Super Dragon Ball Heroes: The Complete Beginner’s Guide

Created entirely by Goresh

Contact: Goresh127@gmail.com, https://twitter.com/Goreshx

Information and images used throughout this guide were obtained directly from the Dragon Ball Heroes official website: http://www.carddass.com/dbh/index.php

I would greatly appreciate any feedback you have, so please contact me using any of the methods listed above so that I can improve this guide for future readers.  

Super Dragon Ball Heroes: The Complete Beginner’s Guide

Table of Contents

Part I: What is a Super Dragon Ball Heroes Card?        3

Part II: Different Game Modes and Navigating the Menu        9

Part III: Gameplay Flow and Battle Fundamentals        14

Part IV: Various Ability Types and Their Uses        20

World Mission Tier List        36

Card Index        45

SH1    46        UM11 159

SH2    50        UM12 165

SH3    54        BM1 172

SH4    58        BM2 179

SH5    62        BM3 189

SH6    71

SH7    76

SH8    81

UM1   88

UM2   95

UM3   100

UM4   106

UM5   116

UM6   122

UM7   128

UM8   135

UM9   145

UM10 151

Part I: What is a Super Dragon Ball Heroes Card?

Due to a rising interest in the arcade game itself as well as the announcement that Super Dragon Ball Heroes World Mission for the Nintendo Switch and Steam will be getting an international release, I figured that it would be a good time to create a comprehensive guide so that beginners and those who have never played Dragon Ball Heroes before can obtain a general understanding of the basics. The first thing I want to cover, before even diving into the mechanics of the game itself, is the structure of a Super Dragon Ball Heroes card and what you can learn from looking at the front and back of a card. Admittedly, there are subtle differences between traditional Dragon Ball Heroes cards from before the game was updated to Super Dragon Ball Heroes and cards that are being released today, but for the sake of this guide I want to focus on cards that have released post-update since that is most likely the design the developers will be using moving forward. I think that most people who are interested in the game will see this and hopefully you guys, particularly newcomers to the game, will appreciate it.

 

 

In order to best explain all of the characteristics that can be found on the front-side of a Super Dragon Ball Heroes card, I have highlighted various areas of the Super Saiyan 4 Vegito: Xeno card above and placed reference numbers in the bottom right corner of each yellow box that corresponds with the numbers on the right-hand side so that it is easy to tell what is what. I will go through all of these items individually but just so that you guys are aware, most of the important information pertaining to the usability of a card is located on the back, which I will get to later on in this part. Think of the front of each card as a summary of the information on the back.

 

1: Card Number - Every card has its own unique number, which is how you are able to differentiate between any two cards that are of the same character. Card numbers can be very useful because you are able to tell what set a card is from simply by looking at it. Currently, the game is in the middle of the Universe Mission series, which is reflected by the card number of every single card that is released while this mission is going on. For example, there was a Vegito Blue card released during Universe Mission 4 that had the number UM4-068 (UM4 for Universe Mission 4). The game is able to differentiate that Vegito Blue card from the Vegito Blue card released in SDBH Mission 1 because the latter has the number: SH1-SEC2 (SH1 for SDBH Mission 1).

 

2: Card Name - Nothing special here, this area simply displays the name of the character. Note that the front of the card does not primarily ever have the name of the character's form written on it. For example, in the image above, the card is clearly depicting the SSJ4 form of Vegito: Xeno but the front of the card only has Vegito: Xeno (ベジット:ゼノ) printed on it. The forms of all cards can be found on the back.

 

3: Card Type - On the bottom right corner you will find the typing of each card. There are 4 types in total: Hero (HR), Berserker (BS), Elite (EL), and Special (SP). I won't go into full details about each type here since I cover them in Part II, but the most important thing to understand about typing is its impact on something called "Cooperative attacks." A Cooperative attack is where multiple characters on a team attack together and can perform deadly combo attacks and deal massive amounts of damage. Only units that are of the same typing can perform Cooperative attacks together. For example, if you have an HR type card and a BS type card, they would not be able to perform a Cooperative attack together, but two BS cards would be able to. This adds an extra layer onto team-building and forces you to think of what would make the most constructive teams based on your strategy going into battle. Lastly, the only type that has a restriction is the SP type because you are only allowed to have up to one SP type card per team.

 

4: Card Stats - Every card has an HP, Power, and Guard stat that determines their "base" power level going into a battle. The HP stat is an outlier here since the HP of all cards on a team gets pooled together to create a team-wide HP bar; in Super Dragon Ball Heroes there is no such thing as individual HP (IE individual cards cannot be defeated). While both Power and Guard stats are important, the Power stat is what really sets good cards apart from great cards. Power is what determines how much damage a card inflicts with its attacks and can be amplified in many ways through various abilities. The Guard stat determines how much damage a card can mitigate, and can be very powerful on certain cards when combined with their effects.

 

5: Card Action Ability (CAA) - There are many different CAAs in Super Dragon Ball Heroes. Obviously some are more powerful than others but they each have their uses depending on your team and the situations that you find yourself in during battle. Each card has a CAA, but not all CAAs have the same activation conditions. These conditions dictate the style you must utilize in order to get the most out of each of your cards. Two examples of basic CAAs that make it easier to understand are Burst and Freeze. The Burst CAA activates whenever a card is about to launch their Super Attack and further powers up their attack. The Freeze CAA, on the other hand, activates when you are about to take damage from an enemy. It freezes the enemy and counter attacks, therefore saving you from taking damage for one round from that enemy. The reason why these effects are called Card Action Abilities is because in order to activate them, you must perform the actions denoted on the screen at specific times during battle with the card that has the ability.

 

6: Card Ability - A card's ability is its heart and soul and generally determines how good a card is. The front of the card never explains what the ability is; it just has the name of the ability itself while the effect is described on the back. Forming teams that have synergistic abilities is essential to prevailing in battle and is the first step to becoming a great Dragon Ball Heroes player.

 

7: Super Attack - This is the attack that the card will perform when your team has amassed enough Hero Energy and you are about to attack the enemy. It is much more powerful than a normal attack and is what generally determines which team wins and loses a battle.

 

8: Super Attack Cost - I won't go into excruciating detail about the mechanics of Hero Energy in Part I, but every team can have 1-10 Hero Energy at any one point, which is attainable through the Power Level Phase. The amount of Power Level you accumulate every round is determined by your Stamina consumption so an easy way to think about it for now is that more Stamina consumption --> higher Power Level --> more Hero Energy. As you can see, this card requires 8 Hero Energy to launch his Super Attack, the Galaxy Spirit Sword (ギャラクシースピリッツソード). Obviously that is a lot of Hero Energy considering the maximum you can have at any one time is ten, which means that it will be relatively hard to launch a Super Attack with this card. Hero Energy is not consumed when a Super Attack is launched.

 

9: Ultimate Unit Effect Necessary Characters - Ultimate Unit Effects (UUE) are extremely powerful effects that can easily turn the tide of battle depending on how your team is constructed but not every card has a UUE. The actual details of the UUE are printed on the back of the card much like the card's ability. In order to activate a UUE, you must have the necessary characters denoted on the front and back of the card in addition to the necessary Hero Energy. If your team contains all of the characters that are listed and you have the Hero Energy required, the UUE will activate and give your team an added effect in battle. Each UUE is different and provides a powerful effect but the catch is that you must have the units necessary to activate the effect. Because of this, you have to consider if it is worth including possibly sub-optimal cards on your team in order to activate these effects. There are also effects called “Ultimate Unit Effect S” that are exactly the same as ordinary UUEs but do not consume Hero Energy upon activation.

 

 

 

 

The back of each card is where the meat is. The details of the card's CAA, ability, and the UUE are all found here along with some other minor details. Most of the information found here is already explained above so as to not repeat anything and make Part I longer than it already is, I will simply say "see above" for information that has already been covered.

 

1: Card Name - See 2 above.

 

2: Name of Form - As I mentioned earlier, the front of the card only denotes the name of the base character and not the form that they are in. On the back of the card however, their specific form is printed right underneath the name. In this case, you can see that this Vegito: Xeno card is in the Super Saiyan 4 form (超サイヤ人4).

 

3: Card Number - See 1 above.

 

4: Card Rarity - Super Dragon Ball Heroes has four main rarities and then one additional "pseudo" rarity. Each of these rarities is denoted by a certain amount of stars in the upper left corner. one star - common, two stars - rare, three stars - super rare, four stars - ultimate rare/SEC. Technically SEC is a subset of ultimate rare because they are both represented by four stars, but SECs are generally the rarest and most powerful cards of each set. An easy way to tell an ordinary ultimate rare card and an SEC card apart is by looking at the card number. As you can see from the image above, this card has four stars but is actually a SEC because the card number is UM5-SEC.

 

5: Card Type - See 3 above.

 

6: Card Stats - See 4 above.

 

7: Super Attack - See 7 above.

 

8: Super Attack Cost - See 8 above.

 

9: Card Action Ability (CAA) - As mentioned earlier there are many different types of CAAs in Super Dragon Ball Heroes and you can see the description of each card's CAA on the back of the card. Each CAA has a base effect that is shared among every card that has that CAA. But on top of that, there are additional effects that are unique to certain cards, which are added onto the base effects. For example, SSJ4 Vegito: Xeno has the Ultimate Burst CAA that greatly increases the damage of his Super Attack when launched, which is the base effect. He then has an added, unique effect, which adds an additional 2,000 damage to this attack and permanently increases the Charge Impact speed of the attacked enemy.

 

10: Ultimate Unit Effect - This is the description of what the UUE actually does. In the case of SSJ4 Vegito: Xeno, he prevents the enemy team from increasing their Hero Energy through Power Level for 1 round. This probably means nothing to you right now since I haven't explained the mechanics of the game, but this is a very powerful effect that can stall the game an extra round.

 

11: Ultimate Unit Effect Necessary Characters - See 9 above.

 

12: Ultimate Unit Effect Cost - Just like Super Attacks, UUEs cost Hero Energy as well. The upside to UUEs though, is that they are generally much less costly to activate than Super Attacks and activate at the beginning of the round rather than activating while attacking the enemy. Unlike Super Attacks, you do consume Hero Energy for activating UUEs so it takes some strategizing to determine when you want to activate them.

 

13: Card Ability - See 6 above.

 

14: Card Ability Description - Again, a card's ability is truly its heart and soul and is generally the main reason why you would decide to include a specific card on your team. Generally, if you acquire a new card, you would immediately flip to the back and look at the ability to decide whether or not the card is worth including in your team.

 

That should cover everything a beginner would need to know about how Super Dragon Ball Heroes cards are structured and where certain abilities and effects are placed on the physical card itself. Again, Part I is not meant to allow a new player to immediately jump into the game and understand everything that is going on since I covered next to nothing about game-play.

I strongly feel that becoming familiar with the cards themselves is the best first step to take in learning this game. I hope that you are now able to take a look at a Super Dragon Ball Heroes card and have a general understanding of what some of the symbols and text means without having to understand any Japanese.

Part II: Different Game Modes and Navigating the Menu

Before I get into any game-play aspects of this guide, I think it is important that I talk about how you actually access the game and navigate through some of the menus. I also want to discuss some of the different game modes that are available.

First and foremost, there are 3 buttons on each side of the machine. Both sets of 3 buttons do the exact same things; there are 2 sets of them to cater toward both left-handed and right-handed users. The main button that you will be using when playing the game will be the big red button in the center. The two buttons on both sides of the red button are mainly used to navigate throughout the menus of the game.

In order to begin playing, you need to insert a 100 yen coin and press the red button. The game will then ask if you would like to insert another 100 yen, since doing so will provide you with an extra multiplier to experience gained as well as HP and other stats in order to help you beat single player content. You can insert up to an additional 600 yen.

The main way to obtain cards in DBH is through the arcade machine itself. Every time you insert 100 yen into the machine to start playing, the machine will dispense one card from the current set into the dispense area at the bottom of the machine. There is also an option when inserting yen into the machine to just have it dispense a card without even playing the game. You can see a lot of people sitting at the machine and racking up stacks of cards by using this method whenever a new mission comes out in order to try and collect all the cards in the set.

It is not possible to save your game data without a Super Hero License. These are sold separately and can usually be purchased from the game center staff where the DBH game is situated. Each time you sit down to play the game, you should insert your Super Hero License when it tells you to after starting up the game in order to load up your saved game data. Note that each license has a limited number of uses associated with it (usually 400 uses) and you must purchase a new license and transfer your save data to the new license whenever you have depleted all of the uses of the old license.  

After the game loads up and you get passed the start screen, you need to choose what mode you want to play. The mode that you are able to choose here completely depends on the capabilities of the machine that you are playing on. The different game modes that are typically available, are the Age Mission mode, the Countrywide Battle Sports Stadium mode, and 2-player Battle mode.

The Countrywide Battle Sports Stadium mode allows players to battle against other players in real-time from across the entire country. There are different seasons associated with this game mode and at the end of each season players are grouped into ranking tiers depending on how many points they were able to accumulate over the course of the season. The rewards for this mode are usually chat stamps, which can be sent to your opponent at certain points in the battle.

The 2-player Battle mode is self explanatory. Depending on the game center you are in, there are usually sets of 2 SDBH arcade machines situated back-to-back. By using both of those machines, 2 people can play against each other since the machines are directly connected.

The Age Mission mode is the standard, single-player mode in SDBH. After selecting this mode, you will be transported to a menu where you need to choose the age that you want to play. Each age has its own separate story and you can decide which route you want to travel down within each mission. When entering a mission for the first time, you will notice that there are some paths that are inaccessible. In order to access these routes, you need to defeat the stage next to the area that is inaccessible. By continuously doing this, you can eventually make your way to the final boss of the mission.

Each stage within single-player mode has a difficulty associated with it. In total, there are 6 different difficulties that are represented by stars on each stage tile. The 6 different difficulties from easiest to most difficult are: Beginner, Normal, Hard, Boss, Super Boss, and God Boss. God bosses are typically the final bosses of each mission and are extremely difficult to defeat. Once you win or lose your battle in single-player mode, anything you gained during the battle, such as experience, is saved to your Super Hero License.

When purchasing a Hero License from a game center, they are usually packaged together with a Hero Avatar card. A Hero Avatar is essentially your custom character that you can strengthen up as you play the game more and more. To keep it simple, Hero Avatars each have their own unique class that you get to choose. You also get to choose their typing (HR, EL, BS). Depending on the level of your Hero Avatar, you can class them up and unlock new skills and abilities for them. As of me writing this (1/24/19), there are a total of 8 different classes for Hero Avatars that have unique effects. Those 8 different classes are as follows: Saiyan (Male), Saiyan (Female), Majin, Frieza Race, Namekian, Android, Kai, and Demon God. I won’t go into specifics of each Hero Avatar since it would take way too much space to list out what each one does, but I recommend just picking the class that appeals to you the most since they aren’t too different from each other.

The last thing I want to talk about in this section is the Battle Module. Battle Modules are essentially trinkets that you can obtain from beating certain stages. These modules allow you to activate certain powerful effects during battle and are split up into different types depending on their function. For example, certain Battle Modules specialize in supporting the offensive capabilities of a team while another might provide more aid on the defensive side. You can have up to 5 Battle Modules active at a time. You are able to unlock more slots for these through wishes via the Dragon Balls.  

That was a broad overview of the different aspects of the game modes available in Super Dragon Ball Heroes. I tried not to go into too much detail regarding the specifics of the game modes and menus in the game since it would be a lot easier for most people to understand this aspect through experiencing it first-hand. I just felt that it was important to explain the basics of what you will encounter when jumping into the game for the first time.

Part III: Gameplay Flow and Battle Fundamentals

If you read Part I, you should now have a general understanding of what the different parts of a DBH card are and what they represent. While understanding those aspects is important, that information is not very useful if you do not understand any of the terms that are often referenced in a card’s various abilities. In this section, I will discuss how battles play out in DBH as well as the most important terms you will come across while playing the game.

First, it’s vitally important that every player understands how a battle progresses and what the different phases are. The very first phase that you will encounter during a battle is called the Prep Phase where players decide where their cards will be placed on the game mat. In order to give you all an accurate depiction of what the game mat is and how it impacts gameplay, I have translated the example given on the official SDBH website, which is visible below.

As you can see from the image above, you can choose how much Stamina you want each of your cards to consume, therefore increasing their Power Level and potentially giving your team the advantage in battle. There are times where you may want to refrain from placing cards in the Attack Area and place them in the Support Area instead. In fact, there are cards that specialize in fulfilling a supporting role and oftentimes are stationed in the Support Area for the entire duration of a battle. Understanding and utilizing the game mat in a way that plays to the strengths of your cards and the weaknesses of your opponent’s cards is a great way for players with limited skill and experience with SDBH to prevail in battle. A more real-life representation of the game mat is depicted by the image below.

After the conclusion of the Prep Phase, the game proceeds to the next phase, the Power Level Phase. During this phase, the game takes into account the amount of Stamina consumed depending on your card positions taken during the Prep Phase as well as additional card abilities that may affect Power Level in order to calculate the total Power Level amounts for both players. These amounts are then compared and the player with the higher amount gets to attack first. This often has a huge impact on the game because of a wide variety of implications attacking first has. For example, there are certain passive abilities that only activate while your Power Level is at a certain level or if it is lower or higher than your opponent’s. For teams that aim to end the battle during round 2 or even round 1, going first can be the difference between winning and losing.

Not only does this phase determine who gets to attack first, it also determines how much Hero Energy each player gets. For every 3000 Power Level a team has, they gain 1 Hero Energy, which does not get depleted at the end of the round. Hero energy is one of the most important aspects of SDBH because it dictates nearly everything in the game. Hero Energy is necessary to launch Super Attacks and to activate Ultimate Unit Effects. Most of the game’s strategy revolves around finding ways to manipulate you and your opponent’s Hero Energy in order to give yourself the best chance at victory.

After the Power Level Phase has concluded, both players are finally ready to engage in combat, which represents the final phase of each round. During the Battle Phase, both the attacking player and the defending player will engage in a mini-game called Charge Impact (CI) for each attack during the phase. When the CI battle begins, each player is presented with a bar that is quickly and repeatedly filled up and drained. The objective of CI is to press the red button when the bar is completely full, which would result in a “Perfect.” The player who presses the button when the bar is filled up the most is the winner of that specific attack. If the attacking player wins, their character will do significant damage to the enemy and launch their Super Attack if their team has enough Hero Energy. If the defending player wins, they will guard against the attack, therefore taking little damage and preventing the enemy from launching their Super Attack. During CIs, there is an extremely low chance of something called a “Miracle Perfect.” This means that no matter when you press the button, you will receive a Perfect rating for your CI. In my experience, this happens maybe once every 3 games or so.

After the Battle Phase has concluded, the entire round comes to an end and the next round begins, starting again at the Preps Phase. Throughout the entire battle there are a total of 5 rounds. If both players still remain at the end of Round 5, the player with the higher remaining health pool is declared the winner.

Next, I want to discuss the basic setup and UI of the battle screen. Each player is allowed up to seven cards on their team, which are loaded into the game before the battle begins. Once the battle has begun, the game will transition into a screen similar to the one you see above. There are many different aspects to the UI when doing battle and I will go through each aspect individually. For a more in-depth description of what specific terms mean, please refer to the beginning of this part where I cover the flow of battle and the three different phases of each round.

1: Your Power Level (Previously Battle Power) - During the Prep Phase you are able to see what your Power Level will end up being if you decide to go with the arrangement that is currently reflected on the screen. For example, if you have 3 cards all the way in the front of the Attack Area and then 4 cards in the Support Area, the game will calculate and display the Power Level amount for this setup. This Power Level amount is calculated before any additional manipulative effects by either you or your opponent so think of this as the “raw” number.

2: Your Hero Energy - The amount of Hero Energy that is displayed under your Power Level is the amount that you are projected to have after the Power Level Phase ends. This way it is much easier for you to plan out your strategy a lot more easily during the Prep Phase since you will know exactly how much Hero Energy you are working with.

3: Your Battle Members - All of the cards that you are currently using are displayed here. The color surrounding the portrait of each character represents that character’s type, which I will cover later on. If a character is currently placed in the Attack Area, their portrait will be pulled further to the right than characters who are placed in the Support Area.

4: Your HP - Even though every card has their own HP stat, the HP of all cards on the same team are combined to form a teamwide HP pool.

5: Individual Card’s Stamina Meter (Previously Ki) - Each card has a maximum of 4 Stamina. If you reference the image at the beginning of this entry, it will give you a general understanding of how much Stamina consumption is associated with each area of the game mat. Broadly speaking, the closer to the screen the card is, the more Stamina will be consumed. Conversely, if a card is in the Support Area, it will recover 2 Stamina for that round. Managing Stamina is essential to becoming a good SDBH player because from Stamina stems Power Level that gets turned into Hero Energy, which ultimately allows you to make use of most abilities in the game.

6: Round Timer - The Prep Phase of each round is timed for a maximum of 30 seconds alloted to both Players. Once the timer reaches 0, the game will lock your cards to the setup that is currently displayed on the screen.

7: Opponent’s HP - Self-explanatory.

8: Opponent’s Power Level (Previously Battle Power) - During the Prep Phase, you will be unable to view your opponent’s Power Level. This is in place to make each player put forth their best guess when deciding how to allocate their cards across the game mat since both players would ideally want to best the other in the Power Level Phase.

9: Opponent’s Hero Energy - Because of the fact that you are unable to see your opponent’s Hero Energy during the Prep Phase, you are therefore unable to see the Hero Energy that they are projected to generate during the current round as well. You are, however, able to see the amount of Hero Energy your opponent has amassed up until that round.

The next thing that we need to discuss are the various battle types that exist in the game. In total there are four types, which consist of Hero (HR), Elite (EL), Berserker (BS), and Special (SP). Each type has certain characteristics associated with them that are important to consider when building your team.

Before diving into the aspects of each type, it is important that I explain what a “Cooperative attack” is since this concept revolves around the typing of your cards. I covered this concept broadly in Part I, but this is one of the most important aspects of the game so I will dive into greater detail here. During the Battle Phase, if the attacking player wins the CI battle, the character that was attacking will launch a Super Attack if their team has sufficient Hero Energy. However, if the attacking team has multiple allies that share the same typing, all of those allies will attack together and amplify the power of their attack significantly. For example, if a team consisting of 5 EL type cards has 10 Hero Energy and wins the CI battle, all 5 of those EL type cards will launch their Super Attack at the same time and inflict severe damage to the opponent as a result of just a single CI battle victory. It is important to note that some cards (notably Broly and Cumber cards) are not able to participate in Cooperative attacks so make sure that you check your cards’ passive abilities to confirm this.

HR - The well-balanced all around type that is able to perform respectably in almost all scenarios. HR types have strong defensive capabilities and are unflinching in the face of most enemy attacks. Their Power Level rapidly increases if they perform Cooperative attacks and they are able to make easy use of Super Attacks and Ultimate Unit Effects. This type is easy to use and is especially beginner-friendly.

EL - The type that specializes in Stamina-based attacks. EL characters are known to control the development of the battle through their use of stunning enemies. When performing Cooperative attacks, EL type characters are able to recover their Stamina slightly so they can continue fighting for multiple rounds at a time without needing a break.

BS - The all-out offensive type that specializes in providing your team with extra raw power in order to deal extensive amounts of damage. When performing Cooperative attacks, BS type characters are able to destroy their opponent’s Hero Energy and greatly hinder their strategy. However, they have weak defenses and run out of Stamina very quickly.

SP - The type that provides certain bonuses and support effects to their team. Each team is limited to having one SP type. Most SP types have unusual abilities and are able to greatly influence the direction of the battle through unconventional means.

That should cover the basics of a typical Dragon Ball Heroes battle and what you need to know in order to understand what is transpiring during each round. It is important to understand the different aspects of the UI so that you can plan out the best way to strategize and make use of your cards’ abilities. Now that you have a general understanding of both what a DBH card is and how the flow of battle is carried out, I will begin to explain the details of how certain abilities work in the game in Part III.

Part IV: Various Ability Types and Their Uses

There are numerous types of abilities in Dragon Ball Heroes. Among these, I am going to cover Card Action abilities extensively since there are so many of them and I feel that, besides passive Abilities, Card Action abilities have the most influence over the outcome of each battle.

As I mentioned in Part I, Card Action Abilities have a base effect that is shared among every card that has that CAA. But then there are additional effects that are unique to certain cards, which are added onto the base effects. The reason they are called Card Action Abilities in the first place is because in order to activate them, the player must perform a certain movement with the card(s) on the game mat. These movements are typically not very difficult at all, especially once you have used the CAA before and have become accustomed to how the movement works.

The following is a list of all CAAs that are currently in the game as of 2/1/2019. Each picture corresponds to the CAA description directly above it. As you will see from the descriptions of each ability, most of them generally do the same thing and it is just the animation that is different. When deciding which cards you want to include in your team, it is important to look at the additional effects that each card has since this is the differentiating factor as to what constitutes a great CAA.

Change - Activates when the card is in the Attack Area during or after the designated round. After rubbing the card against the game mat and filling up the gauge as high as you can, the card will transform and power up. There is also a Super Change where the card will transform twice.

Lock-on - Activates for the card when your team has sufficient Hero Energy to launch that card’s Super Attack. This ability allows the card to target who they want to attack.

Burst - Activates when a card wins the CI battle and is about to launch their Super Attack. After rubbing the card against the game mat and raising the burst value as high as you can, the card will gain an added effect to their attack.

Fusion - Activates on or after the designated round if there is a designated fusion partner present on your team. The card that you choose as your main fuser will have an effect on the outcome of the fused character’s effects once this CAA is performed.  

Sparking - Enter Sparking mode when the card is in the Attack Area during or after the designated round. If you accurately input the correct movements displayed on the screen, you will enter Super Sparking mode and increase the damage you deal as well as gain additional effects.

