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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

It's really tough to determine a clear strongest Core for Regeneration, as pretty much any combination of Fighters on this Team can work well. Just try to always keep either Majin Buu or Cell on the Core to have a reliable Defensive option, while the rest can rotate depending on the matchup.

Core

HP 2,357,763
Strike ATK 215,642
Blast ATK 227,511
Strike DEF 161,842
Blast DEF 160,252
Critical
1,398
Ki Restore Speed
2,381
  • He’s an amazing Blast Based Fighter overall, but he needs to wait a bit to reach full potential, which is a common trait for Offensive Fighters on this Team. In fact, even after his Transformation, he needs to wait a bit to get all his Offensive Effects up, but once he does he's pretty hard to stop. Additionally, his Special Move is really strong after an Extra Move, and his Main Ability is a perfect chance to frame-trap and strike down an opponent with a Special Beam Cannon.
  • He's also pretty versatile, as he provides Supportive Effects for his allies, and also some Defensive utility through Damage Reduction.
HP 2,287,919
Strike ATK 208,099
Blast ATK 213,362
Strike DEF 158,447
Blast DEF 155,320
Critical
1,281
Ki Restore Speed
2,289
  • Zenkai 7 SP Majin Buu: Good GRN 's Healing capabilities are the highest in the whole Game, but there are Fighters such as SP SSJ3 Goku PUR Z7 who can deal with him in a single Combo, so he's not as oppressive as he was at release.

  • He’s pretty strong Offensively, boasting stackable Offensive Buffs and a really useful Lock-in Mechanic in early Game.

HP 2,436,283
Strike ATK 248,336
Blast ATK 268,265
Strike DEF 161,495
Blast DEF 161,503
Critical
1,328
Ki Restore Speed
2,289
  • At 3*, Kid Buu is arguably already a Core option for the Team, but at 6* he just seals the deal. He's just a fantastic Offensive Fighter that keeps stacking up Damage Buffs and Arts Draw Speed, mainly thanks to his Extra Move ( which he gets plenty of ). His Special and Ultimate Moves are also huge nukes.
  • He's a Defensive liability, but the fact his Extra Move allows him to restore his Vanish Gauge makes him really tough to catch ( so he can also stall well ), and either way he's on a Tanky enough Team that he doesn't have to worry about getting killed in most cases.
HP 2,212,150
Strike ATK 225,565
Blast ATK 214,905
Strike DEF 156,341
Blast DEF 156,349
Critical
1,426
Ki Restore Speed
2,504
  • His Offensive Support is significant for Regeneration Fighters after her Zenkai.
  • While she's mainly a Support, after getting a Zenkai SP Android #21 BLU became a quite capable Fighter if taken singularly as well. Primarily, high Defensive stats make her perfect to protect SP DK Piccolo YEL against the fearsome SP SSJ2 Gohan RED and SP Super Gogeta RED. Secondarily, she's pretty great Offensively thanks to Debuffs and Arts Draw Speed.
HP 2,436,080
Strike ATK 272,329
Blast ATK 249,395
Strike DEF 151,350
Blast DEF 149,860
Critical
1,429
Ki Restore Speed
2,432
  • This Fighter is just a constant Offensive menace thanks to the multitude of ways he can pressure opponents to make mistakes with his arsenal of very high Damage Buffs, off-putting debuffs, and very annoying Extra Moves-Special Moves.
  • In particular, his Extra Move is his most annoying tool, as he draws plenty and it constantly allows him to start a Combo with it while Locking the opponent in. It can also be used mid-Combo to chain it with a Rising Rush or a Ultimate Move, which is deadly.
HP 2,090,082
Strike ATK 241,547
Blast ATK 239,157
Strike DEF 92,369
Blast DEF 93,278
Critical
1,508
Ki Restore Speed
2,514
  • He's still capable of impacting the Game Defensively since his Revive mechanic dwarfs even Endurance in terms of being able to absorb the opponent's Damage with no drawback. That, coupled with his permanent sub Count reduction mechanic pre-Transformation, makes him a constant answer to the opponents' Rising Rush/Ultimate Moves.
  • He’s a very solid Fighter all around. Pre Transformation he can hold his own Offensively, but after he just becomes a death machine thanks to his enormous Buffs and his very resourceful Extra Move and Special Move.
HP 2,405,788
Strike ATK 233,968
Blast ATK 251,969
Strike DEF 158,391
Blast DEF 157,611
Critical
1,353
Ki Restore Speed
2,283
  • He's the definition of slow starter: right off the bat, Demon King Piccolo is pretty average, and considering his Transforming conditions are harsher than most Fighers of the same kind, that might be an issue for some people.
  • On the other hand, his Transformation is likely the strongest in the Game. Primarily, right after his rejuvenation, he regains a full hand of cards and Ki, so he can gain a lot of momentum really fast. However, in general he's just an Offensive powerhouse, especially in a Blast Based Team such as this one.

Bench

1
+13% to "Tag: Android" max base Health during battle.
2
+15% to "Tag: Android" max base Health during battle.
3
+18% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.
4
+20% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.

Discussion

Regeneration is a quite balanced Team between Offense and Defense, but it's still insufferably strong since it's amazing at both. 

