Super Attack will land for 10 turns (even when he's not on rotation) is one of the most powerful abilities in the game and why his counterpart [Fusion Reborn] Goku (Angel) & Vegeta (Angel) have it not only locked with a far stricter Transformation condition but also have its duration halved to just 5 turns.

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