Giant Transformation - Activates at the beginning of the designated round. If the player successfully places the card in the center of the game mat and performs large circular motions, the card will undergo a Giant Transformation and inflict great damage.

Z - Enter Z-mode at the beginning of the designated round. If you move the card in a “Z” motion, other allies that have the Z CAA will power up significantly. Additionally, you will perform a Z-Super Attack and inflict a large amount of damage to your opponent.

Double & Double S - Attack together with a partner when the card is in the Attack Area during or after the designated round. Super Double Effect is activated if the player successfully performs the action denoted on the screen with both cards at the same time. This effect is multiplied if used with an S Partner.

Battle Capsule - This ability is activatable on or after the designated round while in the Prep Phase. The player can choose either themself or the enemy and throw a capsule at either player. This effect specifically affects a row of the game mat and if the player is able to fill up the gauge by rubbing the card on the game mat, the amount of affected rows increases.

Mind Break - Enter Mind Break mode on or after the designated round while in the Support Area. Move the card in a pendulum-like motion in order to take control of an enemy card. Also, inflict added debuffing effects to the enemy that you took control over.

Dark Dragon - Enter Dark Dragon Mode when the card is in the Attack Area during or after the designated round. Gather the Stamina of your allies and inflict a large amount of damage to the enemy. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Freeze - Activate when the card is in the Attack Area and your opponent is attacking during or after the designated round. Stop time by performing circular motions with the card on the game mat. If successful, cancel the enemy’s attack and strike back with a counter attack, dealing a large amount of damage.

Kamehameha - Enter Kamehameha mode when the card is in the Attack Area during or after the designated round. Listen to Goku’s voice and move the card in accordance with his cues in order to fire a Kamehameha. There are added effects that can be applied if performing these movements perfectly.

God Kamehameha - Enter God Kamehameha mode when the card is in the Attack Area and your team is attacking during or after the designated round. Added effects are also activated when this ability is utilized.

Triple - Perform a Triple attack with 2 other allies when the card is in the Attack Area during or after the designated round. Additionally, if the movements on the screen are performed to perfection, activate Super Triple Effect that adds additional powerful effects to this ability.

Shenron - Greatly increase your strength through summoning Shenron when the card is in the Attack Area during or after the designated round. When Shenron appears, perform the denoted actions on the screen in order to receive the greatest effect possible.

God Meteor - Deal a large amount of damage to your opponent after your team’s attacks are over and the card is in the Attack Area during or after the designated round. Additionally, inflict added debuffing effects to your opponent’s cards that are in both the Attack and Support Areas of the game mat during the following round. Only one card per team can activate the God Meteor CAA per battle.

Change Rush - Enter Change Rush Mode when your team is attacking and the card is in the Attack Area during or after the designated round. If you are successful in performing the actions on the screen, continuously transform and inflict large damage to your opponent. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Ultimate Burst - Activates when a card wins the CI battle and is about to launch their Super Attack. After rubbing the card against the game mat and raising the burst value as high as you can, you can enter Awakening Burst Mode, which increases your damage even further. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Draw - Enter Draw mode when the card is in the Attack Area during or after the designated round. Deal a large amount of damage to your opponent and absorb some of their HP by drawing a “∞” symbol on the game mat with the card. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Counter Rush - Activated when your team is attacking and your HP is 50% or below. If successful, dodge your opponent’s attack and counter with a series of attacks that deal a large amount of damage. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Ultimate Spirit Bomb - Activated when your team is attacking and the card is in the Attack Area during or after the designated round. If successful, deal a large amount of damage with an enormous Spirit Bomb. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect.

Ultimate Dragon Fist - Enter Ultimate Dragon Fist Mode when your team is attacking and the card is in the Attack Area during or after the designated round. The damage of this ability depends on how fast you are able to create large circles with your card on the game mat. Additionally, activate a powerful additional effect depending on the card you are using to activate this effect when you fully charge the ability with the motions displayed on the screen.

Dark Dragon Xeno - Enter Dark Dragon Xeno Mode when your team finishes attacking and the card is in the Attack Area during or after the designated round. If you successfully perform the actions on the screen, deal a large amount of damage to the enemy after receiving Stamina from your allies. Also, inflict a debuffing effect on your opponent’s team as an added effect (limited to one time).

Dokabaki - Activate if you have 7 or more Hero Energy and there is an ally with 25% Stamina or more when your team finishes attacking and the card is in the Attack Area. If successful at performing the actions on the screen, permanently reduce the opponent’s Guard, permanently strengthen the attacking allied card, and inflict a debuffing effect on the enemy team (limited to one time).

In addition to all of the individual CAAs in the game, there are also some cards that utilize some sort of combination of the above mentioned CAAs. Notably, some combinations include Change & Burst, Lock-on & Burst, Giant Transformation & Burst, Fusion & Sparking, and Change & Sparking.

With the upgrade to Super Dragon Ball Heroes, the entire arcade machine received a full makeover, including a much larger, full HD screen and an enhanced game mat equipped with  a built-in touch screen. With this touch screen came the introduction of a new kind of ability, the Touch Action Ability (TAA). These are extremely similar to CAAs, but instead of forcing the player to perform a motion with the card, you use your finger instead. Since the update was fairly recent, there are not nearly as many TAAs as CAAs but I expect them to become almost as abundant as CAAs as the game continues to age. It is important to note that a card can have either a CAA or a TAA but not both.

The following is a list of all TAAs that are currently in the game as of 1/30/2019. Each picture corresponds to the TAA description directly above it.

Shenron/Dark Shenron - Enter Shenron or Dark Shenron Mode during the 2nd round or any round subsequent when your team is attacking and the card is in the Attack Area. Using the touch panel, you can choose which wish you want granted and the effect will activate immediately. By performing the action on the screen, additional effects can be activated when wish power reaches the maximum level.

Super Starbreak - Enter Super Starbreak mode when your team is attacking and the card is in the Attack Area during or after the designated round. Deal a large amount of damage by using your finger to bombard your opponent with meteorites.

Super Slash - Enter Super Slash Mode when your team is attacking and the card is in the Attack Area during or after the designated round. Deal a large amount of damage by using your finger to repeatedly slice the enemy.

Super Energy - Enter Super Energy Mode when your team is attacking and the card is in the Attack Area during or after the designated round. By repeatedly drawing a “∞” symbol with your finger, you can gather the Stamina of your allies in order to deal a large amount of damage to your opponent with a giant Stamina blast.

Lastly, there is a special kind of ability called a Super Ability. Currently, there is only one type of Super Ability in the game but I will cover it since it is fairly common to see cards with this ability. It is important to note that a card can either have a CAA, TAA, or a Super Ability but not more than one of any of these.

Space-Time Transfer - Activate if your Hero Avatar is present on your team and the card with this ability is in the Attack Area during or after the designated round. This ability will summon a character to help in battle for that round only and activate various other additional effects for your team in the process.

As far as abilities go, that should be all you need to know in order to have a basic understanding of how they work. It is impossible to understand everything just from reading about these abilities, so it will take a lot of practice and experience in actually seeing these abilities play out in-game to obtain a firm grasp on what they do.

Another good way to understand these abilities better is to go on YouTube and watch some gameplay videos while having this guide open. You should be able to match up certain abilities that are happening in the video to my descriptions of them in this guide.

Overall, this guide should have been sufficient enough to provide anyone with a firm background on what you can expect to see as you dive into the world of SDBH.

World Mission Tier List  

Including All UR and SEC Rarity Cards from the SH & UM Sets currently available

(Latest Set: UM2)

Note: PvP was mostly taken into consideration when creating this list

Card Index 

Including All UR and SEC Rarity Cards from the SH & UM Sets

(Latest Set: UM7)

Note: Because I already covered the baseline abilities for all CAAs and TAAs in Part IV, I will not be restating them for any card in the index.

SH1


SH1-29 Goku (SSGSS)

HR Type

HP: 2800

Power: 6700

Guard: 2000

CAA: Space-Time Transfer - Zeno is summoned. Upon activation, all enemies’ Stamina is reduced and if enemy Hero Energy is 6 or more, this effect is increased. Once only.

Passive Ability: Zeno’s Friend - Increases Hero Energy by 1 every time a Charge Impact is won by this card. This effect is increased if won by a Perfect result. Repeatable.

Super Attack: God Kamehameha, costs 7 Hero Energy.


SH1-41 Fusion Zamasu

BS Type

HP: 2900

Power: 6000

Guard: 1000

CAA: God Meteor - On the following round, reduce the damage reduction percentage of characters in the Support Area by (the amount of characters in the Support Area x 20%). Once only.

Passive Ability: Combined Evil Heart - When this card is in the Attack Area and enemy Power Level is 7,000 or above, deal double damage as well as take half damage that round. Repeatable.

Super Attack: Fierce God Slicer, costs 7 Hero Energy.

SH1-49 Trunks: Xeno

HR Type

HP: 3200

Power: 3400

Guard: 3000

CAA: Triple - Permanently reduce the attacked opponent's Power and Guard by 50% when Super Triple Effect is activated. Once only.

Passive Ability: Obligation to Protect Time - Whenever your Hero Energy is destroyed, lower the damage mitigating effects of the enemy team by 50%. Repeatable.

Super Attack: Burning Slash, costs 6 Hero Energy.

UUE: Persistent Battle Units - If Goku: Xeno and Vegeta: Xeno are on your team, increase the Power of all allies by (current Hero Energy amount x 3,000). One round only. Costs 3 Hero Energy.


SH1-50 Vegeks: Xeno

EL Type

HP: 2700

Power: 4800

Guard: 1500

CAA: Burst - Reduce the Power and Guard of the attacked enemy by 3,000. Repeatable.

Passive Ability: Dimension-Transcending Fused Warrior -  Permanently increase Power Level by 3,000 every time this card wins a Charge Impact. Repeatable.

Super Attack: Burning Impact, costs 7 Hero Energy.

SH1-54 Demon God Towa

HR Type

HP: 3500

Power: 3500

Guard: 2000

TAA: Super Energy - Permanently reduces damage mitigating effects of the attacked enemy by 50%. Once only.

Passive Ability: Blending of Magic and Science - Greatly increase the Charge Impact speed of the entire enemy team if they have 8,000 Power Level or more. Repeatable.

Super Attack: Infinite Kili Zone, costs 4 Hero Energy.

UUE: Energy Card Units - If Mira and General Bon are on your team, your team does not lose Hero Energy during any round other than when the Ultimate Unit Effect was activated. Permanent. Costs 2 Hero Energy.


SH1-60 Bulma

SP Type

HP: 3300

Power: 1000

Guard: 1000

Attack Effect: When linked to an ally, fully restore all of that ally's Stamina and whenever that ally wins a Charge Impact, this card will launch its Super Attack regardless of Hero Energy requirements.

Support Effect: Change the Attack Area to increase the Power of allies that are in it. The amount of Power increased is dependent on the amount of Stamina consumed during the Prep Phase. One round only.

SH1-SEC Raditz (SSJ3)

BS Type
HP: 3700
Power: 4000
Guard: 2500

CAA: Sparking - Deal 3.5x damage upon activation of Super Sparking Mode. Once only.

Passive Ability: Radditz’s Awakening - Gain 2,000 Power and Guard and recover Stamina at the start of every round. Repeatable.

Super Attack: Weekend, costs 3 Hero Energy.


SH1-SEC2 Vegito (SSGSS)

EL Type

HP: 2200

Power: 8200

Guard: 1500

CAA: Lock-on - Increase the CI speed of the targeted Enemy and increase the damage of this card’s Super Attack by 3x. Once only.

Passive Ability: Final Kamehameha - When launching a Super Attack, if you have 10 Hero Energy, increase Super Attack damage by 2x and reduce your opponent’s Hero Energy to 0. Repeatable.

Super Attack: Final Kamehameha, costs 8 Hero Energy.

UUE: Calm and Collected Units - If Beerus and Trunks: Future are on your team, slightly slow down the CI speed of all allies. Permanent. Costs 3 Hero Energy.

SH2


SH2-49 Goku: Xeno (SSJ3)

HR Type

HP: 2800

Power: 6100

Guard: 2000

CAA: Freeze - Greatly lower the Stamina of the attacking enemy. Once only.

Passive Ability: Super Warrior of Another Dimension - Recover Stamina and permanently increase Power by 3000 if your team dealt 3000 or more damage this round. Repeatable.

Super Attack: Instant Transmission Kamehameha, costs 7 Hero Energy.

UUE: Different Dimension Super Warrior Units - If Vegeks: Xeno and Gohan: Xeno are on your team, activate a Super Unit Ability. Costs 10 Hero Energy.


SH2-51 Vegeta: Xeno (SSJ3)

EL Type

HP: 3200

Power: 5400

Guard: 1500

TAA: Super Energy - Permanently reduce the attacked enemy's Guard to 0. Once only.

Passive Ability: Self-Inspiring Prince - Increases damage dealt by 1,000 for each attack. Additionally, if there is a “Goku” or “Goku: Xeno” on your team, this effect increases. Repeatable.

Super Attack: Atomic Flash, costs 7 Hero Energy.

UUE: Persistent Saiyan Units - If Goku: Xeno and Trunks: Xeno are on your team, increase the Power of all allies by (current amount of Hero Energy x 2). One round only. Costs 4 Hero Energy.

SH2-57 Demon God Putine

EL Type

HP: 3200

Power: 3900

Guard: 3300

CAA: Triple - Upon activation of Super Triple Effect, decreases the amount of the enemy team's Hero Energy by 3. Once only.

Passive Ability: Curse of a Demon God -  If this card is in the Attack Area at the end of the Power Level Phase, increase the CI speed of the entire enemy team so that it is equal to the CI speed of the enemy with the fastest CI speed. While this card is in the Support Area, decrease the CI speed of all allies so that it is equal to the CI speed of the ally with the slowest CI speed. Repeatable.

Super Attack: Icicle Illusion, costs 5 Hero Energy.

UUE: Dark Empire Units - If Demon God Gravy and Super Mira are on your team, fully restore the Stamina of all allies and seal the Super Attacks of all enemies for this round only. One round only. Costs 5 Hero Energy.


SH2-58 Demon God Gravy

BS Type

HP: 3000

Power: 4600

Guard: 1000

CAA: Burst - Permanently increase the Charge Impact speed of the attacked enemy and decrease your opponent’s Hero Energy by 2. Repeatable.

Passive Ability: The Hearty Demon God - At the start of Round 2, decrease your opponent’s Hero Energy by 1. If your opponent’s Hero Energy is 6 or more, reduce their Hero Energy to 0.

Super Attack: Verdict of Lightning, costs 7 Hero Energy.

UUE: Dark Empire Units - If Demon God Putin and Darkness Towa are on your team, fully restore the Stamina of all allies and seal the Super Attacks of all enemies. One round only. Costs 5 Hero Energy.

SH2-59 Gine

SP Type

HP: 2000

Power: 1300

Guard: 1000

Attack Effect: When linked to an ally, that ally does 2x damage.

Support Effect: Change the Support Area. Allies who are in the Support Area when it is changed recover twice the amount of Stamina they normally would. One round only.


SH2-60 Trunks: Future (Super Saiyan Rage)

HR Type

HP: 3000

Power: 6500

Guard: 2000

CAA: Ultimate Burst - Upon entering Awakening Burst Mode, reduce the damage mitigating effects of the attacked enemy by 50%. Repeatable.

Passive Ability: Entrusted Wish - This card’s damage increases for each ally in the Support Area. Once only.

Super Attack: Final Hope Slash, costs 6 Hero Energy.

UUE: Energy Charge Units - If Goku and Vegeta are on your team, increase your Hero Energy by 2x. Permanent. Costs 1 Hero Energy.

SH2-SEC Cell: Xeno (Perfect Form)

BS Type

HP: 2600

Power: 5800

Guard: 1000

CAA: Giant Transformation -  Attacked enemies will permanently have the amount of Stamina they recover when in the supporting greatly decreased.

Passive Ability: The Perfect Body of Another Dimension - During round 1 only, receive no Stamina damage. Also, make all damage received from normal and Super Attacks that are in excess of 1,000 equal to 0.

Super Attack: Dark Kamehameha, costs 6 Hero Energy.


SH2-SEC2 Bardock: Xeno

HR Type

HP: 3100

Power: 4600

Guard: 3700

CAA: Change Sparking - Launch a Super Attack no matter how much Hero Energy your team has when winning a CI battle. Once only.

Passive Ability: Warrior Race of Another Dimension - Become immune to stuns and deal an additional 2,000 damage while attacking if your team prevails in the Power Level Phase. Repeatable.

Super Attack: Rebellion Fang, costs 8 Hero Energy.

SH3


SH3-27 Goku (SSGSS)

BS Type

HP: 2400

Power: 7500

Guard: 1000

CAA: Space-Time Transfer - Summons Arale and combines her Ncha attack with Goku's Kamehameha for large damage. If your Hero Energy is 7 or more, further increase the damage of this ability as well as permanently decrease the damage mitigation effects of the attacked enemy by 100%. Once only.

Passive Ability: Reunion with Arale - Bypass the Guard and damage mitigation effects of the enemy this card attacks. Repeatable.

Super Attack: God Kamehameha, costs 7 Hero Energy.


SH3-35 Android 17

HR Type

HP: 3600

Power: 3700

Guard: 3500

CAA: Ultimate Burst - Prevent the attacked enemy from increasing their Power Level from Stamina consumption. Repeatable.

Passive Ability: Defender of the Royal Park - When in the Attack Area, reduce your opponent’s Hero Energy depending on how many enemies are in the Attack Area at the end of the Power Level Phase. Repeatable.

Super Attack: Super Electric Strike, costs 7 Hero Energy.

UUE: Elite Stamina Damage Nullification Units - If Krillin and Android 18 are on your team, reduce Stamina damage received for all allies from attacks. Permanent. Costs 3 Hero Energy.

SH3-49 Vegito: Xeno

EL Type

HP: 2700

Power: 6500

Guard: 1500

CAA: Double - Upon activation of Super Double Effect, where if successful, this card and this card’s partner permanently bypass enemy Guard and damage mitigating effects when attacking. Once only.

Passive Ability: Complacency of the Fused Warrior - At the end of every round, if your team took less than 10,000 damage, increase your Hero Energy depending on how much damage you took. Repeatable.

Super Attack: Spirit Saber, costs 8 Hero Energy.

UUE: Energy Guard Units - If Supreme Kai of Time and Trunks: Xeno are on your team, your team does not lose Hero Energy besides the round when this effect is activated. Permanent. Costs 2 Hero Energy.


SH3-58 Demon God Dabura: Xeno 

HR Type

HP: 3000

Power: 4800

Guard: 2000

CAA: Draw - Permanently ignore the attacked enemy’s Guard and damage mitigating effects. Also, deal damage to them equal to the HP you stole. Once only.

Passive Ability: Godification of the King of the Demon Realm - When in the Attack Area while your opponent has 3 or more cards in the Attack Area, attack the enemy that you will do the most damage to at the end of the Power Level Phase. Repeatable.

Super Attack: Hell Gate Slasher, costs 4 Hero Energy.

UUE: Dark Demon World Units - If Demon God Towa and Demon God Putin are on your team, Reduce your opponent’s Hero Energy by 5 and prevent the your opponent from getting miracle perfect CIs. Permanent. Costs 3 Hero Energy.

SH3-59 Frieza (First Form)

SP Type

HP: 1800

Power: 5200

Guard: 1000

Attack Effect: Link with an ally and allow the linked ally to ignore any CI manipulating effects. Also, if that character wins the CI, this card will launch its Super Attack.

Support Effect: Change the Attack Area. Increase Power Level by (amount of allies in the Attack Area x 1,000). One round only.

Super Attack: Supernova.


SH3-SEC Fusion Zamasu

HR Type

HP: 2700

Power: 5300

Guard: 2000

CAA: Change - Permanently greatly reduce CI speed and increase damage by 2x. Once only.

Passive Ability: The Strongest Immortal God - When in the Attack Area at the end of the Power Level Phase, ignore the enemy's guard when attacking. If in the transformed state, also reduce your opponent’s Hero Energy by 2. Repeatable.

Super Attack: Blades of Judgment, costs 4 Hero Energy.

SH3-SEC2 Darkness Demon God Buu: Xeno

EL Type

HP: 3300

Power: 4200

Guard: 2800

CAA: Lock-on - Deal 1.2x damage to the targeted enemy. Also, if this card attacks an enemy with a Guard higher than its own, this effect increases. Once only.

Passive Ability: Power of the King of the Dark Demon World - If this card is in the Attack Area, increase own Power Level by (amount of enemies in the Support Area x 2,000). Repeatable.

Super Attack: Hell Gate Slasher, costs 7 Hero Energy.


SH3-SEC3 Vegito: Xeno (SSJ3)

BS Type

HP: 2100

Power: 8200

Guard: 1000

TAA: Super Energy - Upon Large Success, this ability's damage is increased by 1.5x. Once only.

Passive Ability: Overwhelming Super Saiyan 3 - When in the Attack Area, increase Power Level by 3x and Hero Energy by 2. Once only.

Super Attack: Final Excalibur, costs 8 Hero Energy.

UUE: Energy Charge Units - If Goten: Xeno and Trunks: Xeno are on your team, increase your Hero Energy by 2x. Permanent. Costs 1 Hero Energy.

SH4


SH4-29 Vegeta (SSGSS)

BS Type

HP: 2600

Power: 7200

Guard: 1000

CAA: Space-Time Transfer - Summon King Vegeta and Tarble for a family Galick Gun that inflicts large damage. If Hero Energy is 9 or higher, damage increases massively and inflicts major Stamina damage. Once only.

Passive Ability: Saiyan Warrior Race - At the end of the round, if your Hero Energy is lower than your opponent’s, increase the damage you deal to your opponent by 3000 every time you win a charge impact battle. Repeatable.

Super Attack: God Final Flash, costs 7 Hero Energy.


SH4-36 Hit

HR Type

HP: 3500

Power: 3200

Guard: 2000

CAA: Burst - Permanently ignore enemy's damage mitigating effects. Repeatable.

Passive Ability: Crossing Into the Parallel Universe - Increase Power by 10,000 during an odd round and increase Guard by 10,000 during an even round. One round only.

Super Attack: Essence of Time Skip, costs 7 Hero Energy.

SH4-50 Trunks: Xeno (SSJ3)

HR Type

HP: 3300

Power: 4000

Guard: 2900

CAA: Lock-on - Reduce damage done by the targeted enemy. Once only.

Passive Ability: Strength to Protect Allies - When attacking, increase own damage by 3x if there is an ally in the Attack Area with a Guard of 100 or lower. Repeatable.

Super Attack: Full Charge Burning Slash, costs 7 Hero Energy.

UUE: Debuffer Killing Units - If Goku: Xeno and Gohan: Xeno are on your team and the overall Power of any of your units is less than what it was at the beginning of the battle, return their Power to its original value and permanently double the damage of all unit members.


SH4-56 Turles: Xeno (Berserk)

BS Type

HP: 2200

Power: 5100

Guard: 1000

CAA: Ultimate Burst - Reduce the Guard of the attacked enemy by 2,000 and opponent’s Hero Energy by 2. Repeatable.

Passive Ability: Corrosion of the Dark Dragon Ball - Every time this card is placed in the Attack Area, permanently increase the damage done and damage taken by this card at the end of the round.

Super Attack: Dark Kill Driver, costs 4 Hero Energy.

SH4-59 Demon God Salsa

EL Type

HP: 3800

Power: 3000

Guard: 1500

CAA: Draw - Reduce the Guard of the attacked enemy by 3,000 and greatly increases their CI speed. Once only.

Passive Ability: The Demon God Genius, Salsa - Whenever this card attacks an enemy with a faster CI speed than it, increase damage dealt to them by 2,000. Repeatable.

Super Attack: Trick of Tornado, costs 3 Hero Energy.


SH4-SEC Mechikabura

SP Type

HP: 3900

Power: 1000

Guard: 1000

Attack Effect: When there is an ally in the Attack Area other than this card, increase Power Level by 15000. But, this additional Power Level will not grant additional Hero Energy. Twice per battle.

Support Effect: None.

SH4-SEC2 Dark Masked King

EL Type

HP: 2700

Power: 5600

Guard: 1500

TAA: Super Energy - Upon Large Success, permanently greatly increase the enemy’s CI speed and reduce opponent Hero Energy by 2. Once only.

Passive Ability: Power of the Dark Mask - When in the Attack Area, increase Hero Energy by an amount equal to the number of enemies that are in the Attack Area at the end of every Power Level Phase. Repeatable.

Super Attack: Dark King’s Flash, costs 7 Hero Energy.

UUE: Invasion of the Dark Empire Units (S) - If Dabura: Xeno and Demon God Salsa are on your team, unit members ignore the Guard of all enemies when attacking. Permanent.


SH5


SH5-33 Golden Frieza

HR Type

HP: 2800

Power: 5700

Guard: 2000

CAA: Sparking - Deal a great amount of damage to the enemy if successful. Upon Super Sparking, permanently increase Power by (amount of enemy Hero Energy x 2,000). Once only.

Passive Ability: The Resurrected Emperor - At the end of every round, recover Stamina and decrease enemy Hero Energy by 1. Repeatable.

Super Attack: Great Death Beam, costs 6 Hero Energy.


SH5-39 Jiren

HR Type

HP: 3200

Power: 4800

Guard: 2000

TAA: Super Energy - Upon Large Success, permanently seal the attacked enemy’s ability to increase Power Level based off of Stamina consumption. Once only.

Passive Ability: Warrior of the Pride Troopers - At the start of the battle, halve the amount of the benefits that enemy units get from their passive abilities that give them flat stat boosts.

Super Attack: Power Impact, costs 7 Hero Energy.

SH5-50 Gogeta: Xeno (SSJ)

EL Type

HP: 2900

Power: 6300

Guard: 1500

CAA: Lock-on - If locked onto an enemy with a CI speed that is slower than this card’s, the increased damage effect of this ability increases. Once only.