The first thing that makes this Team so hard to beat is SP Majin Buu GRN, the "oldest" Fighter on the Team. The reason is simple: his Defensive utility is 100% fool proof, as his combination of 5 seconds switch Lock and 3 seconds Strike Cards Lock are going to affect your Offense and there is nothing you can do about it. Also, his huge Healing capabilities, both for himself and for the Team, make this Build one of the most durable in the Game in general. He's also very important Offensively ( although his Damage isn't the greatest anymore ), as his switch Lock allows the Team to select which Fighter to hit with a Rising Rush.

SP DK Piccolo YEL makes an amazing duo with him, as they generate immense Rising Rush pressure on the opponent through the latter's Dragon Ball stealing, and Buu's lock. The fact DK Piccolo can also ignore Endurance makes the whole dynamic unfair, as it allows Regen's Rising Rush to score a kill in 99% of the cases if it's not guessed. However, you can also use SP Piccolo YEL to have a more balanced Build: the son of the king of Demons can't match his father's early game pressure, but he brings much more stability for the whole Game in general. Him being Blast Based makes him a great fit alongside SP Revive Cell RED and SP DK Piccolo PUR, with the latter being a very important Fighter for the Team to counter Greens such as SP SSJ3 Goku GRN.

Android #21 is a good and balanced Fighter for the Team, thanks to her Support, Durability, and decent Damage output, but Regeneration only hits its ceiling when a reasonably high stars Kid Buu is on the Team. This guy is flat out one of the best Offensive Fighters in the Game, he can pretty much solo Matches if he's used well, and having that kind of firepower in a Team as consistent as Regeneration is truly wicked.

Zamasu is kind of the same, although depending on the stars Revive Cell can be a better option than him. Zamasu brings a lot of disruptive Effects to the table for Regeneration, when he's on the Team it's a headache for the opponent to keep track of everything Regeneration can affect your playstyle with, and his Damage ceiling ( especially at 6* and higher ) is comparable to Kid Buu's.

This Team is just perfect, and a contender for the Top Meta Team spot.

Alternate Core Members

HP 2,111,180
Strike ATK 206,874
Blast ATK 239,304
Strike DEF 145,946
Blast DEF 148,859
Critical
1,435
Ki Restore Speed
2,428

He's one of the best Offensive Supports in the Game, and as such he works best when paired with Fighters that are both great at obtaining constant priority, and deal huge Damage by themselves. Zamasu and Kid Buu fit the description perfectly, and when Buffed by Piccolo they can quickly end Matches.

HP 2,437,435
Strike ATK 237,320
Blast ATK 253,622
Strike DEF 155,526
Blast DEF 158,629
Critical
1,424
Ki Restore Speed
2,389

She's a stronger Offensive fighter than Majin Buu : Good, but she's also terribly weaker Defensively. Also, If you decide to use her, keep in mind that SP DK Piccolo YEL's Blast Damage isn't that good.

HP 2,436,788
Strike ATK 215,616
Blast ATK 219,952
Strike DEF 146,963
Blast DEF 148,425
Critical
1,458
Ki Restore Speed
2,540

He's a fine replacement for Cell and Zamasu as he's a very Defensive Fighter that makes a really annoying couple with Majin Buu, due to their obnoxious Tankiness and Healing capabilities.

Alternate Bench Members

1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+26% to "Tag: Regeneration" base Strike & Blast Attack during battle.
4
+28% to "Tag: Regeneration" base Strike & Blast Attack during battle.
1
+19% to "Tag: Android" base Strike & Blast Attack during battle.
2
+24% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack during battle.
3
+30% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack
and +15% to "Tag: Girls" base Blast Defense during battle.
4
+35% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack
and +18% to "Tag: Girls" base Blast Defense during battle.
1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+26% to "Tag: Regeneration" base Strike & Blast Attack during battle.
4
+28% to "Tag: Regeneration" base Strike & Blast Attack during battle.
1
+17% to Tag: Regeneration base Strike Defense during battle.
2
+20% to Tag: Regeneration base Strike Defense during battle.
3
+22% to Tag: Regeneration base Strike & Blast Defense during battle.
4
+25% to Tag: Regeneration base Strike & Blast Defense during battle.
1
+17% to "Tag: Regeneration" base Blast Defense during battle.
2
+19% to "Tag: Regeneration" base Blast Defense during battle.
3
+22% to "Tag: Regeneration" base Strike & Blast Defense during battle.
4
+25% to "Tag: Regeneration" base Strike & Blast Defense during battle.
1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+23% to "Tag: Regeneration" base Strike Attack & Defense during battle.
4
+25% to "Tag: Regeneration" base Strike Attack & Defense during battle.
1
+19% to "Tag: Regeneration" base Strike & Blast Attack during battle.
2
+21% to "Tag: Regeneration" base Strike & Blast Attack during battle.
3
+30% to "Tag: Regeneration" or "Episode: Frieza Saga (Z)" base Strike & Blast Attack during battle.
4
+38% to "Tag: Regeneration" or "Episode: Frieza Saga (Z)" base Strike & Blast Attack during battle.
1
+19% to "Tag: GT" base Strike Attack during battle.
2
+21% to "Tag: GT" or "Tag: Regeneration" base Strike Attack during battle.
3
+28% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle.
4
+32% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & 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.