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Team

Note: none of the builds below is the definitive best out of the suggested ones, the fighters highlighted below are just all strong enough to put up a serious argument to be on the team, so they're all listed. Also, "Bench" Fighters aren't necessarily worse than the "Core" Fighters, as the choice of which ones to use is dependant on the matchup.

The Dragon Balls in the LF icons indicate the stars required for them to be considered Core options. If a LF doesn't have the Dragon Ball, it means it's core regardless of Stars.

Core
Bench
Core
Bench
Core
Bench

Core - Leader

HP 2,484,796
Strike ATK 256,991
Blast ATK 256,991
Strike DEF 163,114
Blast DEF 162,308
Critical
1,358
Ki Restore Speed
2,302
  • This Fighter is just an unstoppable force of nature. The switch mechanic alone is a terrifying Ability since allows Goku & Vegeta to be dangerous in any matchup through the Element Advantage swap, but the reason this Fighter is tremendous is not so simple. It's the combination of Offensive Buffs, constant Arts Draw Speed and Ki Regain, incredibly powerful Special Move and anti - Special Cover mechanic that provide essential contribution to make this Fighter so unbelievably good.
  • You'd think that impeccable Offense would be balanced through abysmal durability, but that's not the case. Not only this Fighter can withstand a lot of hits thanks to his Damage Reduction, he's also able to heal himself consistently, making him ideal in protracted battles despite the lack of Last Man Standing Abilities.
HP 2,512,385
Strike ATK 252,058
Blast ATK 238,777
Strike DEF 171,903
Blast DEF 168,528
Critical
1,339
Ki Restore Speed
2,321
  • Not many Fighters in the game are as versatile as this guy. SP LL SSJ Gohan YEL is just a jack of all trades: he can do decent Damage right off the bat, his Defensive utility often comes in handy, and his Support is a nice plus.
  • That said, he's not top tier at anything at 3*, in fact his limits are pretty apparent when he's compared to Zenkai Fighters that have much bigger stats than him. At 6*, he becomes much harder to handle for any Team, as his Damage starts being meaningful by then and his Tankiness can really be felt. He excels in a Strike focused comp.

Core

HP 2,511,727
Strike ATK 274,364
Blast ATK 264,710
Strike DEF 164,293
Blast DEF 164,302
Critical
1,523
Ki Restore Speed
2,627
  • This Fighter is just massively powerful and consistent, thanks to high Damage Buffs, Healing, Damage Reduction, Arts Draw Speed, Special Gauge that makes him draw a Special Move every combo... did I mention he can also make you coffee?
  • His Crisis Effects are just as absurd as the rest of his toolkit, as he gets access to Lock-In and Element Neutral for a limited time as soon as one of his allies dies, and he draws an Ultimate Move when he's the Last Man Standing, other than also being able to draw another one through Main Ability. Essentially, it's just very hard to outlast this Fighter.
HP 2,460,680
Strike ATK 260,177
Blast ATK 249,358
Strike DEF 165,000
Blast DEF 166,651
Critical
1,377
Ki Restore Speed
2,345
  • His Covers and Damage Reduction make him one of the best Defensive options for the team, as he's basically able to nullify up to three Combos per Match. At 3*, he won't be able to Tank much excluding these gimmicks, while at 6* he's more reliable.
  • His Damage output is pretty good granted you have his Unique Equip with great rolls, which his Anti-Revive Effects are some of the best in the game. As a matter of fact, he gets 4 Dragon Balls in total and 50% Damage Buffs when he procs a Revive Effect, meaning he can comfortably use a Rising Rush to deal with it and get back the tools to become incredibly oppressive. This fundamentally means he can negate the Revive mechanics' Rising Rush control.
HP 2,412,373
Strike ATK 247,440
Blast ATK 219,638
Strike DEF 149,591
Blast DEF 146,660
Critical
1,490
Ki Restore Speed
2,562
  • After his Zenkai he became an incredible Offensive power on Purple based teams. In fact, despite his initial Damage Buffs might not look great, the massive Zenkai Ability related Buffs he gets on triple Purple team just makes him look amazing at everything, at any point of a Match.
  • His Main Ability is just an insane death threat, as it grants him another Arts Draw Speed Effect on top of the other one he has, and gives him enough Buffs to put any opponent in the game in huge danger, regardless of the color. His Ultimate Move, in particular, just can't be stopped.
HP 2,486,187
Strike ATK 269,191
Blast ATK 252,777
Strike DEF 156,852
Blast DEF 156,860
Critical
1,424
Ki Restore Speed
2,429
  • He fits the Team well as he has many Strike Cards at his disposal on Fusion Warrior. This basically guarantees him at least a 7-cards combo every time he lands an arts card on an opponent while having a full hand. However, his 3* Damage output is meh, so he's only recommended at 6* and higher.
  • His Special Move that locks in, and his Ultimate Move with Supreme Multiplier are still some of the most threatening Offensive tools in the game.
HP 2,435,677
Strike ATK 246,505
Blast ATK 246,493
Strike DEF 159,300
Blast DEF 165,776
Critical
1,373
Ki Restore Speed
2,341
  • His Damage Buffs might not be noteworthy, but the overall support he gets on this Team combined with his Main Ability upside make him surprisingly decent at dealing damage in some situations.
  • He's mainly meant to provide the Team of Support and Defensive tools, thanks to his combo disruption capabilities, Team healing, Endurance and Team Buffs. However, don't expect him to be a full-fledged Tank, as his stats and Damage Reduction are generally on the low side when compared to top tier Defensive Fighters.