Passive Ability: Absolutely Unrivaled Fusion Warrior - At the start of battle, if your team has less HP than the enemy's team, this card will deal 1.2x damage. Additionally, if "Janemba" or "Janemba: Xeno" are on the enemy team, this effect will increase.

Super Attack: Soul Punisher, costs 7 Hero Energy.

UUE: Traversers of Time and Space Units - If Gotenks: Xeno (SSJ) and Supreme Kai of Time are on your team, activate Super Unit Ability. Costs 10 Hero Energy.


SH5-52 Demon God Shroom

BS Type

HP: 2400

Power: 5400

Guard: 1000

CAA: God Meteor - Greatly reduces the Stamina of all enemies in the Attack Area during the next round. Once only.

Passive Ability: The Dark Empire’s God of Death - At the end of the Power Level Phase, if your team has more Hero Energy than your opponent’s team, increase this card’s Power by 10,000 and ignore any damage mitigating effects of the opponent for this round only. Repeatable.

Super Attack: Flame Death Scythe, costs 4 Hero Energy.

UUE: Dark Empire Units - If Demon God Towa and Great Devilman are on your team, restore all Stamina of all team members and seal all opponent Super Attacks. One round only. Costs 5 Hero Energy.

SH5-59 Iwan

 

BS Type

HP: 4200

Power: 3200

Guard: 1000

 

CAA: Super Starbreak – Upon Perfect Break success, permanently reduce the attacked enemy’s Power by 3000. Once only.

 

Passive Ability: Universe 1’s God of Destruction – While in the Support Area, reduce the damage dealt by all enemies with Card Action Abilities for the current round. Repeatable.

 

Super Attack: God of Destruction’s Mercy, costs 4 Hero Energy.

 

UUE:  Power Explosion Units – If Heles and Belmod are on your team, permanently increase power of all team members by 2x. Permanent. Costs 4 Hero Energy.

 


 

SH5-60 Heles

 

EL Type

HP: 3500

Power: 4500

Guard: 2500

 

CAA: Super Starbreak - Upon Perfect Break success, permanently reduce the attack enemy’s Guard by 2000. Once only.

 

Passive Ability: Universe 2’s God of Destruction – At the end of the Power Level Phase, greatly reduce the Stamina of all enemy attackers if your team has less Hero Energy than your opponent. Repeatable.

 

Super Attack: God of Destruction’s Feast, costs 7 Hero Energy.

 

UUE: HP Converting Units – If Beerus and Iwan are on your team, increase the Power of all team members by an amount equal to current HP for 1 round only. One round only. Costs 5 Hero Energy.

 

 

 

 

SH5-61 Mosco

 

EL Type

HP: 2400

Power: 6800

Guard: 1500

 

CAA: Super Starbreak – Upon Perfect Break success, reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Universe 3’s God of Destruction – If you have 10 Hero Energy during the Prep Phase, increase own Power and Guard by 3x and damage dealt by 3x. Repeatable.

 

Super Attack: God of Destruction’s Roar, costs 8 Hero Energy.

 

UUE: Energy Charge Units – If Quitela and Belmod are on your team, permanently gain 2x Hero Energy. Permanent. Costs 1 Hero energy.

 


 

SH5-62 Quitela

 

HR Type

HP: 3300

Power: 3700

Guard: 3200

 

CAA: Super Starbreak – Upon Perfect Break success, increase the speed of the attacked enemy’s CI speed. Once only.

 

Passive Ability: Universe 4’s God of Destruction – Recover the Stamina of all allies during the Prep Phase while in the Attack Area. Also, during that round prevent all allies from being stunned. Once only.

 

Super Attack: God of Destruction’s Cunning, costs 7 Hero Energy.

 

UUE: Energy Guard Units – If Champa and Beerus are on your team, permanently negate your Hero Energy from decreasing other than when using UUEs. Permanent. Costs 2 Hero Energy

 

 

 

SH5-63 Arak

 

BS Type

HP: 2900

Power: 5700

Guard: 1000

 

CAA: Super Starbreak – Upon Perfect Break success, permanently reduce the amount of Power Level generated through Stamina consumption by half. Once only.

 

Passive Ability: Universe 5’s God of Destruction – At the end of the round, permanently increase the Power of any allies that have had their Power reduced to a level below that at which they started the battle at by +10000. Repeatable.

 

Super Attack: God of Destruction’s Harsh Punishment, costs 7 Hero Energy.

 

UUE: Damage Reduction Nullifying Units – If Beerus and Champa are on your team, allow all allies to permanently ignore damage mitigating effects when attacking the enemy. Permanent. Costs 4 Hero Energy.

 


 

SH5-64 Champa

 

HR Type

HP: 3500

Power: 4200

Guard: 2000

 

CAA: Super Starbreak – Upon Perfect Break success, permanently halve the damage done by the attacked enemy’s Super Attack. Once only.

 

Passive Ability: Universe 6’s God of Destruction – If in the Support Area, all allies belonging to a Cooperative Group of 3 or more are unable to take damage in excess of 3000 for the round. Repeatable.

 

Super Attack: God of Destruction’s Punishment, costs 7 Hero Energy.

 

UUE: Damage Up Units – If Arak and Ramush are on your team, increase damage dealt of all allies by 1.2x for one round. One round only. Costs 3 Hero Energy.

 

 

 

 

 

SH5-65 Beerus

 

BS Type

HP: 2500

Power: 6500

Guard: 1000

 

CAA: Super Starbreak – Upon Perfect Break success, permanently halve the damage done by the attacked enemy’s Super Attack. Once only.

 

Passive Ability: Universe 7’s God of Destruction - If you have less Hero Energy than your opponent at the end of Round 1, reduce the amount of your opponent’s Hero Energy to match yours.

 

Super Attack: God of Destruction’s Anger, costs 6 Hero Energy.

 

UUE: Energy Annihilating Units – If Mosco and Ramush are on your team, reduce your and your opponent’s Hero Energy to 0. Costs 2 Hero Energy.

 

 

 


 

SH5-66 Liqueur

 

EL Type

HP: 3600

Power: 4600

Guard: 1500

 

CAA: Super Starbreak – Upon Perfect Break success, permanently reduce the amount of Power Level generated through Stamina consumption by half. Once only.

 

Passive Ability: Universe 8’s God of Destruction – When in the Attack Area, halve the Stamina of all enemies at the end of the round. Once only.

 

Super Attack: God of Destruction’s Captivation, costs 5 Hero Energy.

 

UUE: Power Debuff Killer Units – If Iwan and Geene are on your team, return all allies’ Power to their original values if they are lower than they were when the battle started and permanently increase those allies’s damage done by 2x. Costs 2 Hero Energy.

 

 

 

SH5-67 Sidra

 

BS Type

HP: 2700

Power: 5500

Guard: 1000

 

CAA: Upon Perfect Break success, increase the speed of the attacked enemy’s CI speed. Once only.

 

Passive Ability: Universe 9’s God of Destruction – At the end of every round, activate one of the following three effects at random: permanently reduce the Power of all enemies by 3000 / permanently reduce the Guard of all enemies by 1000 / reduce the Stamina of all enemies.

 

Super Attack: God of Destruction’s Warning, costs 7 Hero Energy.

 

UUE: Limitbreaking Units – If Mosco and Geene are on your team, all allies gain the ability to launch their Super Attacks. This ability will not activate if Super Attacks are sealed. One round only. Costs 3 Hero Energy.

 

 

 


SH5-68 Ramush

 

HR Type

HP: 4400

Power: 3000

Guard: 2000

 

CAA: Super Starbreak – Upon Perfect Break success, reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Universe 10’s God of Destruction – While in the Support Area, nullify any damage multiplying effects for both teams. Repeatable.

 

Super Attack: God of Destruction’s Bellow, costs 4 Hero Energy.

 

UUE: Stamina Damage Nullifying Units – If Quitela and Sidra are on your team, all allies are unable to take Stamina damage from attacks. Permanent. Costs 4 Hero Energy.

 

 

 

 

 

SH5-69 Belmod

 

HR Type

HP: 2800

Power: 4900

Guard: 2000

 

CAA: Super Starbreak - Upon Perfect Break success, permanently reduce the attack enemy’s Guard by 2000. Once only.

 

Passive Ability: Universe 11’s God of Destruction – Increase damage dealt by allies with Power of 100 or less by 2000 after the Power Level Phase. One round only.

 

Super Attack: God of Destruction’s Clever Scheme, costs 6 Hero Energy.

 

UUE: Elite Lucky Units – If Champa and Sidra are on your team, slightly reduce the speed of all allies’ CI speed and increase Miracle Perfect Chance. Permanent. Costs 3 Hero Energy.

 

 

 

 


SH5-70 Geene

 

EL Type

HP: 3100

Power: 5500

Guard: 1500

 

CAA: Super Starbreak – Upon Perfect Break success, permanently reduce the attacked enemy’s Power by 3000. Once only.

 

Passive Ability: Universe 12’s God of Destruction - At the end of every round, activate one of the following three effects at random: permanently increase the Power of all allies by 3000 / permanently increase the Guard of all allies by 1000 / restore the Stamina of all allies.

 

Super Attack: God of Destruction’s Trump Card, costs 7 Hero Energy.

 

UUE: Super Cooperative Buffing Units – If Arak and Liqueur are on your team, allow Cooperative Perfect Effects to activate whenever winning CI’s with a cooperative group. Permanent. Costs 3 Hero Energy.

 

SH5-SEC Gogeta: Xeno (SSJ3)

BS Type

HP: 2500

Power: 7300

Guard: 1000

CAA: Freeze - Upon Success, deal damage to the enemy and permanently halve the Power and Guard of the attacking enemy. Once only.

Passive Ability: Calm and Collected Fused Warrior - At the end of the round if this card was in the Attack Area, increase Hero Energy by the amount of allies that were in the Attack Area this round. Repeatable.

Super Attack: Soul Punisher, costs 8 Hero Energy.

UUE: Debuffer Killing Units - If Gotenks: Xeno and Supreme Kai of Time are on your team, return the Power of all allies to the amount that it was at the start of the battle if their Power has been decreased at all. Additionally, the affected allies will permanently deal double damage. Costs 2 Hero Energy.


SH5-SEC2 Janemba: Xeno (Evil Demon)

EL Type

HP: 3200

Power: 4000

Guard: 3100

CAA: Ultimate Burst - Reduce the Power and Guard of the attacked enemy by 3,000. Repeatable.

Passive Ability: Hellish Miasma - At the end of the round, reduce the Stamina of all enemies. As the fight goes on, this effect increases every round. Repeatable.

Super Attack: Rakasha's Demon Cannon, costs 6 Hero Energy.

SH6


SH6-25 Goku

HR Type

HP: 3200

Power: 4800

Guard: 2000

CAA: Change - (SSGSS Kaioken x20) Permanently increases Power and Hero Energy. Once only.

Passive Ability: Limit-Challenging Saiyan - When your team's Hero Energy is 5 or above, nullify enemy's damage multiplier abilities when this card gets attacked. Also, Whenever this card attacks, ignore the enemy's Guard and damage mitigation effects. Repeatable.

Super Attack: Spirit Bomb, costs 5 Hero Energy.


SH6-42 Kale

BS Type

HP: 3800

Power: 3500

Guard: 1000

CAA: Change - (SSJ: Berserk) Upon success, increase Power by 3x but lose the ability to participate in Cooperative attacks. Also, gain the ability to launch Super Attacks no matter how much Hero Energy you have. Once only.

Passive: Latent Potential Unlocked - While in the transformed state, recover Stamina and ignore enemy's guard and damage mitigating effects when attacking at the end of the Power Level Phase. Repeatable.

Super Attack: Resistance Cannon, costs 4 Hero Energy.

SH6-43 Caulifla (SSJ2)

BS Type

HP: 3300

Power: 4800

Guard: 1000

CAA: Triple - Upon Super Triple Attack activation, inflict 2.5x damage to the attacked enemy. Once only.

Passive Ability: The Caring Saiyan - When in the Attack Area, this card gains 5,000 Guard during that Round only. If Kale or Cabba are on your team, gain stun immunity.

Super Attack: Energy Fist, costs 5 Hero Energy.

UUE: Universe 6’s Elite Units - If Cabba and Kale are on your team, unit members  inflict double damage to the attacked enemy with their Super Attacks. Permanent. Costs 3 Hero Energy.


SH6-46 Toppo

HR Type

HP: 3200

Power: 3600

Guard: 3300

CAA: Ultimate Burst - Upon Success, greatly reduce the amount of Stamina recovered by the attacked enemy while in the supporting area and permanently reduce their Guard by half. Repeatable.

Passive Ability: Penetrating Justice - When attacking, this card’s damage increases depending on how many enemies there are in the Attack Area. Repeatable.

Super Attack: Justice Flash, costs 7 Hero Energy.

SH6-58 Gohanks: Xeno

HR Type

HP: 3300

Power: 4400

Guard: 2000

TAA: Super Slash - Upon Perfect Slash activation, greatly increase the attacked enemy's CI speed and permanently reduce their Guard by 3,000. Once only.

Passive Ability: The Indestructible Fused Warrior - Increase Power by 5,000 while in the Attack Area and increase Power Level by 5,000 while in the Support Area (but Hero Energy won't increase). Repeatable.

Super Attack: Exploding Fire Slash, costs 6 Hero Energy.

UUE: Mission-Embarking Super Units (S) - If Goku: Xeno and Vegeta: Xeno are on your team, halve the Power and Guard of all enemies. One round only. Costs 5 Hero Energy.


SH6-59 Demon God Towa

EL Type

HP: 3600

Power: 3500

Guard: 1500

CAA: Space-Time Transfer - Warp in Slug: Xeno in giant form and permanently lower all enemy's Power and Guard by 3,000. Once only.

Passive Ability: Scientist’s Black Magic - While in the Support Area, seal the Super Attacks of the three enemies with the highest Power. Once only.

SH6-SEC Darkness Demon God Buu: Xeno (Janemba: Xeno Absorbed)

EL Type

HP: 3200

Power: 4300

Guard: 1500

TAA: Super Slash - Upon Perfect Slash activation, decrease the attacked enemy's damage mitigating effects by 100%. Once only.

Passive Ability: Absorbed Evil Mind - At the end of every round, steal 2 of your opponent’s Hero Energy if they have 5 or more. Also, increase this card’s Power by 5,000.


SH6-SEC2 Grand Priest

SP Type

HP: 1500

Power: 1000

Guard: 1000

Attack Effect: All attackers on your team gain 30,000 Power for one round. Once only.

SH6-SEC3 Vegito: Xeno (SSJ: Kaioken)

BS Type

HP: 2500

Power: 7500

Guard: 1000

CAA: Counter Rush - Upon Perfect Rush activation, deal a huge amount of damage to the countered enemy. Once only.

Passive Ability: Super Saiyan Kaioken - When your team's Power Level is 15,000 or above, this card will deal 2x more damage to the enemy, become immune to stuns, and greatly reduce CI speed. Repeatable.

Super Attack: Spirit Saber, costs 8 Hero Energy.


SH7


SH7-25 Goku (Ultra Instinct -Sign-)

HR Type

HP: 2700

Power: 6800

Guard: 2000

CAA: Ultimate Spirit Bomb - Upon great success, permanently greatly increase the CI speed of all attacked enemies. Once only.

Passive Ability: Imperfected Measures - If your team prevails in the Power Level Phase, greatly increase this card’s damage mitigation this round. Repeatable.

Super Attack: Ultra Instinct -Sign-, costs 7 Hero Energy.

UUE: Debuffer Killing Units - If Gohan: Adolescent and Vegeta are on your team, any allies who have had their Power reduced to an amount below that of which they started the battle as restore their Power to its starting amount. Additionally, those allies now permanently deal double damage to the enemy. Costs 2 Hero Energy.


SH7-42 Dyspo

HR Type

HP: 3700

Power: 3900

Guard: 2000

CAA: Triple - Upon Great Success, permanently greatly increase the CI speed of the attacked enemy. Once only.

Passive Ability: Speed of Sound - If this card wins CI, permanently greatly increase the CI speed of the attacked enemy and reduce enemy Hero Energy by 1. Repeatable.

Super Attack: Cannon Maximum, costs 5 Hero Energy.

SH7-43 Marcarita

EL Type

HP: 2500

Power: 4600

Guard: 1500

CAA: God Meteor - Greatly reduce the Stamina of all enemies in the Support Area during the following round. Once only.

Passive Ability: Angel of Universe 11 - At the start of the battle, permanently seal the ability of enemies to resurrect.

Super Attack: Sonata of Purification, costs 7 Hero Energy.


SH7-47 Goku: Xeno (SSJ4)

BS Type

HP: 3000

Power: 6700

Guard: 1000

CAA: Kamehameha - Upon Great Success, permanently increase the amount of damage done by Goku: Xeno by 2.5x. Once only.

Passive Ability: Full Power Kamehameha - During round 3 or later, increase the damage of this card’s Super Attack by 2x. Once only.

Super Attack: 10x Instant Transmission Kamehameha, costs 5 Hero Energy.

UUE: If Vegeta: Xeno and Gotenks: Xeno are on your team, Super Unit Ability activates. Costs 10 Hero Energy.

SH7-59 Mira (Towa Absorbed)

EL Type

HP: 3500

Power: 5500

Guard: 1500

CAA: Ultimate Spirit Bomb - Upon Great Success, permanently reduces the Guard of all enemies by 2,000. Once only.

Passive Ability: Fusion of Power and Magic - If your team triumphs in the Power Level Phase by over 2,000 points, increase this card’s Power by 10,000 and your team’s Hero Energy by 1 for that round only. Repeatable.

Super Attack: Peeler Storm, costs 4 Hero Energy.


SH7-60 Paragus: Xeno

HR Type

HP: 3800

Power: 2000

Guard: 3000

CAA: Space-Time Transfer - Summon Broly Dark and deals major Stamina damage to the enemy. Once only.

Passive Ability: Realized Aspirations - Immune to stuns. Also, every time this card gets attacked, increase the amount of damage this card will deal if it wins a CI by 1,000. This effect increases if “Dark Masked King” is on the enemy team. Repeatable.

Super Attack: Dark Dead Punisher, costs 5 Hero Energy.

SH7-61 Dark Masked King

BS Type

HP: 2800

Power: 5600

Guard: 1000

CAA: Draw - Upon Success, permanently reduce the attacked enemy's Guard to 1. Once only.

Passive Ability: Dignity of the Dark Masked King - If an Ultimate Unit Effect or Ultimate Unit Effect (S) is activated by the enemy team, increase the Power Level of your team by 15,000 during the Prep Phase if there is an ally in the Attack Area. Repeatable.

Super Attack: Dark King's Flash, costs 7 Hero Energy.


SH7-SEC Bardock (SSJ4)

EL Type

HP: 2700

Power: 5000

Guard: 1500

CAA: Lockon - The targeted enemy's damage mitigating effects are decreased by 50% and CI speed greatly increases. Once only.

Passive Ability: The Wandering Super Warrior - When launching a Super Attack, increase the damage of the Super Attack by 2x and it deals major Stamina damage if your team has 10 Hero Energy. Repeatable.

Super Attack: Rebellion Hammer, costs 4 Hero Energy.

SH7-SEC2 Broly Dark

BS Type

HP: 1800

Power: 8000

Guard: 1000

CAA: Ultimate Burst - Upon success, the attacked enemy's CI speed is permanently increased and this card deals major Stamina damage to the enemy. Repeatable.

Passive Ability: Darkness-Dominating Devil - This card is unable to participate in Cooperative attacks but is immune to stuns. Also, if this card wins the CI battle when attacking, increase damage done by (amount of Hero Energy your opponent has x 500). If this card wins the CI battle with a Perfect, this effect increases. Repeatable.

Super Attack: Dark Blast Stinger, costs 8 Hero Energy.


SH7-SEC3 Kefla (SSJ)

HR Type

HP: 3300

Power: 3800

Guard: 2000

CAA: Counter Rush - Upon Perfect Rush success, permanently decrease the attacking enemy's Power and Guard by 3,000. Once only.

Passive Ability: Fused Warrior of Universe 6 - At the end of the round, recover Stamina and increase Hero Energy by 1. If “Goku” is on the enemy team, this effect increases. Repeatable.

Super Attack: Fist Cannonball, costs 6 Hero Energy.

UUE: If Hit and Cabba are on your team, Super Attack damage dealt by unit members  increases by 2x against all enemies. Permanent. Costs 3 Hero Energy.

SH8


SH8-21 Goku (Ultra Instinct -Sign-)

EL Type

HP: 2200

Power: 7300

Guard: 1500

CAA: Space-Time Transfer - Summon Vegeta and deal a large amount of damage with "Final Kamehameha." If your team has 7 or more Hero Energy, deal a great amount of damage instead. Once only.

Passive Ability: Symptoms of Limitless Growth - When in the Attack Area, permanently increase the amount of damage this card deals. Repeatable.

Super Attack: Ultra Instinct -Sign-, costs 7 Hero Energy.


SH8-39 Aniraza

SP Type

HP: 3000

Power: 4500

Guard: 2000

Attack Effect: Perform a Super Attack when winning a CI battle.

Support Effect: Reduce the Stamina of all enemies. Repeatable.

Super Attack: Hyperspace Punch.

SH8-47 Goku: Xeno (SSJ4)

BS Type

HP: 3000

Power: 6700

Guard: 1000

CAA: Fusion - Partner with Vegeta: Xeno (SSJ4) and fuse during round 2 or later. After fusing, increase Power and Guard by 1.5x, every round gain Power Level x2, 3 Hero Energy, and recover Stamina.

Passive Ability: Super Fierce Battle with a Strong Opponent - At the end of the Power Level Phase, if your opponent has 7 or more Hero Energy, reduce the effect of all damage mitigating effects on the enemy team by 50% for that round. Repeatable.

Super Attack: 10x Instant Transmission Kamehameha, costs 7 Hero Energy.


SH8-50 Vegeta: Xeno (SSJ4)

HR Type

HP: 3500

Power: 4700

Guard: 2000

CAA: God Meteor - Upon Success, reduce all enemies’ damage reduction percentage by (amount of enemies in the Attack Area x 10%). Once only.

Passive Ability: The Storming Prince - During the first round only, increase Power and Guard by 2x and become immune to stuns.

Super Attack: Double Atomic Flash, costs 7 Hero Energy.

UUE: Time-Protecting Warrior Units - When Trunks: Xeno and Goten: Xeno are on your team, return all enemy's Attack and Guard to what they were at the start of the battle. Permanent. Costs 2 Hero Energy.

SH8-52 Supreme Kai of Time (Power of Time Unleashed)

EL Type

HP: 3300

Power: 3200

Guard: 2700

TAA: Shenron - Shenron can grant you a wish to restore either HP or Stamina. If the Wish Power gets maxed out, permanently increase the Miracle Perfect rate of all allies. Once only.

Passive Ability: Supreme Kai of Time’s Blessing - If this card is in the Support Area at the end of the Power Level Phase, increase the Miracle Perfect rate of all allies for that round only. If your opponent has 6 or more Hero Energy, the effect of this ability increases. Repeatable.

Super Attack: Judgment of Time, costs 4 Hero Energy.

UUE: If Goku: Xeno and Vegeta: Xeno are on your team, increase the Miracle Perfect rate of all allies and Power Level by 1000. Permanent. Costs 3 Hero Energy.


SH8-53 Bardock: Xeno (SSJ3)

BS Type

HP: 2300

Power: 6700

Guard: 1000

CAA: Freeze - Upon success, deal damage to the attacking enemy and permanently greatly increase their CI speed and reduce your opponent’s Hero Energy by 1. Once only.

Passive Ability: Controlling Power of The Mask - If your team has over 10,000 Power Level at the end of the Power Level Phase, become immune to Stamina damage during that round and perform a Super Attack regardless of how much Hero Energy your team has. Repeatable.

Super Attack: Full Charge Rebellion Edge, costs 8 Hero Energy.

SH8-61 Mechikabura

SP Type

HP: 3400

Power: 1000

Guard: 1000

Attack Effect: The Summoning of Dark Shenron - If there is an ally in the Attack Area other than this card, reduce the Power, Guard, and Stamina of the enemy in the Attack Area with the lowest Guard to 1. Once only.

Support Effect: None.


SH8-62 Masked Saiyan

 

EL Type

HP: 2500

Power: 5200

Guard: 1500

 

Special: Permanently increase damage done to the enemy at the start of battle. This effect increases for every ally with this same ability.

 

CAA: Counter Rush – Upon Perfect Rush success, reduce enemy Hero Energy by 1. Once only.

 

Passive Skill: Masked Warrior – Steal 3 Hero Energy from your opponent when winning a defensive CI if your opponent has 7 or more Hero Energy. Repeatable.

 

Super Attack: Darkness Rebellion Trigger, costs 7 Hero Energy.

 

 

SH8-63 Black Masked Saiyan

 

BS Type

HP: 2900

Power: 5400

Guard: 1000

 

Special: Permanently increase damage done to the enemy at the start of battle. This effect increases for every ally with this same ability.

 

CAA: Lock-on – Reduce the locked on enemy’s Power to 0. Once only.

 

Passive Skill: Black Masked Warrior – Permanently increase Power and Guard by 2x if own Stamina is 50% or higher in the Prep Phase. Repeatable.

 

Super Attack: Darkness Final Flash, costs 6 Hero Energy.

 

 

 

 


 

SH8-64 Dark Masked King

 

HR Type

HP: 3200

Power: 4600

Guard: 2000

 

Special: Permanently increase damage done to the enemy at the start of battle. This effect increases for every ally with this same ability.

 

CAA: Double – Upon Super Double Effect activation, permanently increase Power and Guard of this card and its partner by 1500. Once only.

 

Passive Skill: Masked Warrior of Darkness – Permanently increase damage done if your opponent has 6 more Hero Energy at the end of every round.

 

Super Attack: Darkness Kings Flash, costs 8 Hero Energy.  

 

 

 

SH8-65 Broly Dark

 

HR Type

HP: 2000

Power: 7000

Guard: 2000

 

Special: Permanently increase damage done to the enemy at the start of battle. This effect increases for every ally with this same ability.

 

CAA: Burst – Upon Super Burst activation, deal major Stamina damage to the enemy. Repeatable.

 

Passive Skill: The Masked Devil – Unable to participate in cooperative attacks but immune to stuns. Also, permanently increase Power and Guard by (number of attackers on both teams x 1000) if own HP is 70% or below at the end of the Power Level Phase. Repeatable.

 

Super Attack: Darkness Blast Stinger, costs 8 Hero Energy.

 

 

 


SH8-SEC Gogeta: Xeno (SSJ4)

HR Type

HP: 2500

Power: 8600

Guard: 2000

CAA: Counter Rush - Upon Perfect Success, permanently reduce the damage mitigating effects of the attacking enemy by 50%. Once only.

Passive Ability: The Almighty Fused Warrior - If this card is the only ally in the Attack Area, this card gains 10,000 Power and is able to attack 3 times. Repeatable.

Super Attack: Atomic Kamehameha, costs 8 Hero Energy.

UUE: Peerless Fused Warrior Units (S) - If Gohan: Xeno and Trunks: Xeno are on your team, all allies recover Stamina and permanently increase their Power by 5000. Costs 7 Hero Energy.

SH8-SEC2 King Vegeta: Xeno

EL Type

HP: 3000

Power: 4400

Guard: 1500

TAA: Dark Shenron - Allows you to choose between a regular damage wish and a Stamina damage wish. If the wish power gets maxed out, permanently reduce the Guard of all enemies by 50%. Once only.

Passive Ability: The Saiyan King Tainted by Darkness - At the end of the Power Level Phase, greatly increase the CI speed of all enemies that have a Power of over 12000 for that round only. Repeatable.

Super Attack: Dark King's Flash, costs 7 Hero Energy.


UM1


UM1-17 Goku (Ultra Instinct -Sign-)

HR Type

HP: 2100

Power: 7800

Guard: 2000

CAA: God Kamehameha - Upon God Power activation, transform into Ultra Instinct and permanently increase Power by 15,000. Once only.

Passive Ability: Conclusive Sign - During the 3rd round only, if your team has 1 or more attackers, increase your team's Power Level by (own Hero Energy amount x 2,000).

Super Attack: Ultra Instinct -Sign-, costs 7 Hero Energy.


UM1-19 Vegeta (SSGSS Evolution)

EL Type

HP: 2600

Power: 7100

Guard: 1500

CAA: Counter Rush - Upon perfect rush activation, deal 3x damage. Once only.

Passive Ability: Limitbreaking Prince - At the end of a Power Level Phase where this card was in the Attack Area, permanently increase Power by 5,000 and restore Stamina for every 5,000 Power Level calculated in the round. Repeatable.

Super Attack: Gamma Burst Flash, costs 6 Hero Energy.

UUE: Ultimate Warriors of Universe 7 Units - If Goku (Ultra Instinct) and Ultimate Gohan are on the same team as Vegeta, Super Unit Ability activates. Costs 10 Hero Energy.

UM1-54 Goku

EL Type

HP: 3500

Power: 4800

Guard: 1500

CAA: Sparking - Upon Super Sparking activation, decrease the Hero Energy of the enemy team by 2 and deal 2x damage. Once only.

Passive Ability: Optimistic Super Warrior - At the end of the first round, increase the Power of all ally attackers by 2,000. Also, revert the CI speed of this card back to how it was at the beginning of the match and negate all abilities that affect CI speed alteration. Permanent.

Super Attack: Dancing Twin Dragon Blast, costs 4 Hero Energy.


UM1-56 Trunks: Future

HR Type

HP: 3700

Power: 3200

Guard: 2000

TAA: Super Energy - Upon Large Success, permanently reduce the Power and Guard of the attacked enemy by 5,000. Once only.

Passive Ability: Captured Hope - When in the Support Area, reduce the damage received by all allies for that round only. This effect increases for every enemy attacker with a Power of 20,000 or higher. Repeatable.

Super Attack: Extreme Masenko, costs 4 Hero Energy.

UM1-59 Goku: GT (SSJ4)

BS Type

HP: 2400

Power: 6600

Guard: 1000

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

CAA: Ultimate Dragon Fist - Upon Full Charge Success, permanently increase Power by 8,000. Also, increase damage even more if successful with the CAA. Once only.

Passive Ability: Wild Super Saiyan 4 - When an offensive CI battle is won, greatly increase the CI speed of all enemies belonging to the Cooperative attack group that was attacked by this card. Repeatable.

Super Attack: 10x Kamehameha, costs 7 Hero Energy.


UM1-60 Gohan: GT (SSJ4)

BS Type

HP: 2300

Power: 7500

Guard: 1000

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

CAA: Counter Rush - Upon Perfect Rush activation, reduce your opponent’s Hero Energy by 3. Once only.

Passive Ability: Wrathful Super Saiyan 4 - At the end of every round, if there is an ally with Power of 100 or below, permanently reduce the damage mitigating effects of all enemies by 50%.

Super Attack: Ultimate Soaring Dragon Fist, costs 7 Hero Energy.

UM1-61 Vegeta: GT (SSJ4)

EL Type

HP: 2700

Power: 5500

Guard: 1500

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

CAA: Triple - Upon Super Triple Effect activation, permanently ignore the Guard of the attacked enemy. Once only.

Passive Ability: Solitary Super Saiyan 4 - If this card’s Power or Guard are 100 or lower during the Power Level Phase, permanently increase Power and Guard by 10,000 and damage dealt by 2x. Repeatable.

Super Attack: Final Shine Attack, costs 7 Hero Energy. 


UM1-62 Gogeta: GT (SSJ4)

HR Type

HP: 2200

Power: 8400

Guard: 2000

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

CAA: Double - Upon activation of Super Double Effect, this card and its partner deal an additional 1,500 damage per CI battle win. Once only.

Passive Ability: Ultimate Super Saiyan 4 - At the end of every round, if your team took under 5,000 damage during that round, permanently increase this card’s Power and Power Level by 3x and fully recover Stamina.

Super Attack: Big Bang Kamehameha, costs 8 Hero Energy.

UM1-63 Broly (SSJ4)

HR Type

HP: 2100

Power: 7800

Guard: 2000

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

CAA: Sparking - Upon activation of Super Sparking, deal major Stamina damage to the enemy. Once only.

Passive Ability: Devilish Super Saiyan 4 - Immune to stuns but unable to participate in a Cooperative attack. Also, at the end of the first round, permanently increase Power by the amount of HP your team has remaining.

Super Attack: Gigantic Destruction, costs 8 Hero Energy.


UM1-64 Bardock (SSJ4)

EL Type

HP: 2600

Power: 5100

Guard: 1500

Special: Increase Power Level generated through Stamina consumption by 4x during the 3rd round only.

TAA: Super Energy - Upon Super Success, permanently ignore the damage mitigating effects of the enemy. Once only.

Passive Ability: At the end of the Power Level Phase while this card is in the Attack Area, deal 2.5x damage during that round only if your opponent’s Power Level is 12,000 or higher. Repeatable.

Super Attack: Rebellion Hammer, costs 7 Hero Energy.

UM1-SEC Goku (Ultra Instinct)

HR Type

HP: 2200

Power: 8500

Guard: 2000

CAA: Ultimate Burst - Upon awakening burst activation, increase damage even more. Also, permanently steal 5,000 Power from the attacked enemy. Repeatable.

Passive: Acquired Instinct - At the start of the battle, deal 3x damage. But, at the end of the 2nd round, permanently reduce Power and Guard to 0.

Super Attack: Silver Dragon Flash, costs 6 Hero Energy.


UM1-SEC2 Jiren (Full Power)

BS Type

HP: 3200

Power: 5500

Guard: 1000

CAA: Lock-on - If the locked on enemy is Goku, the damage multiplier of this effect increases. Once only.

Passive Ability: Power Surpassing Gods of Destruction - At the start of the battle, increase damage done by 1.5x. This effect increases if your team has less HP than your opponent does.

Super Attack: Overheat Magnetron, costs 8 Hero Energy.

UUE: Elite Stun Nullification Units - If Toppo and Dyspo are on your team, unit members become immune to stuns. Permanent. Costs 2 Hero Energy.

UM1-SEC3 Fu

EL Type

HP: 3800

Power: 3600

Guard: 1500

CAA: Draw - Upon success, greatly increase the CI speed of the affected enemy and reduce your opponent’s Hero Energy by 2. Once only.

Passive Ability: Bottomless Curiosity - At the end of every round, increase the Power of 2 random allies by 20,000.

Super Attack: Remote Serious Bomb, costs 4 Hero Energy.


UM2


UM2-031 Goku (SSJ: Berserk)

BS Type

HP: 2000

Power: 6900

Guard: 1000

CAA: Ultimate Dragon Fist - Upon success, permanently decrease own Guard by 4,000 but increase Power by 12,000. Once only.

Passive Ability: Maliceful Erosion - At the start of every round when this card’s Stamina is 25% or above, damage dealt increased by 2x in exchange for losing Stamina.

Super Attack: Berserk Dragon Fist, costs 8 Hero Energy.


UM2-032 Goku: Xeno (SSJ4)

EL Type

HP: 3000

Power: 6200

Guard: 1500

CAA: Ultimate Spirit Bomb - Upon Great Success, permanently reduce the Power of all enemies by 3,000 and increase the speed of their CI. Once only.

Passive Ability: Challenging a Strong Opponent -Deal 3x damage if attacking an enemy with 15,000 or more Power. Repeatable.

Super Attack: 10x Instant Transmission Kamehameha, costs 8 Hero Energy.

UM2-034 Vegeta (SSGSS)

HR Type

HP: 2800

Power: 6500

Guard: 2000

CAA: Counter Rush - Upon activation of Perfect Rush, permanently greatly increase the CI speed of the countered enemy. Once only.

Passive Ability: Azure Saiyan - When in the Attack Area during the Prep Phase, increase Power Level by (amount of allies in the Attack Area x 1500). But, this additional Power Level will not grant additional Hero Energy. Repeatable.

Super Attack: Fully-Charged Final Flash, costs 7 Hero Energy.


UM2-036 Trunks: Future (SSJ Rage)

HR Type

HP: 3000

Power: 5300

Guard: 2000

TAA: Super Slash - Upon activation of perfect slash, permanently reduce the Guard of the attacked enemy to 1. Once only.

Passive Ability: Frothing Anger - While in the Attack Area at the end of the round and if your team took at least 3,000 damage during the round, increase the CI speed of all enemies and reduce your opponent’s Hero Energy by 2. Repeatable.

Super Attack: Point-Blank Galick Gun, costs 6 Hero Energy.

UUE: Debuffer Killing Units - If Vegeta and Goku are on your team, restore the Power of all allies to its original value if it is lower than what it was at the beginning of the battle. Also, affected allies permanently deal double damage to all enemies. Costs 5 Hero Energy.

UM2-037 Mai

SP Type

HP: 3500

Power: 1000

Guard: 1000

Attack Effect: Mai’s Deranged Strategy - Greatly increase the CI speed of all enemies for 1 round. Twice only.

Support Effect: None


UM2-060 Android 21

EL Type

HP: 3200

Power: 3500

Guard: 4300

CAA: Triple - Upon Super Triple Effect activation, the attacked enemy will no longer be able to increase Power Level through Stamina consumption. Once only.

Passive Ability: The Android Riddled in Mystery - During the 3rd round only, the enemy team cannot raise their Power Level higher than 15,000. Also reduce the Stamina of all enemies.

Super Attack: Absolute Release Ball, costs 5 Hero Energy.

UUE: Resurrected Units - If Android 16 and Android 18 are on your team, activate "Revival Chance" when KO’d that gives you a chance to perform certain actions as shown on the screen in order to revive with 1,000 HP remaining. Costs 7 Hero Energy.

UM2-SEC Goku (Ultra Instinct)

BS Type

HP: 2100

Power: 8500

Guard: 1000

CAA: Space-Time Transfer - Summons Vegeta and inflict large damage to the enemy with a combined attack. If Hero Energy is 7 or higher, greatly increase the amount of damage dealt. Once only.

Passive Ability: The Silvery White Warrior - If HP is below 40% at the end of the round, fully recover all Stamina and permanently deal 5x more damage to the enemy. Once only.

Super Attack: Ultra Instinct, costs 8 Hero Energy.


UM2-SEC2 Golden Cooler

EL Type

HP: 3700

Power: 5800

Guard: 1500

CAA: Lock-on Burst - The locked on enemy's Guard drops to 1 and their CI speed is greatly increased for that round only. Once only.

Passive Ability: The Universe’s Strongest Radiance - At the end of every round, restore Stamina and increase Power Level by 2,000. Also, if your team's HP is lower than the opponent's, this effect is increased.

Super Attack: Golden Supernova, costs 7 Hero Energy.

UM2-SEC3 Evil Saiyan

BS Type

HP: 1700

Power: 9500

Guard: 1000

CAA: Ultimate Burst - Upon activation of Awakening Burst, permanently halve the Guard of the attacked enemy and deal major Stamina damage. Repeatable.

Passive Ability: Evil Incarnation - Unable participate in Cooperative attacks, but immune to stuns. When the enemy's Hero Energy is 8 or more and this card wins a CI battle, permanently double the damage dealt to the enemy and reduce enemy Hero Energy to 0. Repeatable.

Super Attack: Désastre Claw, costs 8 Hero Energy.


UM3


UM3-025 Goku: Xeno (SSJ)

HR Type

HP: 2900

Power: 4200

Guard: 2000

CAA: Ultimate Spirit Bomb - Upon Great Success, revert all enemy damage multiplying effects back to their original amounts. Once only.

Passive Ability: Counterattack Signal - If your HP is lower than the enemy’s at the end of a round where this card was in the Attack Area, restore Stamina of all allies and gain 1 Hero Energy. Repeatable.

Super Attack: Super Dragon Flash Fist, costs 6 Hero Energy.

UUE: Elite Saiyan Units - When Gohan: Xeno and Goten: Xeno are on your team, recover 2,000 HP and increase Power of all allies by 2,000. Permanent. Costs 4 Hero Energy.


UM3-026 Gohan: Xeno

EL Type

HP: 3300

Power: 4200

Guard: 3100

CAA: Double - Upon Super Double Effect activation, this card as well as its partner permanently double their Guard. Once only.

Passive Ability: Sibling Hidden Potential Unlocked - At the start of the battle, become immune to stuns and if Goten: Xeno is present on the team, permanently gain 3x more Power Level through Stamina consumption.

Super Attack: Fierce Demon Flash Breaker, costs 4 Hero Energy.

UUE: Turn the Tables Units (S) - If Goku: Xeno and Goten: Xeno are on your team, increase Power of all allies by the amount of damage sustained up until the activation of this effect. Permanent. Costs 3 Hero Energy.

UM3-027 Goten: Xeno

BS Type

HP: 2700

Power: 5500

Guard: 1000

CAA: Triple - Upon Super Triple Effect activation, permanently greatly increase the CI speed of the attacked enemy and decrease their Power by 5,000. Once only.

Passive Ability: Sibling Hidden Potential Unlocked - At the start of battle become immune to stuns and if Gohan: Xeno is present on the team, permanently increase own Power and Guard by 8,000.

Super Attack: Dragon Claw Dance, costs 6 Hero Energy.

UUE: Time Protecting Warrior Units - If Gohan: Xeno and Vegeta: Xeno are on your team, reduce the Power and Guard of all enemies to their original amounts. Permanent. Costs 2 Hero Energy.


UM3-028 Vegeta: Xeno (SSJ)

EL Type

HP: 3000

Power: 4100

Guard: 1500

CAA: Space-Time Transfer (Slice) - Fu will summon Goku: Xeno (SSJ) who will perform a Super Dragon Flash Fist Attack and deal large damage to the enemy. Also upon success of tearing up space-time, permanently seal the attacked enemy’s ability to increase Power Level through Stamina consumption. Once only.

Passive Ability: The Counterattacking Prince - At the end of a Power Level Phase where this card was in the Attack Area and your opponent’s units in the Attack Area’s total Power is higher than the total Power of your team’s units in the Attack Area, your team takes half damage for that round only. Repeatable.

Super Attack: Atomic Flash, costs 6 Hero Energy.

UM3-036 Robel

EL Type

HP: 3200

Power: 2700

Guard: 2800

CAA: Lock-on - If the selected enemy’s Power is higher than this card’s, reduce the amount of damage mitigating effects of that enemy by 50% for the round this ability is activated. Once only.

Passive Ability: Demigra’s Secretary - Increase Power of all allies by (number of enemies in the Attack Area x 2,000) during the Power Level Phase for the current round only. If Demigra is present on the team, this effect increases. Repeatable.

Super Attack: Elegance Bolt, costs 5 Hero Energy.


UM3-037 Demon God Demigra

BS Type 

HP: 2800

Power: 6200

Guard: 1000

CAA: God Meteor - During the round after activation, decrease all damage multiplying effects of all enemy supporters by (amount of enemies in the Support Area x 10%). Once only.

Passive Ability: Stored Demonic Power - If this card is designated to the Support Area during the Prep Phase, increase a random ally’s Power in the Attack Area to be equal to that of the ally with the highest Power in the Attack Area for 1 round. Repeatable.

Super Attack: Lightning Distortion, costs 7 Hero Energy.

UM3-038 Goku (SSGSS)

BS Type 

HP: 2400

Power: 7900

Guard: 1000

CAA: Fusion - Vegeta (SSGSS) is used as a partner. While fused, increase Power Level by 2x and recover Stamina every round. Also, permanently increase damage dealt by 1.5x and ignore Guard and any other damage mitigating effects when attacking.

Passive: Burning Fighting Spirit Toward Strong Enemies - During the 1st round only, negate any enemy abilities and Power Level effects that increase Hero Energy.

Super Attack: God Kamehameha, costs 7 Hero Energy.


UM3-059 Cumber

HR Type

HP: 2200

Power: 7500

Guard: 2000

CAA: Counter Rush - Upon Perfect Rush Success, permanently halve the attacking enemy’s Guard. Once only.

Passive Ability: Seal-Destroying Saiyan - Unable to participate in Cooperative attacks but immune to stuns. Also, while this card is in the Attack Area during the Prep Phase, halve the Stamina of all enemies and reduce your opponent’s Hero Energy by 3. Repeatable.

Super Attack: Disaster Eraser, costs 7 Hero Energy.

UM3-069 Android 21 (Transformed)

HR Type

HP: 3000

Power: 5500

Guard: 2000

CAA: Draw - Upon success, permanently reduce the damage mitigating effects of the targeted enemy by 50%. Once only.

Passive Ability: Wonderful Sweets Time - After a Power Level Phase where this card was in the Attack Area, recover own Stamina and HP depending on the amount of enemies in the Attack Area. Repeatable.

Super Attack: Photon Wave, costs 5 Hero Energy.


UM3-SEC Vegito (SSGSS Kaioken)

HR Type

HP: 2500

Power: 8100

Guard: 2000

CAA: Ultimate Dragon Fist - Upon Full Charge Success, permanently increase damage dealt by 1.5x. Once only.

Passive Ability: Vegito Blue’s Kaioken - If Hero Energy is lower than your opponent’s when winning a CI battle, increase damage dealt by (the difference in Hero Energy x 1,000). Repeatable.

Super Attack: Instant Transmission Final Kamehameha, costs 8 Hero Energy.

UM3-SEC2 Cumber (SSJ)

EL Type

HP: 1800

Power: 8300

Guard: 1500

TAA: Super Energy - Upon Great Success, permanently halve the attacked enemy’s Guard and decrease your opponent’s Hero Energy by 2. Once only.

Passive Ability: Ancient Saiyan of Evil - Unable to participate in Cooperative attacks but immune to stuns. Also, if this card attacks an enemy whose Cooperative attack group contains 3 or more units and this card wins the CI battle, permanently reduce the Power and Guard of all members of that enemy’s Cooperative attack group to 1. Repeatable.

Super Attack: Savage Tyrant, costs 8 Hero Energy.


UM3-SEC3 Android 21 (Transformed - Evil)

BS Type

HP: 2800

Attack: 6500

Guard: 1000

CAA: Ultimate Burst - Upon Awakening Burst activation, permanently steal 5,000 Guard from the attacked enemy. Repeatable.

Passive Ability: Unleashed Predatory Impulse - At the end of the Power Level Phase, restore Stamina and increase damage done the more Hero Energy the enemy team has for the current round only. Repeatable.

Super Attack: Hungry Time, costs 4 Hero Energy.

UM4


UM4-032 Gohanks: Xeno (SSJ3)

EL Type

HP: 3300

Power: 4400

Guard: 2700

CAA: Counter Rush - Upon activation of Perfect Rush, permanently halve the Power of the attacking enemy. Once only.

Passive Ability: Move of Resuscitation - At the start of the round, if your team has 50% or less HP remaining, restore the Stamina of all allies and permanently double the rate at which Power Level increases from Stamina consumption. Repeatable.

Super Attack: Super Exploding Fire Slash, costs 7 Hero Energy.

UUE: Damage Reduction Units - If Goten: Xeno and Vegeta: Xeno are on your team, halve the amount of damage sustained by all allies. One round only. Costs 4 Hero Energy.


UM4-033 Elder Kai

SP Type

HP: 2100

Power: 1000

Guard: 1000

Attack Effect: Potential-Unlocking Ritual - When this card is linked with an ally, that ally's Power and Guard is increased depending on their Ritual Level.

Support Effect: Potential-Unlocking Ritual - Change the Support Area, which restores HP by (amount of ally characters in the Support Area x 500). Also, increase Ritual Level by 1. One round only.

UM4-043 Goku (SSGSS Kaioken x20)

BS Type

HP: 2200

Power: 7500

Guard: 1000

CAA: Dokabaki - Upon Large Success, permanently reduce the damage mitigating effects of the attacked enemy by 50%. Once only.

Passive Ability: Double-Edged Kaioken - At the start of battle, receive no Stamina damage and permanently increase Power and Guard by 1.5x. But, at the end of the second round greatly reduce own Stamina and decrease own Hero Energy by 3.

Super Attack: Super Spirit Bomb, costs 7 Hero Energy.

UUE: If Vegeta and Trunks: Future are your team, nullify all enemy damage multiplying effects. But, do not nullify amplification effects related to Burst CAAs. Permanent. Costs 3 Hero Energy.


UM4-046 Trunks: Future (SSJ3)

HR Type

HP: 3500

Power: 3500

Guard: 3100

TAA: Super Energy - Upon Large Success, permanently greatly increase the attacked enemy's CI speed and reduce their Power by 5,000. Once only.

Passive Ability: Super Saiyan 3 of Hope - While being the only card in the Attack Area, reduce damage taken by 80% and increase Hero Energy by 1. Once only.

Super Attack: Full Charge Burning Attack, costs 4 Hero Energy.

UUE: If SSJ Goku and SSJ Vegeta are on your team, Super Unit Ability activates. Costs 10 Hero Energy.

UM4-065 Hatchiyack (Super Grudge Amplification)

BS Type

HP: 2800

Power: 5400

Guard: 1000

CAA: Sparking - Upon Super Sparking activation, permanently reduce the Guard of the attacked enemy by 5,000. Once only.

Passive Ability: Super Hatred Amplification Device - Greatly increase the amount of damage dealt by this card’s Super Attack the more damage your team sustains. Once only.

Super Attack: Full Power Revenge Cannon, costs 9 Hero Energy.


UM4-066 Majin Ozotto

HR Type

HP: 3600

Power: 3100

Guard: 2000

CAA: Draw - Upon success, permanently nullify the ability of the attacked enemy to increase Power Level through Stamina consumption. Once only.

Passive Ability: The Majin Engulfed in Mystery - At the beginning of every round, decrease the amount of Power Level increased through Stamina consumption by both teams. Also, if the enemy team activated an Ultimate Unit Effect, nullify any UUEs that may otherwise activate on or after the next round.

Super Attack: Ignite Vision, costs 6 Hero Energy.

UM4-067 Great Ape Cumber

SP Type

HP: 2100

Power: 5000

Guard: 2000

(Able to participate in Cooperative attacks with other giant characters)

Attack Effect: Roar of Great Ape Cumber - Launch Super Attack when victorious in the CI battle.

Support Effect: Roar of Great Ape Cumber - Reduce Stamina of the 3 enemy attackers that have the most Stamina. Repeatable.

Super Attack: Disaster Compress


UM4-068 Vegito

 

EL Type

HP: 2800

Power: 5500

Guard: 1500

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: God Kamehameha – When unleashing God Power transform into SSGSS and permanently increase Power by 4000 and damage done by 1.5x. Once only.

 

Passive Ability: God-Opposing Fused Warrior – When attacking, increase damage by (number of enemies in cooperative group being attacked x 1000). This effect does not activate when attacking a single enemy. Repeatable.

 

Super Attack: Spirit Sword, costs 7 Hero Energy.

 

UM4-069 Masked Saiyan

 

HR Type

HP: 3000

Power: 4200

Guard: 2000

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Ultimate Burst – Permanently greatly increase the CI speed of the attacked enemy. Repeatable.

 

Passive Ability: Masked Warrior of Great Mystery – Permanently increase Power by (amount of Hero Energy of both teams x 1000) at the end of every round.

 

Super Attack: Dark Rebellion Trigger, costs 7 Hero Energy.

 


 

 

UM4-070 Yamcha

 

EL Type

HP: 3400

Power: 1200

Guard: 1500

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Battle Capsule – Own team effect: permanently increase damage dealt by allies by 2.5x. Enemy team effect: permanently increase damage received by 2x. Once only.