Bench

1
+14% to "Tag: Fusion Warrior" max base health during battle.
2
+16% to "Tag: Fusion Warrior" max base health during battle.
3
+18% to "Tag: Fusion Warrior" or "Tag: Hybrid Saiyan" max base Health during battle.
4
+20% to "Tag: Fusion Warrior" or "Tag: Hybrid Saiyan" max base Health during battle.

Discussion

Fusion is a mix of great Offensive Fighters with some Defensive gimmicks in between, but sadly almost no Support.

SP Super Gogeta RED is still the staple of the Team. Primarily, he fits the Core's identity well, as the Deck is massively in favor of Strike Cards currently. Secondarily, his Arts Draw Speed combined with his incredible Damage potential makes him a Fighter you can always rely on to massively hurt opponents and stall at the same time.

Aside from him, there isn't really a Fighter who can reliably carry Fusion Warrior, but the Legendary Finishers can pack quite a punch if they are 6*. Generally, SP SSJ4 Gogeta GRN is a Fighter you can use in any matchup thanks to his great Defensive utility and his timed immunity to color disadvantage. As a matter of fact, having up to 3 out-of-jail cards every Match works wonders for a Team that can quickly gain a big advantage by having priority even once, so he fits well alongside SP SSB Vegito BLU  and SP SSB Gogeta YEL, who are high risk, high reward Fighters in some instances. 

The lack of a Support is noticeable, especially considering every Top Meta Team has one, but on the full-LF Team, the Deck is so ideal ( almost all Strike Cards ) that the Damage is constantly good, as they all get to use their ideal type of attack. Anti-Strike Covers can be problematic, but since SP SSB Gogeta YEL ignores them, it's not that big of a deal.

Alternatively, SP Gogeta BLU Z7 can be used as well, turning the Team into a more of a Blast based composition. That's where SP SSB Vegito PUR fits very well, too, and the two of them paired with SP Super Gogeta RED make a nice trio, that Tanks definitely more than the LF Build, but deals a bit less Damage ( although, SP Gogeta BLU Z7 being able to lock-in with his Special Move is invaluable at times).

Majuub can replace SSB Gogeta on basically any type of Fusion Warrior Build, since he provides versatile Defensive tools without necessarily preferring any type of Offense over the other ( also because his Damage is on the low side in general ). He makes Fusion Warrior safer to run, which is something that might be preferred by players that aren't skilled enough to take advantage of all the gimmicks provided by this Team, while it will be harder for very skilled players to remove SSB Gogeta on the Team, since his Extra Move alone arguably has a higher ceiling than the entire Majuub kit.

Overall, Fusion Warrior is a good, unique Team, that can win Games thanks to its constant Offensive pressure, but it's still lackluster in most regards compared to Top Tier Teams.