 

Passive Ability: Heroic Earthling – Recover 1500 HP at the beginning of the round. Repeatable.

 

Super Attack: Wolf Fang Fist, costs 5 Hero Energy.  

 

 

UM4-071 Grand Priest

 

SP Type

HP: 1800

Power: 1000

Guard: 1000

 

Attack Effect: All allies are able to launch their Super Attacks. This effect does not activate if Super Attacks are sealed.

 

Support Effect: None.

 

 

 

 

 

 

 


UM4-072 Evil Saiyan

HR Type

HP: 2700

Power: 7000

Guard: 2000

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Lock-on – Deal 1.5x damage to the locked on enemy. This effect increases if the attacked enemy has a higher Power than this card. Once only.

 

Passive Ability: Magnified Evil – Unable to participate in cooperative attacks but immune to stuns. If there are more enemy attackers than ally attackers at the end of the Power Level Phase, permanently increase the CI speed of all enemies and decrease enemy Hero Energy by 1. Repeatable.

 

Super Attack: Désastre Claw, costs 8 Hero Energy.

 

UM4-073 Dark Masked King

 

EL Type

HP: 3200

Power: 4100

Guard: 1500

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Double – Upon Super Double Effect activation, this card and its partner permanently take nearly no stamina damage. Once only.

 

Passive Ability: King of the Dark Mask – Halve the damage dealt by the enemy in any round in which they activated an Ultimate Unit Effect or Ultimate Unit Effect S. Repeatable.

 

Super Attack: Dark King’s Flash, costs 7 Hero Energy.

 


 

UM4-074 Bardock (SSJ4)

 

HR Type

HP: 2500

Power: 5200

Guard: 2000

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Dokabaki – Upon Large Success, permanently increase the CI speed of the countered enemy. Once only.

 

Passive Ability: The Counterattacking Warrior – Deal major Stamina damage to the attacked enemy and permanently greatly reduce the amount of Stamina they recover from being in the Support Area after winning the Power Level Phase. Repeatable.

 

Super Attack: Rebellion Hammer, costs 7 Hero Energy.

 

UM4-075 Broly (SSJ4)

 

BS Type

HP: 2800

Power: 6500

Guard: 1000

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: God Meteor – In the round following activation, reduce the opponent’s Hero Energy by the amount of enemies in the Attack Area. Once only. Once only.

 

Passive Ability: Fixated Devil – Unable to participate in cooperative attacks but immune to stuns. Permanently increase Power and Guard by 2000 at the start of every round. If there is an enemy “Goku: Youth,” “Goku,” “Goku: GT,” or “Goku: BR,” this effect increases.  

 

Super Attack: Gigantic Destruction, costs 8 Hero Energy.

 


UM4-076 Goku Black (Super Saiyan Rosé)

 

BS Type

HP: 3100

Power: 4400

Guard: 1000

 

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

 

CAA: Ultimate Dragon Fist – Upon Full Charge Success, permanently increase Guard by 2000. Once only.

 

Passive Ability: Rose-colored Super Saiyan – Gain 1 Hero Energy and permanently increase damage dealt by 1.2x whenever this card wins its CI. Repeatable.

 

Super Attack: Super Black Kamehameha, costs 5 Hero Energy.

UM4-SEC Goku (Ultra Instinct)

BS Type

HP: 2600

Power: 8000

Guard: 1000

Special: Recover Stamina at the start of Round 3. This effect increases the more allies there are with this same ability.

CAA: Counter Rush - Upon activation of Perfect Rush, permanently greatly increase the CI speed of the attacked enemy and reduce your opponent’s Hero Energy by 2.

Passive Ability: Work of The Gods - When being attacked, reduce the damage of any attack that would do over 1,000 damage to 0. Once only.

Super Attack: Ultra Instinct, costs 8 Hero Energy.


UM4-SEC2 Omega Shenron: Xeno

HR Type

HP: 3200

Power: 5500

Guard: 2000

CAA: Change - Upon success, transform into Enhanced Demon Form and lose the ability to participate in Cooperative Attacks but perform a Super Attack regardless of  Hero Energy requirements  and permanently increase Power by 10,000. Once only.

Passive Ability: Shadow Dragon of Darkness - If this card’s CAA is successful, reduce the Stamina of all enemies and ignore Guard and damage mitigating effects while attacking at the end of the Power Level Phase. Repeatable.

Super Attack: Ultimate Minus Energy Power Ball, costs 6 Hero Energy.

UM4-SEC3 Super Fu

EL Type

HP: 3600

Power: 4600

Guard: 1500

TAA: Super Slash - Upon activation of Perfect Slash, greatly increase the CI speed of the attacked enemy and reduce your opponent’s Hero Energy by 3. Once only.

Passive Ability: The Wrathful Researcher - At the beginning of every round, decrease the amount of Power Level increased through Stamina consumption by the enemy team. Also, if there is a giant character on the enemy team, this effect increases.

Super Attack: Surprise Blade, costs 4 Hero Energy.


UM5


UM5-040 Goku (SSJG)

EL Type

HP: 3000

Power: 6500

Guard: 1500

CAA: Ultimate Spirit Bomb - Upon Large Success, permanently reduces the damage mitigating effects of all enemies by 30%. Once only.

Passive Ability: Legend of the Saiyan God - Whenever this card receives an attack, greatly increase the CI speed of the attacking enemy. Also, whenever this card wins a defending CI, reduce your opponent’s Hero Energy by 2. Repeatable.

Super Attack: Limitbreak Kamehameha, costs 7 Hero Energy.

UUE: Saiyans of Justice Units - When Vegeta and Future Trunks are on your team, reduce the Guard of all enemies to 1. One round only. Costs 6 Hero Energy.


UM5-048 Fu

HR Type

HP: 3600

Power: 4100

Guard: 2800

TAA: Super Energy - Upon Large Success, deal major Stamina damage to the enemy and reduce your opponent’s Hero Energy by 2. Once only.

Passive Ability: Space-Time Distorting Scientist - At the start of battle, prevent the enemy from getting Miracle Perfect CIs. Additionally, if Goku: Xeno or Vegeta: Xeno are present on the enemy team, prevent the enemy from getting Cooperative Perfect CI effects. Permanent.

Super Attack: Remote Serious Bomb, costs 3 Hero Energy.

UM5-049 Cumber (SSJ3)

EL Type

HP: 1700

Power: 8500

Guard: 1500

CAA: Sparking - Upon activation of Super Sparking, double the amount of Stamina damage dealt by Sparking. Once only.

Passive Ability: Awakened Evil Saiyan - Unable to participate in Cooperative attacks but immune to stuns. Also, if the enemy team has more attackers than your team at the end of the Power Level Phase, reduce the Guard of all enemies by 5,000 and greatly increase the CI speed of all enemies. Repeatable.

Super Attack: Hard Disaster Laser, costs 7 Hero Energy.


UM5-052 Goku: BR (SSGSS)

EL Type

HP: 2600

Power: 6800

Guard: 1500

CAA: Space-Time Transfer - Summons SSGSS Vegeta: BR, fuses into SSGSS Gogeta: BR, and deals an extremely large amount of damage to the enemy. Once only.

Passive Ability: Clash with a Fierce Enemy - At the end of every round, this card restores all of its Stamina and permanently increases the amount of damage done with Super Attacks by 2x if your team dealt 5,000 or more damage.

Super Attack: Transcendent God Kamehameha, costs 8 Hero Energy.

UM5-054 Vegeta: BR (SSGSS)

HR Type

HP: 3100

Power: 6400

Guard: 2000

CAA: Lock-on - Deal 1.2x damage to the chosen target and if the target has a Guard of 100 or lower, this effect increases. Once only.

Passive Ability: The Counterattacking Prince - When in the Attack Area at the end of the Power Level Phase, increase own Guard by 5,000 for that round only. Additionally, if this card’s Stamina is in the "pinch" state, increase the damage dealt by all allies by 1.3x for that round only. Repeatable.

Super Attack: Super Big Bang Attack, costs 4 Hero Energy.

UUE: HP-Converting Units - If Goku: BR and Whis are on your team, increase the Power of all allies by the amount of HP currently remaining. One round only. Costs 5 Hero Energy.


UM5-060 Bardock: BR

BS Type

HP: 3000

Power: 4500

Guard: 1000

CAA: Double - Upon activation of Super Double Effect, permanently increase damage dealt by this card and its partner by 1.5x. Once only.

Passive Ability: Rebellious Saiyan - While in the Attack Area at the end of the Power Level Phase, reduce both Guard by 5,000 and the damage mitigating effects by 30% of all enemies who have Power of 20,000 or higher for 1 round only. Repeatable.

Super Attack: Rebellion Fang, costs 7 Hero Energy.

UM5-067 Paragus: BR (Old)

HR Type

HP: 3800

Power: 1600

Guard: 2000

CAA: Space-Time Transfer - Summon Broly: BR and deal large damage with the "Gigantic Cluster" attack. Also reduce enemy Hero Energy by 2. Once only.

Passive Ability: Berserker Control Apparatus - While in the Support Area during the Prep Phase, restore the Stamina of all allies in the Attack Area. Additionally, increase Hero Energy by 3 if Broly: BR is in the Attack Area. Repeatable.

Super Attack: Dead Punisher, costs 5 Hero Energy.


UM5-068 Broly: BR (Wrathful)

BS Type

HP: 2200

Power: 6300

Guard: 1000

CAA: Dokabaki - Upon Large Success, permanently greatly increase the CI speed of the enemy. Once only.

Passive Ability: Rage-Reliant Strike - Unable to participate in a Cooperative attack but immune to stuns. Also, greatly increase the amount of damage dealt to the enemy whenever attacking. Repeatable.

Super Attack: Gigantic Breath, costs 6 Hero Energy.

UM5-SEC Vegito: Xeno (SSJ4)

BS Type

HP: 2500

Power: 6500

Guard: 1000

CAA: Ultimate Burst - Upon activation of Awakened Burst Mode, greatly increase the CI speed of the attacked enemy and increase the amount of damage dealt by the current attack by 2,000. Repeatable.

Passive Ability: The Unknown Fused Warrior - When in the Attack Area become immune to stuns for that round. Also, when winning the attacking CI, steal 5,000 Power from all members of the attacked enemy's Cooperative attack group. Repeatable.

Super Attack: Galaxy Spirit Sword, costs 8 Hero Energy.

UUE: Energy-Up Sealing Units - When Goten: Xeno and Gohan: Xeno are present on your team, prevent your opponent from increasing Hero Energy through Power Level consumption. One round only. Costs 2 Hero Energy.


UM5-SEC2 Broly: BR (SSJ)

EL Type

HP: 1900

Power: 8400

Guard: 1500

CAA: Lock-on Burst - Reduce the amount of damage mitigating effects of the targeted enemy by 50% and increase the amount of damage dealt to the enemy when this card launches a Super Attack the round this effect is activated. Once only.

Passive Ability: Saiyan of Rage and Sorrow - Unable to participate in a Cooperative attack but immune to stuns. Also, reduce the Stamina of all enemies for every 8,000 Power Level that the enemy team has at the end of the Power Level Phase. Repeatable.

Super Attack: Gigantic Omega Storm, costs 7 Hero Energy.

UM5-SEC3 Goku (Ultra Instinct)

HR Type

HP: 2600

Power: 7000

Guard: 2000

CAA: Ultimate Dragon Fist - Upon activation of Full Charge, permanently increase Guard and Power by 5,000 and further increase the damage dealt by Ultimate Dragon Fist. Once only.

Passive Ability: Awakened Through Extremity - When winning the attacking CI and your team has 3 or more Hero Energy than your opponent does, increase the amount of damage dealt by this attack by 5,000. Repeatable.

Super Attack: Almighty Kamehameha, costs 8 Hero Energy.


UM6


UM6-045 Kefla (SSJ2)

BS Type

HP: 2900

Power: 6000

Guard: 1000

CAA: Dokabaki - Upon Great Success, permanently reduce the damage of the attacked enemy’s Super Attack by 50%. Once only.

Passive Ability: Gushing Energy - During the Prep Phase of the 2nd round, fully recover Stamina and gain 5 Hero Energy.

Super Attack: Gigantic Burst, costs 6 Hero Energy.

UUE: Mega Pressure Units - If Cabba and Hit are on your team, slightly decrease the CI speed of all allies and slightly increase the CI speed of all enemies. One round only. Costs 3 Hero Energy.


UM6-046 Hit

EL Type

HP: 2600

Power: 5200

Guard: 1500

CAA: Lock-on Burst - Super Attack deals 1.5x more damage and this effect increases if your team has more Hero Energy than your opponent does. Once only.

Passive Ability: Cage of Time - If this card wins the offensive CI battle, permanently greatly increase the CI speed of all enemies within the attacked Cooperative group. Additionally, reduce your opponent’s Hero Energy by the number of enemies in the attacked enemy’s Cooperative group. Repeatable.

Super Attack: Essence of Time Skip, costs 7 Hero Energy.

UM6-047 Oren

EL Type

HP: 3200

Power: 4000

Guard: 1500

CAA: Double S - Upon activation of Super Double Effect, permanently increase the damage dealt by this card and its partner by 1000. Once only.

Passive Ability: Strength-Desiring Instinct - When in the Attack Area during the Prep Phase, steal half of the Power of the 3 enemy attackers with the highest Power for this round only. Also, if Kamin is also in the Attack Area, both this card and Kamin will be able to activate their Super Attacks. But the 2nd part of this passive will not activate if Oren does not steal an enemy’s Power. Once only.

Super Attack: Smash Break, costs 4 Hero Energy.


UM6-048 Kamin

EL Type

HP: 3000

Power: 4500

Guard: 1500

CAA: Draw - Upon success, steal half of the attacked enemy’s Power. Once only.

Passive Ability: Optimal Answer - If in the Attack Area when this card’s Super Attack is able to be activated, fully recover Stamina at the end of the Power Level Phase. Also, greatly increase the CI speed of all enemies for that round only. Repeatable.

Super Attack: Crash Break, costs 5 Hero Energy.

UM6-050 Goku: BR (SSGSS)

HR Type

HP: 2400

Power: 7000

Guard: 2000

CAA: Fusion - Fuse with this card’s partner, SSGSS Vegeta: BR, and turn into SSGSS Gogeta: BR. Once fused, double your Power Level and restore own Stamina every round. Also, become immune to stuns and permanently increase damage dealt to the enemy by 2000.

Passive Ability: Mastered Power - When in the Attack Area at the end of the Prep phase, permanently increase the Power of all ally attackers by 5000. Also, those attackers ignore any damage multiplying effects for this round when you have 5 or less attackers in total. Repeatable.

Super Attack: Transcendent God Kamehameha, costs 8 Hero Energy.


UM6-052 Vegeta: BR (SSJG)

BS Type

HP: 3000

Power: 6000

Guard: 1000

TAA: Super Energy - Upon Large Success, permanently halve the Power of the attacked enemy and reduce your opponent’s Hero Energy by 2. Once only.

Passive Ability: Savage Fighting Spirit - If your HP is lower than your opponent’s at the beginning of the round, permanently gain 3000 Power, Guard, and Power Level. Repeatable.

Super Attack: Point-Blank Galick Gun, costs 8 Hero Energy.

UM6-053 Gogeta: BR

BS Type

HP: 3000

Power: 5000

Guard: 1000

CAA: Ultimate Spirit Bomb - Upon Large Success, permanently halve the amount of Power Level your opponent obtains from Stamina consumption. Once only.

Passive Ability: Turning the Tide - If your team has less Hero Energy than your opponent at the end of the round, fully recover Stamina, permanently increase damage dealt by 3x, and become immune to stuns. Once only.

Super Attack: Instantaneous Flash, costs 7 Hero Energy.

UUE: The Most Evil Pinching Attack Units - When attacking, if Golden Frieza: BR, and Broly: BR are on your team, activate Super Unit Ability. Costs 10 Hero Energy.


UM6-066 Golden Frieza: BR

HR Type

HP: 3500

Power: 4700

Guard: 2000

CAA: Space-Time Transfer - Summons Broly and he performs the Gigantic Omega Storm, which deals large damage to the enemy. Also, permanently halve the Power and Guard of the attacked enemy. Once only.

Passive Ability: Golden Brilliance - At the end of every round, recover Stamina and gain 1 Hero Energy. If you received 8000 damage or less during this round, this effect increases.

Super Attack: Laser Net Death Beam, costs 7 Hero Energy.

UM6-SEC Broly: BR (SSJ Full Power)

BS Type

HP: 1800

Power: 9300

Guard: 1000

CAA: Ultimate Burst - Upon Awakening Burst Mode activation, deal major stamina damage to the enemy and permanently halve the attacked enemy’s Power. Repeatable.

Passive Ability: Overwhelming Power - Unable to participate in Cooperative attacks but immune to stuns. Also, increase Power and Guard by 5000 when attacking. Additionally, increase the damage dealt by this card’s attack by 2.5x if the attacked enemy has Power that is lower than this card’s Power. Repeatable.

Super Attack: Gigantic Strike, costs 8 Hero Energy.


UM6-SEC2 Gogeta: BR (SSGSS)

HR Type

HP: 2200

Power: 8000

Guard: 2000

CAA: Ultimate Dragon Fist - Upon Full Charge Success, permanently increase Power by 12000. Once only.

Passive Ability: Pursuit of Power - At the start of battle become immune to stuns. Also, permanently greatly  increase the CI speed of all enemies if there is an enemy Broly: BR present. Additionally, increase Hero Energy based on Power Level at the end of the Power Level Phase. Repeatable.

Super Attack: God Big Bang Kamehameha, costs 8 Hero Energy.

UUE: Super Damage Evading Units - If Beerus and Whis are on your team, ignore all enemy damage multiplying effects. This does not affect the damage multipliers from the Burst CAA. Permanent. Costs 3 Hero Energy.

UM6-SEC3 Fusion Zamasu

EL Type

HP: 4000

Power: 3500

Guard: 1500

CAA: God Meteor - In the round after activation, permanently reduce the enemy attackers’ Power and Guard by an amount equal to (number of enemy attackers x 2000). Once only.

Passive Ability: Concealed Aspirations - When in the Support Area, reduce the Stamina of all enemies in the Support Area at the end of the round. Also, permanently increase Power by (number of enemies in the Support Area x 3000). Repeatable.

Super Attack: Imperial Holy Wrath, costs 5 Hero Energy.


UM7


UM7-022 Vegito (SSGSS)

 

EL Type

HP: 2500

Power: 7300

Guard: 1500

 

CAA: Ultimate Dragon Fist – Upon Full Charge success, fully recover Stamina and become immune to stuns. Once only.

 

Passive Ability: Fused Warrior’s Protection – Restore the Stamina of all stunned allies and grant them stun immunity at the end of every round.

 

Super Attack: Final Kamehameha, costs 8 Hero Energy.


UM7-030 Gogeta: GT (SSJ4)

 

BS Type

HP: 1800

Power: 8500

Guard: 1000

 

CAA: Super Shenron – Upon success, permanently ignore the Guard of the attacked enemy. Once only.

 

Passive Ability: Full Power Unleashed – Permanently increase Power and Guard by 3x and gain the ability to launch a Super Attack even without having the necessary Hero Energy at the beginning of Round 2. Once only.

 

Super Attack: Swift Lightning Flash, costs 8 Hero Energy.

UM7-043 Demon God Towa

 

BS Type

HP: 3100

Power: 4800

Guard: 1000

 

CAA: Triple – Upon Super Triple Effect activation, permanently greatly increase the attacked enemy’s CI speed and decrease opponent’s Hero Energy by 2. Once only.

 

Passive Ability: The Fruits of Research – Permanently increase Power Level by 4000 at the end of every round where your team’s HP is higher than your opponent’s. Or, restore 2000 HP instead if your team’s HP is less than your opponent’s.

 

Super Attack: Inferno Bullet, costs 5 Hero Energy.


UM7-044 Demon God Dabura: Xeno

 

BS Type

HP: 3200

Power: 5300

Guard: 1000

 

CAA: God Meteor – In the round after activation, permanently reduce the amount of Power Level generated through Stamina consumption by (amount of enemies in the Attack Area x 10%). Once only.

 

Passive Ability: The Dark Empire’s Counterattack – Reduce opponent Hero Energy by the amount of enemies in the Attack Area with a Guard of 8000 or higher at the end of the Power Level Phase when this card is in the Support Area. Repeatable.

 

Super Attack: Hell Grand Crusher, costs 4 Hero Energy

UM7-045 Omega Shenron

 

EL Type

HP: 3200

Power: 6000

Guard: 1500

 

CAA: Ultimate Burst – Permanently greatly reduce the amount of Stamina recovered by the attacked enemy when they are in the Support Area and halve their Power. Repeatable.

 

Passive Ability: Highly Concentrated Minus Energy – Greatly reduce the Stamina of all enemies and reduce opponent Hero Energy by 3 at the start of Round 3.

 

Super Attack: Minus Energy Power Ball, costs 7 Hero Energy.


UM7-049 Vegito: Xeno (SSJ4)

 

HR Type

HP: 2500

Power: 6500

Guard: 2000

 

TAA: Super Slash – Upon Perfect Slash activation, deals major Stamina  damage to the enemy and reduce opponent Hero Energy by 2. Once only.

 

Passive Ability: The Strongest Super Saiyan 4 – Increase the amount of times this card can attack by the number of enemies there are in the Support Area while this card is alone in the Attack Area. Also, increase the amount of damage dealt by this card during this round after the 2nd time it attacks. Repeatable.

 

Super Attack: Galaxy Spirit Sword, costs 8 Hero Energy.

 

UUE: Different Dimension Fused Warrior Units (S) – If Vegeta and Trunks: Future are on your team, all UUE members ignore Guard and all damage mitigating effects of enemies they attack. Permanent. Costs 5 Hero Energy.

UM7-054 Toppo (God of Destruction Mode)

 

HR Type

HP: 2000

Power: 5500

Guard: 3000

 

TAA: Super Starbreak – Upon Perfect Break Success, reduce the attacked enemy’s Guard to 1. Once only.

 

Passive Ability: God of Destruction Mode – If your opponent has 10 Hero Energy at the start of a round, reduce their Hero Energy to 0 and halve the Stamina of all enemies. Once only.

 

Super Attack: Sphere of Destruction, costs 7 Hero Energy.

 

UUE: Guard-Terminating Units – If Dyspo and Jiren are on your team, return the Guard of all enemies to their original values. Costs 2 Hero Energy.


UM7-055 Jiren (Super Full Power)

 

HR Type

HP: 2300

Power: 7000

Guard: 2000

 

CAA: Dokabaki – Upon large success, reduce opponent Hero Energy by 3. Once only.

 

Passive Ability: The Work of a Mighty Warrior – When attacking an enemy member of a Cooperative group, increase damage dealt by (amount of enemies in the Cooperative group x 1.5). Repeatable.

 

Super Attack: Burst Impact, costs 5 Hero Energy.

 

UUE: Calm and Collected Elite Units – If Toppo and Dyspo are on your team, slightly decrease the CI speed of all UUE members. Permanent. Costs 2 Hero Energy.

UM7-058 Super Oren (Vegeta Absorbed)

 

EL Type

HP: 3700

Power: 4500

Guard: 3000

 

CAA: Draw – Upon success, steal all of the targeted enemy’s Stamina. Once only.

 

Passive Ability: Absorbed Power – Permanently steal 3000 Power and Guard from all enemies in the Attack Area during the Prep Phase when this card is in the Support Area. Repeatable.

 

Super Attack: Final Flash, costs 7 Hero Energy.


UM7-059 Cumber (SSJ3 Full Power)

 

HR Type

HP: 1700

Power: 9000

Guard: 2000

 

TAA: Super Energy – Upon Large Success, permanently reduce the Guard of the attacked enemy by 5000 and deal major Stamina damage with the Super Energy attack. Once only.

 

Passive Ability: The Most Malevolent Evil Saiyan – Unable to perform Cooperative attacks but immune to stuns. Permanently halve the damage done by all members of the attacked enemy Cooperative group if any member of the enemy Cooperative group has a Card Action Ability when this card wins an offensive CI. Repeatable.

 

Super Attack: Hard Désastre Eraser, costs 7 Hero Energy.

UM7-071 Gogeta: BR (SSGSS)

 

EL Type

HP: 2500

Power: 7500

Guard: 1500

 

CAA: Kamehameha – Upon Great Success, increase damage dealt by 2000. Once only.

 

Passive Ability: Released Ultimate Power – If there are 3 or more enemies and there is an enemy with a Guard of 7000 or higher in the Attack Area, gain the ability to launch a Super Attack at the end of the Power Level Phase and ignore the Guard of any enemy that has Guard of 7000 or higher. Repeatable.

 

Super Attack: Limit Ultra Kamehameha, costs 8 Hero Energy.


UM7-SEC Goku (Ultra Instinct –Sign-)

 

BS Type

HP: 2400

Power: 7800

Guard: 1000

 

CAA: Counter Rush – Upon Perfect Rush activation, permanently seal the attacked enemy’s ability to increase Power Level through Stamina consumption. Once only.

 

Passive Ability: Absolute Defense – At the start of the battle, permanently reduce all damage received by 70%. Steal 5 Hero Energy from your opponent if this card wins a defensive CI when your opponent has 7 Hero Energy or more. Repeatable.

 

Super Attack: Dance of Annihilation, costs 7 Hero Energy.

UM7-SEC2 Gohan: Teen (SSJ)

 

HR Type

HP: 3000

Power: 5400

Guard: 2600

 

Super CAA: Bonds of Battle – If your team has 10 Hero Energy, greatly increase the damage this ability deals and deal major Stamina damage to the enemy. Once only.

 

Passive Ability: Power Surpassing Extremity – Power, Guard, and Power Level +30000 during the Prep Phase of Round 3. Hero Energy does not increase as a result of the Power Level gained from this effect. One round only.