Alternate Core Members

HP 2,461,364
Strike ATK 247,705
Blast ATK 219,929
Strike DEF 159,705
Blast DEF 162,101
Critical
1,386
Ki Restore Speed
2,260
HP 2,334,946
Strike ATK 238,911
Blast ATK 224,833
Strike DEF 137,839
Blast DEF 140,598
Critical
1,302
Ki Restore Speed
2,231
HP 2,459,972
Strike ATK 272,979
Blast ATK 267,589
Strike DEF 157,416
Blast DEF 157,408
Critical
1,420
Ki Restore Speed
2,324
HP 2,459,972
Strike ATK 272,979
Blast ATK 267,589
Strike DEF 157,416
Blast DEF 157,408
Critical
1,420
Ki Restore Speed
2,324
HP 2,234,476
Strike ATK 226,736
Blast ATK 239,809
Strike DEF 143,582
Blast DEF 143,575
Critical
1,312
Ki Restore Speed
2,241

Alternative Bench

1
+17% to "Tag: Fusion Warrior" base Blast Attack during battle.
2
+20% to "Tag: Fusion Warrior" base Blast Attack during battle.
3
+22% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
4
+25% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
1
+22% to "Tag: Fusion Warrior" or "Tag: Legends Road" base Strike Defense during battle.
2
+24% to "Tag: Fusion Warrior" or "Tag: Legends Road" base Strike Defense during battle.
3
+29% to "Tag: Fusion Warrior" or "Tag: Legends Road" base Strike Defense during battle.
4
+32% to "Tag: Fusion Warrior" or "Tag: Legends Road" base Strike Defense during battle.
1
+12% to "Tag: Saiyan" max base health during battle.
2
+15% to "Tag: Saiyan" max base health during battle.
3
+17% to "Tag: Saiyan" max base health during battle.
4
+18% to "Tag: Saiyan" max base health during battle.
1
+17% to "Tag: Fusion Warrior" base Blast Defense during battle.
2
+20% to "Tag: Fusion Warrior" base Blast Defense during battle.
3
+35% to "Tag: Fusion Warrior" base Strike & Blast Defense
+15% to "Character: Vegito" base Strike Attack during battle.
4
+40% to "Tag: Fusion Warrior" base Strike & Blast Defense
+20% to "Character: Vegito" base Strike Attack during battle.
1
+17% to "Tag: Saiyan" base Strike Defense during battle.
2
+22% to "Tag: Saiyan" base Strike & Blast Defense during battle.
3
+28% to "Tag: Saiyan" base Strike & Blast Defense during battle.
4
+33% to "Tag: Saiyan" base Strike & Blast Defense during battle.
1
+19% to "Tag: Saiyan" base Blast Attack during battle.
2
+21% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike Attack and base Blast Attack
3
+30% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike Attack and base Blast Attack
4
+35% to "Tag: Saiyan" or "Tag: Super Saiyan" base Strike Attack and base Blast Attack
1
+17% to "Tag: Fusion Warrior" base Strike Attack during battle.
2
+22% to "Tag: Fusion Warrior" base Strike Attack & Defense during battle.
3
+28% to "Tag: Fusion Warrior" base Strike Attack & Defense during battle.
4
+30% to base Strike Attack & Defense
+12% to max base Health of "Tag: Fusion Warrior" during battle.
1
+19% to "Tag: Fusion Warrior" base Blast Attack during battle.
2
+22% to "Tag: Fusion Warrior" base Blast Attack during battle.
3
+25% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
4
+28% to "Tag: Fusion Warrior" base Strike & Blast Attack during battle.
1
+22% to "Tag: Saiyan" base Blast Defense during battle.
2
+24% to "Tag: Saiyan" or "Tag: Vegeta Family" base Blast Defense during battle.
3
+30% to "Tag: Saiyan" or "Tag: Vegeta Family" base Strike & Blast Defense during battle.
4
+35% to "Tag: Saiyan" or "Tag: Vegeta Family" base Strike & Blast Defense during battle.
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About the Author(s)

I'm a Dragon Ball Legends' writer who also consistently ranks in top 500-100 in the game's PVP.  I'm not part of the Kefla bandwagon.

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