 

Super Attack: Extreme Soaring Dragon Fist, costs 5 Hero Energy.


UM7-SEC3 Hearts

 

EL Type

HP: 4000

Power: 4000

Guard: 4000

 

CAA: Lock-on Burst – Ignore the enemy’s Guard and damage mitigating effects while attacking. Once only.

 

Passive Ability: Predictable Future – If your team is victorious in the Power Level Phase, this card deals double damage this round only and attacks the enemy that it would do the most damage to. If your team wins the Power Level Phase with a difference of 5000 Power Level or more, this card instead deals triple damage for this round only. Repeatable.

 

Super Attack: Gravity Burst, costs 6 Hero Energy.

UM8


UM8-042 Gohan: Xeno (SSJ4)

HR Type

HP: 2800

Power: 6800

Guard: 2000

 

CAA: Freeze – Upon success, permanently greatly increase the CI speed of the frozen enemy and steal 1 Hero Energy from your opponent. Once only.

 

Passive Ability: Ace Plan – Permanently increase Power and damage done by 4x at the end of a round where your Hero Energy is destroyed. (Once only).

Super Attack: Extreme Demon Flash Ball, costs 6 Hero Energy.

UUE: Different Dimension Super Saiyan 4 Units – If SSJ4 Goku: Xeno and SSJ4 Vegeta: Xeno are on your team, activate a Super Unit Ability. Costs 10 Hero Energy.


UM8-045 Demon Goddess Putine

 

EL Type

HP: 3700

Power: 2900

Guard: 1500

 

CAA: Counter Rush – Upon Perfect Rush activation, permanently reduce the Guard of the countered enemy and permanently greatly increase their CI speed. Once only.

 

Passive Ability: Freezing Magic – Seal your opponent’s ability to increase Power Level by flat values as well as decrease the stamina of all enemies if there are 3 or more enemies during each round where this card has 25% Stamina or more. Repeatable.

 

Super Attack: Icicle Trick, costs 7 Hero Energy.

UUE: Stamina Restoring Units – If Demon Goddess Towa and Demon God Gravy are on your team, restore the Stamina of all allies by 50%. Costs 5 Hero Energy.

UM8-046 Demon God Gravy

 

EL Type

HP: 3000

Power: 4600

Guard: 1500

 

CAA: Lock-on Burst – Greatly reduce the targeted enemy’s Stamina and greatly increase their CI speed for the current round only. Also, increase the damage dealt by this card’s Super Attack. Once only.

 

Passive Ability: Verdict of Thunder – When launching a Super Attack, permanently increase the damage received by all enemies in the same cooperative group as the enemy being attacked by 1.5x. Repeatable.

 

Super Attack: Verdict of Thunder, costs 6 Hero Energy.

 

UUE: Limit-Breaking Units – If Demon Goddess Towa and Demon Goddess Putine are on your team, grant all allies the ability to launch their Super Attacks regardless of Hero Energy. This ability does not activate if Super Attacks are sealed. One round only. Costs 3 Hero Energy.


UM8-047 Fin

 

BS Type

HP: 2600

Power: 5500

Guard: 1000

 

CAA: Ultimate Burst – Upon Awakening Burst activation, permanently halve the damage done by the attacked enemy. Repeatable.

 

Passive Ability: Overwhelming Negative Aura – At the start of Round 1, greatly reduce the rate at which your opponent is able to generate Power Level through Stamina consumption as well as negate your opponent from increasing Hero Energy through means other than Power Level for that round only.

 

Super Attack: Dark Burning Ball, costs 7 Hero Energy.

UM8-048 Dark Gogeta

 

BS Type

HP: 2500

Power: 7500

Guard: 1000

 

CAA: Sparking – Upon Super Sparking activation, permanently steal half of the attacked enemy’s Power and Stamina. Once only.

 

Passive Ability: Complete Domination – Permanently increase damage received by all enemies that have CAAs by 1.5x.

 

Super Attack: Dark Big Bang Kamehameha, costs 8 Hero Energy.


UM8-050 Vegeta (SSGSSE)

 

HR Type

HP: 3100

Power: 6500

Guard: 2000

 

CAA: Dokabaki – Upon Large Success, deal major Stamina damage to the attacked enemy and decrease your opponent’s Hero Energy by 2.

 

Passive Ability: The God-Surpassing Prince – Increase Power and Guard by 2x and increase Hero Energy by 2 at the end of every round where your team took 5000 damage or more.

 

Super Attack: Gamma Burst Flash, costs 7 Hero Energy.

 

UUE: Saiyan Lineage Units – If Goku and Trunks: Future are on your team, restore HP by 2000 and permanently increase Power of all allies by 2000. Costs 4 Hero Energy.

UM8-059 Lagss

 

EL Type

HP: 3500

Power: 3500

Guard: 1500

 

CAA: Triple – Upon Super Triple Effect activation, permanently reduce the damage mitigating effects of the attacked enemy by 50% and permanently greatly increase their CI speed. Once only.

 

Passive Ability: Survival of The Glass Tribe – At the beginning of every round reduce the Stamina of all enemies as well as greatly increase the CI speed of all enemies if your HP is 75% or lower. This effect increases the more your HP decreases.

 

Super Attack: Glass Bullet, costs 4 Hero Energy.

 

UUE: Super Power Sealing Units – If Kamin and Oren are on your team, reduce the Power of all enemies with Power of 3000 or more to 1. One round only. Costs 3 Hero Energy.


UM8-068 Great Saiyaman 3

 

HR Type

HP: 2800

Power: 3200

Guard: 2000

 

TAA: Super Energy – Upon Large Success, permanently reduce the Power of the attacked enemy by 10000. Once only.

 

Passive Ability: Hero of Justice – If there is an ally whose Stamina is in the “pinch” state or is stunned at the beginning of any round, greatly restore that ally’s Stamina and permanently increase this card’s Power Level by 2000.

 

Super Attack: Justice Slash, costs 3 Hero Energy.

UM8-069 Sealas

 

EL Type

HP: 4000

Power: 2400

Guard: 1500

 

CAA: Lock-on – Ignore the targeted enemy’s damage mitigating effects and deal 2x damage. Once only.

 

Passive Ability: Cordial Instruction – Increase the Power and Guard of all allies in the Attack Area by 5000 for the current round only. Also, your team takes 50% less damage if there is an ally in the Attack Area that is a “Summoned Character” or a “Virtual Character.” Repeatable.

 

Super Attack: Dance-Skybreaker, costs 5 Hero Energy.


UM8-070 Goku: Xeno (SSJ4)

 

HR Type

HP: 3000

Power: 5700

Guard: 2000

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

CAA: Ultimate Spirit Bomb – Upon Large Success, deal Stamina damage to all enemies. Once only.

 

Passive Ability: Full-Force Saiyan Power – Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Permanently increase damage dealt by 1.2x at the end of every round.

 

Super Attack: Instant Transmission 10x Kamehameha, costs 7 Hero Energy.

UM8-071 Gohan: GT (SSJ4)

 

HR Type

HP: 2800

Power: 6000

Guard: 2000

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

CAA: Kamehameha – Upon Large Success, this card gains the ability to permanently ignore all damage mitigating effects of the enemy while attacking. Once only.

 

Passive Ability: Brave Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Also, all allies in the Attack Area gain a permanent 5000 Power if your team wins the Power Level Phase. Repeatable.

 

Super Attack: Ultimate Soaring Dragon Fist, costs 7 Hero Energy.


UM8-072 Vegeta: Xeno (SSJ4)

 

EL Type

HP: 3500

Power: 4700

Guard: 1500

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

CAA: Freeze – Upon success, increase damage dealt to the enemy by 1.5x. Once only.

 

Passive Ability: Solitary Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Also, deal major Stamina damage to the enemy and permanently greatly increase the attacked enemy’s CI speed while this card is alone in the Attack Area. Repeatable.

 

Super Attack: Double Atomic Flash, costs 7 Hero Energy.

UM8-073 Vegito: Xeno (SSJ4)

 

EL Type

HP: 2500

Power: 6800

Guard: 1500

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

TAA: Super Slash – Upon Perfect Slash activation, permanently increase the CI speed of the attacked enemy. Once only.

 

Passive Ability: Strongest Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Make all EL type allies immune to stuns for any round in which your team wins the Power Level Phase by a difference of 10000 Power Level or more. Repeatable.

 

Super Attack: Galaxy Spirit Sword, costs 7 Hero Energy.


UM8-074 Gogeta: Xeno (SSJ4)

 

BS Type

HP: 2500

Power: 7100

Guard: 1000

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

TAA: Super Energy – Upon Large Success, reduce your opponent’s Hero Energy by 2. Once only.

 

Passive Ability: Invincible Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Also, ignore all damage mitigating effects of the enemy while attacking. Repeatable.

 

Super Attack: Atomic Kamehameha, costs 7 Hero Energy.

UM8-075 Bardock (SSJ4)

 

HR Type

HP: 2500

Power: 5200

Guard: 2000

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

CAA: Blast Swing – Upon Limit-Break activation, permanently halve the damage dealt by the attacked enemy. Once only.

 

Passive Ability: Rebellious Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Also, permanently greatly reduce the amount of Stamina recovered by the attacked enemy while in the Support Area and reduce your opponent’s Hero Energy by 1. Repeatable.

 

Super Attack: Rebellion Hammer, costs 7 Hero Energy.


UM8-076 Broly (SSJ4)

 

BS Type

HP: 2800

Power: 6500

Guard: 1000

 

Special: Permanently increase own Miracle Perfect rate at the start of the battle.

 

CAA: Counter Rush – Upon Perfect Rush activation, reduce your opponent’s Hero Energy by 1. Once only.

 

Passive Ability: Combative Saiyan Power - Permanently increase the rate at which Power Level increases through Stamina consumption by 1.5x at the start of the battle. Also, ignore enemy Guard while attacking. Repeatable.

 

Super Attack: Gigantic Destruction, costs 8 Hero Energy.

UM8-SEC Goku

HR Type

HP: 3200

Power: 4000

Guard: 2000

CAA: Climax Change - When in the Attack Area, transform into one of various forms depending on current Power Level and attack. If transformed into “Ultra Instinct,” deal Large damage with the Ultimate Instinct Kamehameha. Additionally, become immune to stuns, permanently deal 3x damage and increase Guard to 15000. Once only.

Passive Ability: Mid-Battle Power Demonstration - At the end of a Power Level phase where this card was in the Attack Area, greatly restore own Stamina and permanently increase Power by 5000. Additionally, this effect increases upon winning the Power Level Phase. Repeatable.

Super Attack: Kamehameha, costs 5 Hero Energy.


UM8-SEC2 Gogeta: Xeno (SSJ4)

BS Type

HP: 2500

Power: 9100

Guard: 1000

CAA: Time-Traveling Joint Front - If in the Attack Area on or after Round 2, summon Vegito: Xeno (SSJ4) and deal a large amount of damage together. Greatly increase damage dealt and permanently reduce enemy Guard to 1 if Hero Energy is 8 or more.

Passive Ability: The Strongest Dimension-Transcending Power - At the start of battle become immune to stuns and permanently increase Power Level by 5000. Also, permanently increase Power by 10000 when attacking. Additionally, if you have 3 or more Hero Energy than your opponent, this card ignores all damage mitigating effects when attacking. Repeatable.

Super Attack: Atomic Kamehameha, costs 8 Hero Energy.

UM8-SEC3 Kamioren

EL Type

HP: 3000

Power: 5400

Guard: 2700

CAA: Draw - Upon success, permanently steal all Guard from the attacked enemy. Once only.

Passive Ability: Flawless Existence - If your team has a Power Level of 20000 or more and this card is in the Attack Area, this card receives no Stamina damage and the enemy team receives all attacks via only 1 of their cards. Also, reduce all damage received from Normal and Super Attacks that exceed 2000 to 0. Once only.

Super Attack: Revenge Exceed, costs 7 Hero Energy.


UM9


UM9-033 Pan: Xeno

 

BS Type

HP: 3300

Power: 2700

Guard: 1000

 

CAA: Battle Capsule – Ally effect: permanently greatly increase the miracle perfect rate of allies. Enemy effect: Permanently seal the enemies’ ability to perform miracle perfects and permanently increase their CI speed. Once only.

 

Passive Ability: Lively Maiden – When attacking, restore a large amount of stamina to this card and its cooperative attack group members. Repeatable.

 

Super Attack: Maiden Strike, costs 4 Hero Energy.

 

UUE: Different Dimension Adventurer Units S – When Goku: Xeno and Trunks: Xeno are on your team, permanently increase the Power of all unit members by (both teams’ Hero Energy x 1000). Costs 3 Hero Energy.


UM9-046 Demon God Shroom

 

EL Type

HP: 2900

Power: 4900

Guard: 1500

 

CAA: Counter Rush – Upon activation of Perfect Rush, permanently halve the damage dealt by the countered enemy. Once only.

 

Passive Ability: The Reaper of Life – If an enemy became stunned as a result of this card’s attack, permanently ignore the Guard of all enemies when attacking. Permanent.

 

Super Attack: Inferno Death Scythe, costs 4 Hero Energy.

 

UUE: Elite Shield Units – When Demon God Gravy and Demon God Salsa are on your team, halve the damage received by unit members. One round only. Costs 2 Hero Energy.

UM9-047 Demon God Salsa

 

EL Type

HP: 3800

Power: 3000

Guard: 1500

 

TAA: Super Slash – Upon activation of Perfect Slash, permanently halve the Guard of the attacked enemy and reduce enemy Hero Energy by 1. Once only.

 

Passive Ability: Wind-Controlling Demon God – During the Prep Phase, greatly increase the CI speed of all enemy attackers for the round and reduce enemy Hero Energy by 1 if this card is in the Attack Area. Also, greatly reduce the CI speed of all ally attackers for the round and increase ally Hero Energy by 1 if this card is in the Support Area. Repeatable.

 

Super Attack: Trick of Storm, costs 5 Hero Energy.

 

UUE: Elite Stamina Release Units – When Demon Goddess Poutine and Demon God Shroom are on your team, permanently increase the Power Level of all unit members. Costs 3 Hero Energy.


UM9-048 Supreme Kai of Time (Brainwashed)

 

EL Type

HP: 2300

Power: 4200

Guard: 1500

 

CAA: God Meteor – Beginning in the round after activation, permanently seal the enemy’s ability to increase Power Level through Stamina consumption. Once only.

 

Passive Ability: Supreme Kai of Time’s Rampage – If in the Support Area during the end of the Prep Phase, nullify both teams’ damage multiplying and damage mitigating effects. Once only.

 

Super Attack: Judgement of Darkness, costs 4 Hero Energy.

UM9-053 Android 17

 

HR Type

HP: 3600

Power: 3000

Guard: 3500

 

CAA: Triple – Upon activaion of Super Triple Effect, permanently steal half the Power of the attacked enemy. Once only.

 

Passive Skill: Thoughtful Android – Return own CI speed to its original value and permanently ignore any CI altering effects if this card is the only ally in the Attack Area at the end of the Prep Phase. Additionally, make all damage received from normal and Super Attacks that are in excess of 2,000 equal to 0 for that round. Once only.

 

Super Attack: Finish Blow, costs 7 Hero Energy.

 

UUE: Super Stamina Restoration Units - When Goku and Piccolo are on your team, fully restore the Stamina of all allies. Costs 7 Hero Energy.


UM9-060 Metal Cooler

 

HR Type

HP: 1900

Power: 4200

Guard: 2000

 

CAA: Sparking – Upon activation of Super Sparking, permanently reduce own Guard by 4000 but permanently increase own Power by 14,000. Once only.

 

Passive Ability: Energy Reaching Critical Mass – If your team has 3 or more Hero Energy at the end of the Power Level Phase, reduce own Hero Energy by 2 but permanently increase this card’s damage dealt by 2.5x. Repeatable.

 

Super Attack: Lock-On Buster, costs 7 Hero Energy.

UM9-061 Golden Metal Cooler

 

BS Type

HP: 2400

Power: 6200

Guard: 1000

 

CAA: Super Energy – Upon large success, reduce enemy Hero Energy by 3. Once only.

 

Passive Ability: Rampaging Destructive Impulse – At the start of the battle, become immune to Stamina damage and permanently increase damage dealt by 5x. But, this card is only able to launch its Super Attack once and after launching a Super Attack, permanently reduce Power and Guard to 1. Once only.

 

Super Attack: Golden Metal Super Nova, costs 8 Hero Energy.


UM9-062 Super Hearts

 

HR Type

HP: 3000

Power: 4500

Guard: 2000

 

CAA: Ultimate Burst – Increase the damage dealt when Ultimate Burst is activated by 2000 and reduce enemy Hero Energy by 2. Repeatable.

 

Passive Ability: Hearts’ Plan – If your team has less Hero Energy than your opponent at the end of the Power Level Phase, halve the Power of all enemy attackers for that round. If your team has more Hero Energy than your opponent at the end of the Power Level Phase, reduce the Guard of all enemy attackers for that round to 1. Repeatable.

 

Super Attack: Gravity Fist, costs 6 Hero Energy.

UM9-SEC Goku: GT

 

HR Type

HP: 3200

Power: 2800

Guard: 2000

 

CAA: God Kamehameha – When unleashing God Power, transform, permanently increase Power by 10,000, and ignore enemy damage mitigating abilities during this attack.

 

Passive Ability: Prepared for Battle – At the start of every round, if there is an ally (this card included) whose Stamina is in the “pinch” state, restore a great amount of those allies’ Stamina and permanently increase their Power Level by 1,000.

 

Super Attack: Kamehameha, costs 5 Hero Energy.


UM9-SEC2 Gogeta: Xeno (SSJ4 Kaioken)

 

BS Type

HP: 1700

Power: 7600

Guard: 1000

 

CAA: Dokabaki – Upon large success, inflict major Stamina damage to the enemy and permanently greatly increase that enemy’s CI speed.

 

Passive Ability: Deep Red Burning Fighting Spirit – At the beginning of the fight become immune to Stamina damage. Also, at the end of the Power Level Phase, increase own Power by 10,000 and reduce own CI speed during the round for every 5,000 Power Level the enemy has. Repeatable.

 

Super Attack: Soul Judgement, costs 7 Hero Energy.

 

UUE: Power Explosion Units – When Gohan: Xeno and Goten: Xeno are on your team, permanently increase the Power of all allies by 2x. Costs 4 Hero Energy.

UM9-SEC3 Dark King Mechikabura

 

EL Type

HP: 3000

Power: 5200

Guard: 1500

 

CAA: Darkness Shenron – When Wish Power reaches its maximum, permanently reduce damage done by all enemies by 25%. Once only.

 

Passive Ability: Bringer of Chaos – If in the Attack Area at the end of the Prep Phase, permanently increase the CI speed of all enemies in the Attack Area and reduce enemy Hero Energy by the number of allies in the Support Area. Repeatable.

 

Super Attack: Darkness Judgement, costs 8 Hero Energy.


UM10


UM10-012 Goku: Youth

 

HR Type

HP: 3700

Power: 2300

Guard: 2000

 

CAA: Kamehameha – Upon Large Success, permanently take 50% less damage. Once only.

 

Passive Ability: Mystical Adventure – At the start of every round, increase the rate at which your Power Level increases based on your Power and Stamina consumption by (amount of enemy team’s Hero Energy x 10%). This effect increases by a super amount if there is a “Chi-Chi: Youth” or a “Bulma” on your team.

Super Attack: Kamehameha, costs 4 Hero Energy.

UUE: Lax Charge Units – If Chi-Chi: Youth and Yamcha are on your team, permanently return the value of all allies’ CI speed to their original values, and ignore all effects that alter CI speed. Costs 2 Hero Energy.


UM10-016 Chi-Chi: Youth

 

HR Type

HP: 3100

Power: 2200

Guard: 3600

 

CAA: Blast Swing – Upon Limit Break activation, permanently reduce the Power and Guard of the attacked enemy by 5000. Once only.

 

Passive Ability: The Ox King’s Daughter – If this card is in the Cooperative Attack group that is getting attacked, greatly increase the CI speed of all enemies in the attacking Cooperative Attack group during that attack. Additionally, upon winning a defending CI, permanently increase damage taken by all enemies in the Cooperative Attack group by 1.5x. Repeatable.

 

Super Attack: Beam Ray, costs 3 Hero Energy.

UM10-033 Goku: Xeno (SSJ4)

 

BS Type

HP: 2500

Power: 7200

Guard: 1000

 

CAA: Space-Time Transfer: Fusion Burst – Perform a Burst CAA when fused with partner summoned with Space-Time Transfer. Upon activation of Super Burst, steal 1 Hero Energy from your opponent. Repeatable.

 

Passive Ability: Super Warrior’s Assault – As an attacker, attack the enemy with the lowest Guard and deal an additional 1000 damage. Once fused into Gogeta: Xeno (SSJ4), deal an additional 4000 damage that round. Repeatable.

 

Super Attack: Instant Transmission 10x Kamehameha, costs 7 Hero Energy.


UM10-042 Broly Dark (Resurrected)

 

BS Type

HP: 1800

Power: 8500

Guard: 1000

 

CAA: Ultimate Burst – Permanently increase the CI speed of the attacked enemy and deal major stamina damage. Repeatable.

 

Passive Ability: The Resurrected Masked Devil – Unable to participate in Cooperative Attacks but immune to stuns. At the end of the Power Level Phase, if your HP is 50% or above, gain the ability to perform a Super Attack without having the necessary amount of Hero Energy and permanently increase Power and Guard by 5000. Repeatable.

 

Super Attack: Dark Blaster Meteor, costs 8 Hero Energy.

 

UUE: Resurrected Devil Units – If Demigra and Robel are on your team, activate Super Unit Ability. Costs 10 Hero Energy.

UM10-043 Super Mira (Fin Absorbed)

 

EL Type

HP: 2500

Power: 6500

Guard: 1500

 

CAA: Super Energy – Upon Large Success, permanently greatly increase the CI speed of the attacked enemy and permanently reduce Guard of the attacked enemy by 5000. Once only.

 

Passive Ability: The Power of Absorbed Fin – At the start of the battle, permanently increase Power by (number of enemies that have Card Action Abilities x 1.5). Also, permanently greatly reduce own CI speed if Demon Goddess Towa is on your team.

 

Super Attack: Full Power Energy Ball, costs 8 Hero Energy.


UM10-045 Supreme Kai of Time (Brainwashed・Berserk)

 

EL Type

HP: 2800

Power: 4200

Guard: 1500

 

CAA: Draw – Upon success, reduce enemy Hero Energy by 3. Once only.

 

Passive Ability: Manipulated Fate – When in the Support Area, greatly increase the CI speed of all enemies and enemies are not able to activate Miracle Perfects when performing CI for the round. Also, when winning a CI, seal your opponent’s ability to activate a Revival Chance for the round. Repeatable.

 

Super Attack: Labyrinth of Darkness, costs 6 Hero Energy.

UM10-046 Bardock: Xeno (SSJ4)

 

HR Type

HP: 3000

Power: 6200

Guard: 2000

 

CAA: Dokabaki – Upon Large Success, inflict major stamina damage to the enemy and permanently halve the damage dealt by the attacked enemy. Once only.

 

Passive Ability: Reclaimed Pride – Permanently increase Power by 5000 whenever winning a CI. Also, if own Power or Guard is 100 or lower, this effect increases by a super amount. Repeatable.

 

Super Attack: Wild Rebellion Trigger, costs 7 Hero Energy.


UM10-047 King Vegeta: Xeno

 

EL Type

HP: 3500

Power: 4400

Guard: 1500

 

CAA: Sparking – Upon activation of Super Sparking, reduce enemy Hero Energy by 2 and deal 2.5x damage. Once only.

 

Passive Ability: Peerlessly Cruel Saiyan King – If there are 3 or more cards on the enemy team, ignore any damage mitigating effects of all enemy attackers and reduce the Power of all enemies with a Power of 12000 or higher to 2000 at the end of a Power Level Phase where this card is in the Support Area. Once only.

 

Super Attack: Dark King’s Blazer, costs 8 Hero Energy.

UM10-050 Vegeta (SSJBE)

 

BS Type

HP: 3100

Power: 7500

Guard: 1000

 

CAA: God Meteor – In the round following activation, greatly reduce the damage done by all enemy attackers. Once only.

 

Passive Ability: The Caliber of a Prince – At the start of every round, permanently increase the rate at which all allies whose Stamina is in the “pinch” state are able to generate Power Level through Stamina consumption by 1.5x (including this card). Also, this effect activates if those card’s Guard is at a lower value than it was at the start of the battle.

 

Super Attack: Galaxy Breaker, costs 6 Hero Energy.


UM10-058 Ultimate Kamioren

 

SP Type

HP: 3000

Power: 6500

Guard: 1000

 

Passive Ability: Ruining Beam of Light

 

Attack Effect: Launch Super Attack when winning an offensive CI.

 

Support Effect: Permanently steal half of the Power of all enemy attackers and reduce enemy team HP by (number of enemies in the Support Area x 1000). Repeatable.

Super Attack: Blaze Breath.

UM10-SEC Goku (Ultra Instinct)

 

HR Type

HP: 2100

Power: 8500

Guard: 2000

 

CAA: Ultimate Dragon Fist – Upon Full Charge success, permanently increase Power by 8000 and increase own Hero Energy by 2. Once only.

 

Passive Ability: Mastered Instinct – Greatly restore own Stamina at the start of every round. Also, at the end of every Power Level Phase, permanently double own Power and Guard and attack twice if you have 10 Hero Energy. Repeatable.

 

Super Attack: Instantaneous Silver Strike, costs 6 Hero Energy.


UM10-SEC2 Broly: BR

 

BS Type

HP: 2700

Power: 4800

Guard: 1000

 

CAA: Climax Change - When in the Attack Area, transform into one of various forms depending on current Power Level and attack. If transformed into “Super Saiyan Full Power,” deal Large damage with the Gigantic Full Blast. Additionally, attack the enemy with the highest Power and permanently deal 2x damage. Once only.

 

Passive Ability: Reckless Instinct of Strife – Unable to participate in Cooperative Attacks but immune to stuns. When attacking, permanently reduce the attacked enemy’s Power by 5000 and reduce enemy Hero Energy by 1. Additionally, this effect increases by a super amount iif attacking an enemy who is immune to stuns.

 

Super Attack: Gigantic Cluster, costs 5 Hero Energy.

UM10-SEC3 Majin Vegeta

 

EL Type

HP: 1800

Power: 9900

Guard: 1500

 

CAA: None.

 

Passive Ability: Proud Spirit – Increase damage of Super Attack when it is launched by 3x. If Hero Energy is 9 or more when Super Attack is launched, increase its damage dealt by 20x. However, this card is only able to launch its Super Attack once and once launched, greatly reduce own Stamina and permanently increase damage received by 3x. Once only.

 

Super Attack: Final Explosion, costs 9 Hero Energy.


M10-SEC4 Vegito: Xeno (SSJ4)

 

BS Type

HP: 2000

Power: 7500

Guard: 1000

 

CAA: Lock-On Burst – Increase the CI speed of the attacked enemy during the current round only and increase the damage dealt to them when launching a Super Attack. Once only.

 

Passive Ability: All-Piercing Super Power – At the start of the battle permanently become immune to Stamina damage and permanently deal an additional 2000 damage. Also, permanently steal 3000 Power from the enemy when attacking. Additionally, deal an additional 3000 damage when attacking an enemy who cannot be stunned. Repeatable.

 

Super Attack: Galaxy Spirit Sword, costs 8 Hero Energy.

UM10-SEC5 Gogeta: Xeno (SSJ4)

 

HR Type

HP: 3000

Power: 6100

Guard: 2700

 

CAA: Freeze – Upon success, permanently halve the Power and Guard of the countered enemy. Once only.

 

Passive Ability: Adversity Welcoming Fused Warrior – At the end of every round, permanently increase Hero Energy and Power the more damage your team took during the round.

 

Super Attack: Soul Breaker, costs 8 Hero Energy.


UM11


UM11-047 Dark King Mechikabura

BS Type

HP: 2500

Power: 6200

Guard: 1000

CAA: Draw – Upon success, permanently greatly increases the targeted enemy’s CI speed and permanently seals their ability to get Miracle Perfect CI’s. Once only.

Passive Ability: Registry of Darkness – When in the Support Area during the Prep Phase, permanently reduce the Guard of all enemy attackers by 2000. Also, seal the Super Attacks of all enemy attackers who have a higher required Hero Energy amount to launch their Super Attacks than Hero Energy amount that the enemy team currently has.

Super Attack: Darkness Judgement, costs 8 Hero Energy.

UUE: Empire of Darkness Units – If Demon Goddess Towa and Demon God Dabura: Xeno are on your team, fully restore the Stamina of all allies and seal the Super Attacks of all enemies. One round only. Costs 5 Hero Energy.


UM11-048 Fin (Ultimate Evolution)

EL Type

HP: 3000

Power: 5200

Guard: 1500

CAA: Dokabaki – Upon large success, permanently steal all of the attacked enemy’s Power. Once only.

 

Passive Ability: Beginning of Despair – When in the Attack Area during the Prep Phase, reduce the Stamina of all enemies depending on the amount of Stamina this card consumed. This effect does not activate if there is no Stamina to be reduced. Repeatable.

 

Super Attack: Void Energy Flare, costs, 8 Hero Energy.

 

UUE: Energy Guard Units S – If Demon Goddess Towa and Demon God Dabura: Xeno are on your team, your Hero Energy permanently cannot be reduced except when activating unit effects. Costs 3 Hero Energy.

UM11-055 Hit

 

BS Type

HP: 2100

Power: 6200

Guard: 1000

 

CAA: Space-Time Transfer – If your Hero Avatar is on your team and it is Round 3 or later, summon Goku (Ultra Instinct) to the battlefield and inflict large damage with the Instantaneous Silver Strike. Also permanently reduce the damage mitigating effects of the attacked enemy by 100%. Once only.

 

Passive Skill: United Super Warriors – At the end of a Power Level Phase when in the Attack Area, permanently increase damage dealt by 1000. Become immune to stuns for the round if there is an ally “Goku.” Also, permanently greatly increase the CI speed of the attacked enemy if attacking in the same Cooperative Attack group as “Jiren.” Repeatable.

 

Super Attack: Ultimate Time Skip, costs 8 Hero Energy.


UM11-056 Jiren (Super Full Power)

 

BS Type

HP: 1800

Power: 8000

Guard: 1000

 

CAA: Space-Time Transfer -Also per If your Hero Avatar is on your team and it is Round 3 or later, summon Goku (Ultra Instinct) to the battlefield and inflict large damage with the Instantaneous Silver Strike. manently greatly reduce the damage dealt by the attacked enemy. Once only.

 

Passive Ability: United Super Warriors – Permanently increase Power and Guard by (amount of Hero Energy x 1000) at the end of a Power Level Phase when in the Attack Area. Become immune to stuns for the round if there is an ally “Goku.” Also deal 2x damage if in the same Cooperative Attack group as “Hit.”

 

Super Attack: Burst Impact, costs 6 Hero Energy.

UM11-057 Fusion Zamasu (Halo)

 

HR Type

HP: 3500

Power: 5000

Guard: 2000

 

TAA: Super Energy – Upon large success, the damage of this ability is increased by 2x.

 

Passive Ability: Divine Judgement – At the end of Round 2, permanently halve the Power and Guard of all enemies. Also, this card permanently gains the ability to always launch Super Attacks and Super Attack damage dealt is increased by 3x.

 

Super Attack: Fierce God Descending Arrow, costs 7 Hero Energy.


UM11-063 Goku: BR (SSGSS)

 

HR Type

HP: 2900

Power: 6500

Guard: 2000

 

CAA: Bonds of Battle – If in the Attack Area during Round 3 or later, deal large damage with Vegeta: BR with the Kamehameha and Galick Gun. If you have 10 Hero Energy, damage greatly increases and permanently ignore the Guard of the attacked enemy. Once only.

 

Passive Ability: Azure Godly Defender – At the end of the Power Level Phase, permanently increase the rate at which Power Level rises by 2x depending on Power and the amount of Stamina consumed. Also, if there is a “Vegeta: BR” on your team, restore the Stamina of all allies. Repeatable.

 

Super Attack: Shining Dragon Puncture, costs 6 Hero Energy.

UM11-067 Sealas (Fused Body)

 

HR Type

HP: 3000

Power: 4200

Guard: 3000

 

CAA: Ultimate Burst – Upon Awakening Burst activation, deal major stamina damage to the attacked enemy and reduce enemy Hero Energy by 1. Repeatable.

 

Passive Skill: Editor of History – When in the Attack Area during the Prep Phase, increase damage received by all enemy attackers by 1.3x for the round if the combined value of all enemy attackers’ Power is higher than the combined value of all ally attackers’ Power. This effect increases if there is a “Summon Application Character” or “Virtual Character” ally present. Repeatable.

 

Super Attack: Dance – Rending Brilliance, costs 7 Hero Energy.


UM11-068 Ahms (Third Form)

 

EL Type

HP: 5000

Power: 1000

Guard: 1000

 

CAA: Sparking – Upon activation of Super Sparking, massively restore own Stamina and permanently increase Power Level by 5000. Once only.

 

Passive Ability: Battle Data Absorption – When in the Attack Area during the Prep Phase, permanently set this card’s Power, Guard, damage amplifying effects, and damage mitigating effects to be equal to one enemy attacker at random. Repeatable.

 

CAA: Super Black Kamehameha, costs 3 Hero Energy.

UM11-SEC Trunks: Xeno (SSJG)

 

EL Type

HP: 2800

Power: 6000

Guard: 3000

 

CAA: Freeze – Upon success, deal 2x damage to the countered enemy and reduce enemy Hero Energy by 1. Once only.

 

Passive Skill: Godly Guardian – When in the Attack Area during the Prep Phase your Hero Energy cannot be reduced for the round. Also, gain 1 Hero Energy. Once only.

 

Super Attack: Heat Dome Attack, costs 8 Hero Energy.

 

UUE: Indomitable Fighting Units – If Vegeta: Xeno and Goten: Xeno are on your team, increase the Power of all allies by (amount of Hero Energy x 3000). One round only. Costs 3 Hero Energy.


UM11-SEC2 Gogeta: UM

 

HR Type

HP: 2100

Power: 5000

Guard: 2000

 

CAA: God Kamehameha – Upon success, transform into SSGSS, permanently increase Power Level by 3x, and become immune to stuns. Once only.

 

Passive Skill: The One Who Surpasses Ultimate – When in the Attack Area at the end of the Power Level Phase, permanently increase this card’s Power by the combined value of your team’s Power Level. Additionally, permanently increase damage dealt by 1.3x when winning the Power Level Phase. Repeatable.

 

Super Attack: Instantaneous Flash, costs 7 Hero Energy.

UM11-SEC3 Hearts (Ultimate Form)

 

BS Type

HP: 2500

Power: 6300

Guard: 1000

 

CAA: God Meteor – In the round after activation, permanently nullify the Guard and damage mitigating effects of all enemies in the Support Area. Once only.  

 

Passive Skill: God-Eradicating Power – In the Prep Phase, nullify the damage amplifying effects of all enemy attackers with a Power of less than 10000 for the round and permanently steal 3000 Power from all enemy attackers with Power of 10000 or higher. Repeatable.

 

Super Attack: Gravity Finale, costs 8 Hero Energy.


UM12


UM12-051 Trunks: Xeno (SSJG)

HR Type

HP: 3000

Power: 6000

Guard: 2000

TAA: Keysword Lock – Upon seal success, prevent the attacked enemy from activating any of their abilities next round. Once only.

Passive Ability: Guidance of The Light – At the end of a Power Level Phase where this card is in the Attack Area, reduce damage dealt by all enemies by 25% for the round and restore the Stamina of all allies if the combined value of the Power stat of all enemies in the Attack Area is higher than the combined value of the Power stat of all allies in the Attack Area. Repeatable.

Super Attack: Keysword Breaker, costs 6 Hero Energy.


UM12-053 Vegito: Xeno (SSJ4)

 

BS Type

HP: 1800

Power: 8000

Guard: 2800

 

CAA: Space-Time Transfer – If your Hero Avatar is on your team and it is Round 3 or later, summon Trunks: Xeno to the battlefield and inflict large damage with the Keysword Breaker. Additionally, permanently seal the Super Attack of the attacked enemy. Once only.

 

Passive Ability: Fused Warrior’s True Power – If in the Attack Area at the end of the Prep Phase, ignore the enemy’s Guard and damage mitigating effects when attacking if there are more enemies than allies in the Attack Area. Additionally, attack 3 times and become immune to stuns if in the Attack Area alone. Steal 1 Hero Energy from the opponent if winning an offensive CI. Repeatable.

 

Super Attack: Final Kamehameha, costs 6 Hero Energy.

UM12-054 Demon God Shroom (Darkness Form)

 

HR Type

HP: 2200

Power: 5400

Guard: 2000

 

CAA: Draw – Upon success, permanently ignore damage mitigating effects of the attacked enemy and permanently reduce their Guard by 3000. Once only.

 

Passive Ability: Death-Inducing Demon God Shroom – At the start of every round, deal an additional 3000 damage to the enemy with attacks if HP is 75% or less. This effect increases the lower your HP is.

 

Super Attack: Phantom Death Scythe, costs 6 Hero Energy.

 

UUE: Empire of Darkness Units – If Demon Goddess Towa and Demon God Salsa are on your team, fully restore the Stamina of all allies and seal the Super Attacks of all enemies. One round only. Costs 5 Hero Energy.


UM12-055 Demon God Salsa (Darkness Form)

 

HR Type

HP: 2600

Power: 5000

Guard: 2000

 

CAA: Counter Rush – Upon Perfect Rush, permanently seal the countered enemy’s ability to achieve Miracle Perfect CI’s and permanently greatly increase their CI speed. Once only.

 

Passive Ability: Gale-Clad Demon God Salsa - At the start of every round, deal 1.5x damage to the enemy if HP is 75% or less. This effect increases the lower your HP is.

 

Super Attack: Trick of Hurricane, costs 6 Hero Energy.

 

UUE: Empire of Darkness Units – If Demon God Dabura: Xeno and Demon God Shroom are on your team, fully restore the Stamina of all allies and seal the Super Attacks of all enemies. One round only. Costs 5 Hero Energy.

UM12-057 Goku (SSJG)

 

EL Type

HP: 2800

Power: 6500

Guard: 2300

 

CAA: Ultimate Dragon Fist – Upon Full Charge, permanently greatly reduce the speed of own CI and permanently increase Power by 8000. Once only.

 

Passive Ability: Godly Aura – When receiving an attack, halve the damage dealt by the attacking cooperative group and greatly increase the CI speed of the Cooperative Group for the round if there is an enemy in the attacking Cooperative Group who has an ability that ignores Guard. If this card wins a defending CI, gain 2 Hero Energy. Repeatable.

 

Super Attack: Limitbreaking Kamehameha, costs 5 Hero Energy.


UM12-058 Goku (SSGSS)

 

BS Type

HP: 2400

Power: 8000

Guard: 1000

 

CAA: Fusion – Partner with Vegeta (SSGSS) and fuse during Round 2 or later. Double your Power Level and restore Stamina every round after fusing. Additionally, become immune to stuns and permanently deal 3x damage to the enemy.

 

Passive Ability: The Power to Destroy The Ultimate One – Permanently increase the Power of all allies in the Attack area depending on the amount of Stamina consumed in the Prep Phase. Also, reduce your opponent’s Hero Energy by 2 when winning a CI. Repeatable.

 

Super Attack: God Kamehameha, costs 7 Hero Energy.

UM12-060 Vegeta (SSGSS)

 

EL Type

HP: 2800

Power: 6500

Guard: 1500

 

CAA: Fusion - Partner with Goku (SSGSS) and fuse during Round 2 or later. Double your Power Level and restore Stamina every round after fusing. Additionally, become immune to stuns and permanently deal 3x damage to the enemy.

 

Passive Ability: The Power to Surpass The Ultimate One - Permanently increase the Guard of all allies in the Attack area depending on the amount of Stamina consumed in the Prep Phase. Also, reduce your opponent’s Hero Energy by 2 when winning a CI. Repeatable.

 

Super Attack: Full Charge Final Flash, costs 7 Hero Energy.


UM12-064 Fu

 

BS Type

HP: 3100

Power: 5100

Guard: 1000

 

TAA: Super Slash – Upon Perfect Slash activation, permanently halve the damage dealt by the attacked enemy. Once only.  

 

Passive Ability: The Best Experiment Materials – At the end of a Power Level Phase while in the Support Area, swap the Power and Guard of the 3 enemies with the highest Power. Additionally, permanently greatly increase the CI speed of all enemies who had their Power and Guard swapped if you win the Power Level Battle. At the end of the round, swap the Power and Guard of the 3 enemies again who were affected by this ability originally. Once only.

 

Super Attack: Sparking Kick, costs 5 Hero Energy.

UM12-066 Vegeta: BR (SSJG)

 

EL Type

HP: 3600

Power: 5000

Guard: 1500

 

CAA: Double Attack S – Upon activation of Super Double Effect, permanently greatly reduce the CI speed of this card and its partner. Permanently increase damage dealt by 3000 if paired up with an S partner when winning a CI. Once only.

 

Passive Ability: Crimson-Burning Hero – At the end of a Power Level Phase while in the Attack Area, permanently increase the Power of all ally attacker by 5000 and increase Hero Energy by 3 if your Hero Energy was destroyed. This effect increases if “Goku: BR” is an ally attacker. Repeatable.

 

Super Attack: Galick’s Last, costs 6 Hero Energy.

 

UUE: Calm and Collected Elite Units – if Beerus and Goku: BR are on your team, slightly decrease the CI speed of all UUE members. Permanent. Costs 2 Hero Energy.


M12-SEC Gogeta: UM (SSGSS)

 

HR Type

HP: 2500

Power: 6500

Guard: 3000

 

CAA: Ultimate Burst – Upon Awakening Burst activation, deal an even greater amount of damage to the enemy and permanently steal 3000 Power and Guard from the attacked enemy. Repeatable.

 

Passive Ability: The Power to Surpass All – When your team’s Power Level is 7000 or less, receive 50% less damage and redirect all attacks to this card for the round. Also, if this card attacks an enemy with a Guard of 7000 or more, deal 5x damage. Repeatable.

 

Super Attack: Stardust Explosion, costs 7 Hero Energy.

 

UUE: All-Powerful Super Warrior Units – if Hit and Jiren are on your team, activate a Super Unit Ability. Costs 10 Hero Energy.

UM12-SEC2 Dark King Mechikabura (Power of Time Unleashed)

 

EL Type

HP: 2800

Power: 6200

Guard: 1500

 

TAA: Super Energy – Upon Large Success, ignore all damage mitigating effects and increase the damage of this attack by 1.5x. Once only.

 

Passive Ability: Overflowing Dark Energy – At the start of the battle, reduce the Stamina of all enemies and permanently halve the amount of flat damage boosts gained from abilities. Also, at the start of every round, prevent your opponent from gaining Hero Energy through abilities if your HP is 50% or above. This ability will not activate if there is an enemy who has the TAA “Keysword Lock.”

 

Super Attack: Darkness Execution, costs 7 Hero Energy.


UM12-SEC3 Gohan: Teen (SSJ)

 

BS Type

HP: 3400

Power: 3800

Guard: 1000

 

CAA: Change – Upon success, transform into SSJ2 and become immune to Stamina Damage. Permanently increase Power, Guard, and Power Level by 3000. Once only.

 

Passive Ability: Super Saiyan of Burning Rage - At the end of a Power Level Phase while in the Attack Area, restore the Power of all allies who have less than 100 Power to their starting values. Also, permanently increase damage dealt when winning an offensive CI at the end of the round by (amount of stunned allies x 2000). Repeatable.

 

Super Attack: Kamehameha, costs 5 Hero Energy.

UM12-SEC4 Gogeta: UM (SSGSS)

 

BS Type

HP: 2000

Power: 8000

Guard: 1000

 

CAA: Time-Traveling Joint Front – If in the Attack Area during Round 3 or later, summon Vegito: Xeno (SSJ4) and deal a large amount of damage together. Additionally, greatly increase damage dealt and reduce enemy Hero Energy by 5 if you have 10 Hero Energy. Once only.

 

Passive Ability: Gushing Power - At the end of a Power Level Phase while in the Attack Area, massively restore own Stamina and increase Power and Guard by (number of enemies in the Attack Area x 4000) for the round if there is 1 or more enemy in the Attack Area. Repeatable.

 

Super Attack: Stardust Breaker, costs 8 Hero Energy.


BM1


BM1-019 Goku

 

HR Type

HP: 2200

Power: 5300

Guard: 2000

 

Special: Saiyan Trait – Recover 2000 HP and permanently increase Power by 10000 at the end of the round if your team took 10000 or more damage this round. Once only.

 

CAA: Kamehameha – Upon Large Success, permanently greatly increase Miracle Perfect chance. Once only.

 

Passive Ability: Experienced Saiyan Team – If in the Attack Area at the end of the Prep Phase, increase your Hero Energy by (amount of “Vegeta,” “Radditz,” or “Nappa” characters on your team x 3) and decrease enemy Hero Energy by (amount of “Vegeta,” “Radditz,” or “Nappa” characters on your team). This ability does not activate without any of those members on your team. Once only.

 

Super Attack: Meteor Impact, costs 6 Hero Energy.


BM1-038 Frieza (First Form)

 

EL Type

HP: 2800

Power: 4200

Guard: 1500

 

TAA: Super Energy – Upon large success, permanently ignore the enemy’s guard. Once only.

 

Passive Ability: Planet-Wrecking Power – At the end of every round, reduce enemy Hero Energy by 1 and permanently reduce the Guard of all enemies by 2000. This effect greatly increases if Hero Energy is destroyed.

 

Super Attack: Supernova, costs 8 Hero Energy.

 

UUE: Evil Aura Units – If Zarbon and Dodoria are on your team, reduce the Stamina of all enemies. Costs 7 Hero Energy.

BM1-053 Goku

 

EL Type

HP: 3200

Power: 3800

Guard: 1500

 

CAA: Ultimate Spirit Bomb – Upon Large Success, permanently halve the Guard of all enemies. Once only.

 

Passive Ability: Enhanced Rival – Reduce the Stamina of all enemies and permanently increase Power by 5000 at the end of Power Level Phases where this card was in the Attack Area. This effect increases if “Vegeta” is on your team. Repeatable.

 

Super Attack: Kamehameha, costs 6 Hero Energy.

 

UUE: Explosion of Power Units – If Goku: Xeno and Pan: Xeno are on your team, permanently double the Power of all allies. Costs 4 Hero Energy.  


BM1-054 Vegeta

 

BS Type

HP: 3100

Power: 4900

Guard: 1000

 

CAA: Counter Rush – Upon Perfect Rush activation, permanently greatly reduce the damage done by the countered enemy’s Super Attack. Once only.

 

Passive Ability: Prince’s Pressure – Reduce all enemies’ damage nullification abilities and make it easier to inflict Stamina Damage if this card was in the Attack Area at the end of a Power Level Phase. Once only.

 

Super Attack: Galick Gun, costs 5 Hero Energy.

 

UUE: Elite Guard Units – If Vegeta: Xeno and Trunks: Xeno are on your team, unit members permanently gain 3000 Guard. Costs 3 Hero Energy.

BM1-057 Goku: Xeno

 

BS Type

HP: 2700

Power: 5500

Guard: 1000

 

CAA: Change/Burst – Upon success, transform into a SSJ and permanently increase Miracle Perfect chance and gain 2 Hero Energy. Once only. // Upon Super Burst activation, permanently reduce damage mitigating effects of the attacked enemy by 50%. Repeatable.

 

Passive Ability: Powerfully Opposing Hero – When winning an offensive CI against an enemy with a higher Power than this card, permanently deal double damage beginning with this card’s next attack and permanently halve the damage dealt by the attacked enemy. If winning an offensive CI with a Perfect, fully restore Stamina. Repeatable.

 

Super Attack: Kamehameha, costs 5 Hero Energy.


BM1-062 Vegeta: Xeno

 

HR Type

HP: 3800

Power: 3900

Guard: 2700

 

CAA: Change/Burst – Upon success, transform into a SSJ and permanently increase Power and Guard by (amount of ally supporters x 2000). Once only. // Upon Super Burst activation, permanently reduce damage mitigating effects of the attacked enemy by 50%. Repeatable.

 

Passive Ability: Prince from a Different Dimension – During Round 3 only, increase all allies’ (excluding this card) Power Level by an amount equal to this card’s Guard.

 

Super Attack: Galick Gun, costs 4 Hero Energy.

BM1-064 Trunks: Xeno

 

HR Type

HP: 3300

Power: 4000

Guard: 2000

 

CAA: Freeze – Upon success, Permanently halve the damage dealt by the countered enemy. Once only.

 

Passive Ability: Defender of History – If your team has a higher Power Level than your opponent does at the end of the Power Level Phase, greatly increase the CI speed of all enemies for that round only. If your team has a lower Power Level than your opponent does at the end of the Power Level Phase, return the CI speed of all allies to their original speeds and nullify all CI speed altering effects. Repeatable.

 

Super Attack: Full-Charge Burning Attack, costs 7 Hero Energy.

 

UUE: Impenetrable Elite Guard Units – If Supreme Kai of Time and Vegeta: Xeno are on your team, permanently double the Guard of all unit members.


BM1-065 Pan: Xeno

 

EL Type

HP: 3500

Power: 2000

Guard: 1500

 

CAA: Combined Kamehameha – Upon success, permanently increase Miracle Perfect chance for this card and its partner. Once only.

 

Passive Ability: Time Patrol Ally – Increase damage dealt by 2000 when winning an offensive CI. If this card’s Cooperative Group has a slower CI speed than the enemy being attacked, Increase damage dealt by 5000 instead when winning an offensive CI instead. Repeatable.

 

Super Attack: Maiden Strike, costs 4 Hero Energy.

 

UUE: Relaxing Charge Units – If Supreme Kai of Time and Trunks: Xeno are on your team, return the CI speed of all allies to their original speeds and permanently nullify all CI speed altering effects. Costs 2 Hero Energy.

BM1-066 Supreme Kai of Time

 

HR Type

HP: 3800

Power: 2500

Guard: 4000

 

CAA: Keysword Lock – Upon Seal Success, prevent the attacked enemy from activating any of their abilities during the following round. Once only.

 

Passive Ability: Supreme Kai of Time’s God Bird – Ability activates when in the Support Area and the toki-toki line is connected with an ally. That ally is unable to participate in Cooperative Attacks but the width of the Perfect area when activating CI’s is enlarged and when that ally gets a Perfect CI, fully restore Stamina and recover 5000 HP. Once only.  

 

Super Attack: Judgment of Time, costs 5 Hero Energy.

 

UUE: Super Ability Sealing Units – If Goku: Xeno and Vegeta: Xeno are on your team, seal the Super CAA abilities of all enemies. One round only. Costs 2 Hero Energy.


BM1-070 Fu

 

BS Type

HP: 3600

Power: 4600

Guard: 1000

 

TAA: Super Slash – Upon Super Slash activation, inflict major stamina damage to the attacked enemy and permanently greatly increase their CI speed. Once only.

 

Passive Ability: Plan to Create a New Universe – If the enemy team has 3 or more members and there are more ally attackers than enemy attackers, all allies ignore enemy Guard and damage mitigating effects when attacking for the round and recover Stamina slightly. Repeatable.

 

Super Attack: Surprise Storm, costs 8 Hero Energy.

BM1-SEC Goku (SSGSS)

 

HR Type

HP: 2400

Power: 7800

Guard: 2000

 

Super CAA: Bonds of Battle – If you have 9 or more Hero Energy, greatly increase the damage this ability does and permanently reduce all damage mitigating effects of the attacked enemy by 50%. Once only.

 

Passive Ability: Divine Battle – At the start of the round, permanently increase Power and damage dealt by 1.5x. If in the Attack Area at the end of the Prep Phase, decrease the amount of Hero Energy needed to launch this card’s Super Attack by the amount of enemies in the Attack Area. Repeatable.

 

Super Attack: Fully Loaded Strike, costs 10 Hero Energy.


BM1-SEC2 Beerus

 

BS Type

HP: 3000

Power: 8000

Guard: 1000

 

CAA: God Meteor – In the round after activation, seal the Super Attacks of all enemies. Once only.

 

Passive Ability: Embodiment of Destruction – At the start of the battle become permanently immune to Stamina damage and nullify all damage amplification effects that are used on this card. Permanently increase Power and Guard by (amount of enemy attackers who cannot launch their Super Attack x 3000) at the end of a Power Level Phase where this card is in the Attack Area. Attack 3 times if in the Attack Area alone. Repeatable.

 

Super Attack: Hakai, costs 8 Hero Energy.

 

UUE: CAA Sealing Units S – If Goku and Vegeta are on your team, seal the CAAs of all enemies. One round only. Costs 5 Hero Energy.

BM1-SEC3

 

EL Type

HP: 2000

Power: 5600

Guard: 1500

 

CAA: Climax Change - When in the Attack Area, transform into one of various forms depending on current Power Level and attack. If transformed into SSJ4, deal large damage with the Final Spirit Cannon. Also, permanently increase Power and Power Level by 10000. Once only.

 

Passive Ability: Terror-Challenging Super Warrior – Greatly reduce damage received and become immune to stuns if Hero Energy is 5 or less when attacked. Permanently increase Power by 2x and Super Attack damage by 2000 whenever receiving an attack. This effect greatly increases if there is a “Frieza” on the enemy team. Repeatable.

 

Super Attack: Riot Javelin, costs 6 Hero Energy.


BM2


BM2-040 Goku: Xeno (SSJ)

 

HR Type

HP: 3200

Power: 3700

Guard: 2000

 

CAA: Combined Kamehameha – Upon success, increase the Super Attack damage of this card and its partner by 2.5x. Once only.

 

Passive Ability: Engaging Super Warrior – If in the defending Cooperative Group that is being attacked, reduce enemy Hero Energy by 1 after the attack is over. Also, if this card is unable to launch its Super Attack, halve the damage received by the current attack for all allies in the Cooperative Group. Repeatable.

 

Super Attack: Charging Power Pole Fist, costs 6 Hero Energy.

 

UUE: Big Bang Galaxy Units – If Trunks: Xeno and Pan: Xeno are on your team, Super Unit Ability activates. Costs 10 Hero Energy.


BM2-044 Vegeta: Xeno (SSJ)

 

BS Type

HP: 2300

Power: 4800

Guard: 1000

 

CAA: Freeze – Upon success, halve the Stamina of the attacking enemy and greatly reduce their inflicted Stamina damage. Once only.

 

Passive Ability: Countering Super Warrior – When attacking, increase the damage of this card as well as all allies within the same Cooperative Group by 1.5x when this card is unable to launch its Super Attack for this attack. Also, gain 1 Hero Energy when attacking the enemy. Repeatable.

 

Super Attack: Big Bang Attack, costs 6 Hero Energy.

UUE: Energy Reducing Units – When Goku and Vegeta are on your team, decrease your and your opponent’s Hero Energy to 0. Costs 2 Hero Energy.

BM2-048 Bojack

 

HR Type

HP: 3800

Power: 4200

Guard: 3500

 

CAA: Blast Swing – Upon Limit Break activation, this attack deals 2x damage and deals major Stamina damage. Once only.

 

Passive Ability: Obstructing Galactic Warrior – When the battle starts, reduce damage received by 50% and become immune to stuns. Also, permanently increase damage dealt by 2x at the end of every round if this card’s Power stat is lower than the value it was at the beginning of the battle.

 

Super Attack: Grand Smasher, costs 8 Hero Energy.

 

UUE: Galactic Warrior Units – If Zangya, Bujin, Gokua, and Bido are on your team, Super Unit Ability activates. All allies gain 4000 Power. Inflict major Stamina damage when winning a CI. Permanent. Costs 10 Hero Energy.


BM2-053 Turles

 

EL Type

HP: 2500

Power: 5100

Guard: 1500

 

CAA: Lock-on Burst – The targeted enemy received 1.5x damage and this effect increases if the targeted enemy has 7000 Guard or higher. Also increase damage dealt to the enemy with Super Attacks.

 

Passive Ability: Rationed Fruit of the Tree of Might – At the end of every round, massively restore the Stamina of the 3 allies with the lowest Stamina and permanently increase their Power and Guard by 3000. This effect increases if this card is in the Support Area.

 

Super Attack: Meteor Burst, costs 8 Hero Energy.

 

UUE: Vengeful Oath Units – If Bojack and Metal Cooler are on your team, activate a revival chance if KO’d by an enemy attack. If successful, revive with 1000 HP. Costs 6 Hero Energy.

BM2-059 Super 17

 

BS Type

HP: 2500

Power: 6500

Guard: 1000

 

TAA: Super Energy – Upon Large Success, inflict major stamina damage and reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Emissary from Hell – Upon winning the Power Level Phase, reduce the damage dealt by all enemies’ attacks. This effect increases per enemy with a Card Action Ability. Once only.

 

Super Attack: Super Shocking Death Ball, costs 7 Hero Energy.

 

UUE: Super Energy Destroying Units – If Dr. Gero and Dr. Myu are on your team, reduce enemy Hero Energy by 5. Costs 5 Hero Energy.


BM2-062 Dr. Daburyu

 

SP Type

HP: 4600

Power: 1000

Guard: 1000

 

Attack Effect: Recover HP equal to half of the amount of damage sustained during the round. Permanently increase Power and Guard of all allies by an amount equal to (amount of enemies in the Attack Area x 2000). Once only.

 

Support Effect: None.

 

Super Attack: None.

BM2-063 Metal Cooler

 

HR Type

HP: 2000

Power: 3700

Guard: 3800

 

CAA: Dokabaki – Upon Large Success, permanently steal the attacked enemy’s Power and Guard by an amount equal to (enemy team’s Hero Energy x 2000). Once only.

 

Passive Ability: Analysis and Reinforcement – At the start of the battle, permanently reduce the Power and Guard of enemies that have Super Card Action Abilities to 1 and increase your team’s HP by an amount equal to (amount of enemies that have Super Card Action Abilities x 5000). This ability will not activate if there are any allies with Super Card Action Abilities.

 

Super Attack: Supernova, costs 6 Hero Energy.

 

UUE: Impenetrable Elite Guard Units – If Bojack and Turles are on your team, permanently double the guard of all unit members. Costs 2 Hero Energy.


M2-068 Towa

 

EL Type

HP: 4300

Power: 2300

Guard: 1500

 

CAA: Draw – Upon Success, permanently reduce the Super Attack damage of the targeted enemy by 50% and reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Reconstruction of the Dark Demon World – When in the Support Area at the end of the Power Level Phase, prevent the enemy from activating Revival Chance and restore all allies’ CI speeds to their original values for the round. Repeatable.

 

Super Attack: Hell Surprise, costs 5 Hero Energy.

BM2-069 Goku (SSJ3)

 

EL Type

HP: 3200

Power: 4500

Guard: 1500

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Ultimate Spirit Bomb – Upon Large Success, inflict Stamina damage on all enemies. Once only.

 

Passive Ability: Reserved Power – If HP is 50% or below at the start of the round, permanently gain 2x Power.

 

Super Attack: Super Kamehameha, costs 6 Hero Energy.


BM2-070 Gohan: Teen (SSJ3)

 

HR Type

HP: 3000

Power: 4000

Guard: 3000

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Combined Kamehameha – Upon Success, permanently increase Power and Guard of this card and its partner by 2000. Once only.

 

Passive Ability: Domain of the Powerful – Greatly reduce the Stamina of all enemies when in the Attack Area. Once only.

 

Super Attack: Hyper Masenko Wave, costs 6 Hero Energy.

BM2-071 Vegeta (SSJ3)

 

BS Type

HP: 3200

Power: 4800

Guard: 1000

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Ultimate Burst – Upon activation of Awakening Burst, permanently reduce the Guard of the attacked enemy by 2000. Repeatable.

 

Passive Ability: Calm Gaze – Reduce the Stamina of all enemies at the end of a round in which this card was in the Attack Area. Also, permanently increase Power by an amount equal to (amount of enemies in the Support Area x 2000). Repeatable.

 

Super Attack: Big Bang Attack, costs 6 Hero Energy.


BM2-072 Trunks: Teen (SSJ3)

 

EL Type

HP: 3800

Power: 3700

Guard: 1500

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

TAA: Super Slash – Upon Perfect Slash activation, greatly reduce the Stamina of the attacked enemy. Once only.

 

Passive Ability: Limit-Breaking Super Warrior – Increase Super Attack damage dealt by 3000 when attacking if HP is 50% or less. Repeatable.

 

Super Attack: Burning Attack, costs 5 Hero Energy.

BM2-073 Gotenks (SSJ3)

 

HR Type

HP: 2900

Power: 4600

Guard: 2800

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

TAA: Shenron can grant you a wish to restore either HP or Stamina. If the Wish Power gets maxed out, permanently increase Guard of all allies by 2000. Once only.

 

Passive Ability: Defensive Posture – Your team takes 50% less damage this round while this unit is in the Attack Area. Once only.

 

Super Attack: Victory Cannon, costs 4 Hero Energy.


BM2-074 Vegito (SSJ3)

 

BS Type

HP: 2600

Power: 7500

Guard: 1000

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Bedrock Crash – Upon Perfect Crash activation, permanently reduce the damage reduction effects of the attacked enemy by 20%. Once only.

 

Passive Ability: History’s Strongest Super Warrior – Permanently increase Power and Guard by 1500 at the start of every round.

 

Super Attack: Spirit Excalibur, costs 6 Hero Energy.

BM2-075 Gogeta (SSJ3)

 

EL Type

HP: 3600

Power: 5700

Guard: 1500

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Ultimate Dragon Fist – Upon Full Charge Success, increase Hero Energy by 1. Once only.

 

Passive Ability: Danger Sense – Permanently reduce damage sustained by your team by 50% if HP is 50% or below at the start of the round.

 

Super Attack: Soul Punisher, costs 7 Hero Energy.


BM2-076 Broly (SSJ3)

 

HR Type

HP: 3200

Power: 4200

Guard: 2000

 

Special: Limit-Breaking Compensation – At the start of Round 2, if HP is 50% or higher, reduce HP by 1000 but permanently increase Power and Guard by 3x.

 

CAA: Counter Rush – Upon Perfect Rush activation, reduce enemy Hero Energy by 1. Once only.

 

Passive Ability: Devilish Super Warrior – Unable to participate in Cooperative Attacks but increase Guard by an amount equal to (amount of enemy attackers x 1500) and attack 1-3 times. Repeatable.

 

Super Attack: Gigantic Omega, costs 7 Hero Energy.

BM2-SEC Goku: Xeno (SSJ4)

 

EL Type

HP: 2500

Power: 6200

Guard: 2800

 

CAA: Bonds of Battle - If in the Attack Area during Round 3 or later, deal large damage with Goku (SSGSS) a combined attack. If you have 9 or more Hero Energy, damage greatly increases and permanently disable the attacked enemy’s ability to generate Power Level through Stamina consumption. Once only.

 

Passive Ability: Fierce Attack Aftermath – When winning an offensive CI, permanently halve the Power and amount of Power Level generated through Stamina consumption of all members of the attacked enemy’s Cooperative Group. Repeatable.

 

Super Attack: Full Power 10x Kamehameha, costs 8 Hero Energy.


BM2-SEC2 Fu

 

BS Type

HP: 3600

Power: 5100

Guard: 1000

 

CAA: Sparking – Upon Super Sparking activation, deal damage while negating damage mitigating effects of the enemy. Once only.

 

Passive Ability: Secret God Bird – Effect activates when connecting a Doki-Doki line to an ally while this card is in the Support Area. The supported ally is unable to participate in Cooperative Attacks but their perfect CI area is increased. Upon winning a Perfect CI, permanently greatly increase the CI speed of the attacked enemy and reduce enemy Hero Energy by 3. Once only.

 

Super Attack: Over Mirage, costs 7 Hero Energy.

 

UUE: Scientist’s True Value Units - If Bojack and Turles are on your team, greatly reduce the CI speed of Unit Members (other than this card) and increase the damage they deal by 3x. One round only. Costs 3 Hero Energy.

BM2-SEC3 Vegeta

 

EL Type

HP: 2800

Power: 5000

Guard: 1500

 

CAA: Climax Change - When in the Attack Area, transform into one of various forms depending on current Power Level and attack. If transformed into SSGSS Evolution, deal large damage with the Gamma Burst Flash. Also, permanently greatly increase Miracle Perfect chance and damage dealt to the enemy by 5000. Once only.

 

Passive Ability: Way of the Prince – At the end of Round 1’s Power Level Phase, greatly reduce the inflicted damage of all enemies in the Attack Area who are able to launch Super Attacks and greatly increase the speed of their CI’s for the round.

 

Super Attack: Galick Gun, costs 4 Hero Energy.


BM3


BM3-036 Goku (Ultra Instinct)

 

EL Type

HP: 2500

Power: 7000

Guard: 1500

 

Special: Warriors Contesting for Supremacy – At the start of the battle, permanently increase damage dealt when winning an offensive CI by 1500.

 

CAA: Counter Rush – Upon Perfect Rush activation, permanently greatly increase the Speed of the countered enemy’s CI and reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Essence of Mastery – If there are 3 or more enemies on the opposing team and there is an enemy with Guard of 7000 or higher at the end of the Power Level Phase, this card is able to launch its Super Attack and ignore the Guard of all enemies that have a Guard of 7000 or higher for the round. Repeatable.

 

Super Attack: Ultra Instinct, costs 8 Hero Energy.


BM3-057 Goku (SSGSS)

 

HR Type

HP: 2400

Power: 6500

Guard: 3000

 

CAA: Combined Kamehameha – Upon Success, fully restore the Stamina of this card and its partner and permanently increase Power by 2x. Once only.

 

Passive Ability: Goku’s Full Power – At the beginning of Round 3, receive no Stamina damage and permanently increase Power Level by an amount equal to this card’s Power value.

 

Super Attack: Kamehameha, costs 5 Hero Energy.

 

UUE: Explosive Saiyan Power Units – If Goku: Xeno, Vegeta: Xeno, Trunks: Xeno, and Pan: Xeno are on the team, fully restore the Stamina of all unit members and permanently increase their Power by 10000. Costs 4 Hero Energy.

BM3-059 Vegeta (SSGSS)

 

BS Type

HP: 2100

Power: 7000

Guard: 1000

 

CAA: None.

 

Passive Ability: Astounding Saiyan – This effect activates when in the Support Area and connecting a link line between this card and an ally. This round, increase the amount of Stamina damage dealt and greatly increase the Power and Power Level of the supported ally depending on the amount of Stamina this card has. The amount of Power Level granted as a result of this effect does not affect Hero Energy. Repeatable.

 

Super Attack: Galick Gun, costs 5 Hero Energy.

 

UUE: Guard Debuff Killer Units S – If Goku: Xeno and Vegeta: Xeno are on the team, restore Guard back to its original value of any ally who has had their Guard reduced to an amount below its original value and those allies permanently receive 50% less damage. Costs 3 Hero Energy.


BM3-061 Goku: Xeno (SSJ4)

 

EL Type

HP: 3000

Power: 5700

Guard: 1500

 

CAA: God Kamehameha – When unleashing God Power, transform into SSJ4 Limits Broken, permanently increase Power by 12000, and inflict major Stamina damage. Once only.

 

Passive Ability: Entrusted Hopes – Increase damage dealt when attacking by an amount equal to (number of allies in the Support Area x 1000). When performing a Cooperative Attack with “Vegeta: Xeno,” increase the damage dealt by all “Vegeta: Xeno” cards as well as this card during the attack by 1.5x. Repeatable.

 

Super Attack: Instant Transmission 10x Kamehameha, costs 7 Hero Energy.

BM3-065 Vegeta: Xeno (SSJ4 Limits Broken)

 

EL Type

HP: 3200

Power: 7500

Guard: 1500

 

CAA: Double Ultimate Dragon Fist – Upon Full Charge activation, fully restore Stamina of this card and its partner and permanently increase Power and Guard by 5000. Once only.

 

Passive Ability: Prideful Prince, Burning Crimson – At the end of a Power Level Phase in which this card is in the Attack Area, permanently increase this card’s Power by the sum of all Power stats of all allies in the Support Area. This increased Power affects increases in Hero Energy if more than 10000 Power is given to this card as a result of this effect. This ability does not activate if there are no allies in the Support Area.

 

Super Attack: Super Final Shine Attack, costs 7 Hero Energy.


BM3-066 Trunks: Xeno (SSJG)

 

BS Type

HP: 2800

Power: 7000

Guard: 1000

 

TAA: Super Slash – Upon Perfect Slash success, permanently halve the Power of the attacked enemy and reduce enemy Hero Energy by 2. Once only.

 

Passive Ability: Dimension Traversing Warrior – At the start of the battle, permanently increase the amount of Stamina restored by all allies from being in the Support Area. Also, at the end of every odd numbered round, reduce the Stamina of all enemies and at the end of every even numbered round, restore the Stamina of all allies.

 

Super Attack: Burning Breaker, costs 7 Hero Energy.

 

UUE: Super Ability Sealing Units – If Gohan: Xeno and Goten: Xeno are on your team, seal all Super Abilities of the enemy team. One round only. Costs 2 Hero Energy.

BM3-068 King Kai

 

SP Type

HP: 4500

Power: 1000

Guard: 1000

 

Attack Effect: Tells the funniest one liner possible. Seal the abilities of all enemies who laughed at the joke. If no one laughs, reduce the Stamina of both teams.

 

Support Effect: None.

 

Super Attack: None.


BM3-069 Salsa

 

HR Type

HP: 2600

Power: 3000

Guard: 2000

 

CAA: Ultimate Burst – Upon Awakening Burst activation, permanently reduce the Guard of the attacked enemy by 2000 and permanently greatly increase their CI speed. Repeatable.

 

Passive Ability: Favorable Battlefield – At the beginning of Round 2, reduce the Stamina of all enemies and permanently seal the ability to increase Power Level through Stamina consumption as well as all damage multiplying effects.

 

Super Attack: Trick of Cyclone, costs 6 Hero Energy.

 

UUE: Super Power Sealing Units - If Goku: Xeno and Trunks: Xeno are on your team, reduce the Power of all enemies that have Power of 3000 or higher to 1. One round only. Costs 3 Hero Energy.

BM3-070 Putine

 

EL Type

HP: 2500

Power: 2400

Guard: 1500

 

CAA: Double S – Upon activation of Super Double Effect, permanently increase the damage dealt by Super Attacks of this card and its partner. Once only.

 

Passive Ability: Putine’s Strange Strategy – Before the Prep Phase, halve the damage done as well as the amount of Power Level gained as a result of Stamina consumption for the round if the enemy team activated an Ultimate Unit Effect or an Ultimate Unit Effect S. Repeatable.

 

Super Attack: Icicle Powder, costs 4 Hero Energy.

 

UUE: Super Guard Sealing Units – If Vegeta: Xeno and Pan: Xeno are on the team, reduce the Guard of all enemies that have Guard of 3000 or higher to 1. One round only. Costs 3 Hero Energy.


BM3-071 Janemba (Reconstituted)

 

BS Type

HP: 2000

Power: 7100

Guard: 1000

 

TAA: Super Energy – Upon Large Success, reduce enemy Hero Energy by 5. Once only.

 

Passive Ability: Monster Born from Evil Intent – Permanently increase the Power of all allies in the Attack Area and permanently reduce the Guard of all enemies in the Attack area when this card is in the Attack Area during the Prep Phase by an amount equal to (amount of enemies in the Support Area x 1500). Repeatable.

 

Super Attack: Rakasha’s Light Stream Bullet, costs 7 Hero Energy.

BM3-072 Goku: GT (SSJ4)

 

HR Type

HP: 3000

Power: 5000

Guard: 2500

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Kamehameha – Upon Large Success, increase Hero Energy by 2. Once only.

 

Passive Ability: The Strongest Kamehameha – During Round 3 or later, increase Super Attack damage by 10x if your team has 10 Hero Energy. This effect does not activate if participating in a Cooperative Attack. Repeatable.

 

Super Attack: 10x Kamehameha, costs 7 Hero Energy.


BM3-073 Vegeta: GT (SSJ4)

 

BS Type

HP: 2500

Power: 6500

Guard: 1000

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Sparking – Upon activation of Super Sparking, inflict major Stamina damage to the attacked enemy. Once only.

 

Passive Ability: Prince Reaching for the Heights – At the start of the battle, double the amount of Stamina restored and Power Level generated by being in the Support Area if the enemy team has 20000 or more HP.

 

Super Attack: Final Shine Attack, costs 6 Hero Energy.

BM3-074 Gogeta: GT (SSJ4)

 

EL Type

HP: 3000

Power: 6400

Guard: 1500

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Ultimate Spirit Bomb – Upon Large Success, deal stamina damage to the entire enemy team. Once only.

 

Passive Ability: Invincible and Unparalleled Fusion Warrior – If your team’s Hero Energy is destroyed, fully restore Stamina and permanently reduce Guard of the entire enemy team by 1000 at the end of the round. Repeatable.

 

Super Attack: Swift Lightning Flash, costs 7 Hero Energy.


BM3-075 Gohan: GT (SSJ4)

 

HR Type

HP: 2800

Power: 6000

Guard: 2000

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Counter Rush – Upon Perfect Rush activation, reduce enemy Hero Energy by 3. Once only.

 

Passive Ability: High Voltage – When in the Attack Area, your entire team takes 50% less damage. One round only.

 

Super Attack: Ultimate Soaring Dragon Fist, costs 7 Hero Energy.

BM3-076 Broly (SSJ4)

 

EL Type

HP: 2800

Power: 5800

Guard: 1500

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Bedrock Crash – Upon Perfect Crash activation, deal stamina damage to the attacked enemy. Once only.

 

Passive Ability: The All-Destroying Devil – Unable to participate in Cooperative Attacks but immune to stuns. Also, increase Guard by 3x for the round if Hero Energy is 5 or lower during the Prep Phase. If Hero Energy is 6 or higher during the Prep Phase, increase Power by 3x for the round. Repeatable.

 

Super Attack: Gigantic Destruction, costs 8 Hero Energy.


BM3-077 Bardock (SSJ4)

 

BS Type

HP: 2100

Power: 5700

Guard: 1000

 

Special: Overflowing Saiyan Power – At the start of the battle, permanently increase Power and Power Level by an amount equal to (amount of allies with this same ability x 500).

 

CAA: Ultimate Dragon Fist – Upon Full Charge success, permanently increase Guard by 2000. Once only.

 

Passive Ability: Challenging a Formidable Opponent – Increase damage dealt by 3x when attacking an enemy with 15000 Power or higher. Repeatable.

 

Super Attack: Rebellion Hammer, costs 7 Hero Energy.

BM3-SEC Goku: Xeno (SSJ4 Limits Broken)

 

HR Type

HP: 2500

Power: 7700

Guard: 2000

 

CAA: Double Ultimate Dragon Fist – Upon Full Charge activation, this card and its partner become permanently immune to stuns and this attack ignores all damage mitigating effects. Once only.

 

Passive Ability: Extremity-Shattering Strike – Unable to participate in Cooperative Attacks or activate Miracle Perfect CI’s, but all damage dealt is increased by 2x. When winning an offensive CI, permanently ignore the Guard of the attacked enemy and inflict major Stamina damage. When winning a perfect CI, permanently increase damage dealt by 2x beginning with the next attack. Repeatable.

 

Super Attack: Full Power Dragon Fist, costs 8 Hero Energy.


BM3-SEC2 Goku

 

BS Type

HP: 3000

Power: 3400

Guard: 1000

 

CAA: Change – Upon success, transform into SSJ, become immune to stuns, and permanently double Power and the rate at which Stamina consumption contributes to increases in Power Level. Once only.

 

Passive Ability: Awakened Warrior of Legend – Before the Prep Phase, massively recover Stamina and permanently increase Power Level by an amount equal to (current round number x 1500). Also, increase damage dealt when attacking by 4000 once transformed. Repeatable.

 

Super Attack: Spirit Bomb, costs 5 Hero Energy.

BM3-SEC3 Gogeta (SSJ)

 

EL Type

HP: 2200

Power: 6700

Guard: 1500

 

CAA: Dokabaki – Upon Large Success, permanently greatly increase the CI speed of the attacked enemy and reduce their Power by 20000. Once only.

 

Passive Ability: Fusion Reborn – When attacking, greatly increase the CI speed of the attacked enemy’s Cooperative Group and all enemies that are a part of that Cooperative Group take 1.5x damage from this attack. Also, if this card is attacked by an enemy whose Power is lower than this card’s, make all damage received from normal and Super Attacks that are in excess of 3,000 equal to 0. This effect does not activate if being attacked by a Cooperative Group. Repeatable.

 

Super Attack: Soul Punisher, costs 7 Hero Energy.

 

UUE: Elite Power Explosion Units – If Goten and Trunks: Kid are on the team, unit members permanently gain 2x Power. Costs 2 Hero Energy.