Equip Suggestions
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
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Discussion
- Trunks and Gohan make a Defensive duo that's hard to break, as they both have Endurance as well as great Cover Effects. The only thing that can go through them is Anti-Endurance, which sadly for them, it's starting to be more common.
- SP Goku & Vegeta PUR and SP SSB Vegeta GRN lead the way offensively, giving the team more than enough Offensive pressure to consistently threaten the opponent, considering other Fighters on the team are no slouch either in that regard.
- Vegeta Clan is basically an alternative of Future, and as such it works really well.
Core - Leader
Core

HP 2,484,796
Strike ATK 256,991
Blast ATK 256,991
Strike DEF
163,114
Blast DEF
162,308
Critical | |
---|---|
Ki Restore Speed |
- 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 2,435,374
Strike ATK 271,622
Blast ATK 251,174
Strike DEF
165,482
Blast DEF
163,836
Critical | |
---|---|
Ki Restore Speed |
- While you might think Trunks is a Tank, in reality he's just an incredibly well rounded Fighter that excels at everything, so he doesn't really have a specific role. In terms of Defense, his stats and Damage Reduction make him reliable at taking hits, and his Healing + Endurance provide him Rising Rush control and ensure he reaches the late stages of a Match consistently.
- Offensively, he starts off a bit slow as especially his Blast Damage is not impressive right off the bat, but his Strike Damage and first Arts Card after a switch Damage is high enough that he's at least more than respectable in that regard at any point of a Match. Once his gauge gets filled, he becomes incredibly powerful, and his Ultimate Move will easily be able to kill opponents even if their HP are high.

HP 2,512,385
Strike ATK 252,058
Blast ATK 238,777
Strike DEF
171,903
Blast DEF
168,528
Critical | |
---|---|
Ki Restore Speed |
- 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 extremely impactful, and his Support is a nice plus.
- He's simply the best Defensive Fighter in the game, as he mixes game-changing Cover Effects with Endurance, making him an obstacle that's really hard to play around for the opponent.

HP 2,411,464
Strike ATK 246,519
Blast ATK 235,838
Strike DEF
155,526
Blast DEF
156,306
Critical | |
---|---|
Ki Restore Speed |
- Even though he didn't get much from his Zenkai, he can deal pretty good Strike Damage even with little build up, and his Ultimate Move is frightening for any opponent who's below 50% HP thanks to the Lock-In Effect. His Blast Damage is pretty meh, but it's not an issue on this Team, which is primarily Strike-focused.
- Lack of Anti-Cover Effects and Anti-Endurance severely limits his Offensive potential, as it means he often won't be able to take advantage of his 2x Arts Draw Speed on Main Ability to Build up Damage Buffs for his Ultimate Move, as the opponent can abuse annoying Cover Effects to stop his whole Combo. While this is not a make or break type of thing for him, he would've been way better if the devs added those Effects.
Alternate Core Members

HP 2,436,404
Strike ATK 227,970
Blast ATK 231,368
Strike DEF
154,602
Blast DEF
156,145
Critical | |
---|---|
Ki Restore Speed |

HP 2,482,314
Strike ATK 262,266
Blast ATK 238,046
Strike DEF
160,788
Blast DEF
159,191
Critical | |
---|---|
Ki Restore Speed |

HP 2,358,167
Strike ATK 246,998
Blast ATK 246,998
Strike DEF
159,186
Blast DEF
156,835
Critical | |
---|---|
Ki Restore Speed |
Alternate Bench
+22% to "Tag: Hybrid Saiyan" base Strike Attack during battle. | |
+28% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack during battle. | |
+30% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack & Defense during battle. | |
+35% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack & Defense during battle. |
+19% to "Element: RED" base Strike Attack and Defense during battle. | |
+22% to "Element: RED" base Strike Attack and Defense during battle. | |
+24% to "Element: RED" or Vegeta Family base Strike Attack and Defense during battle. | |
+25% to "Element: RED" or Vegeta Family base Strike Attack and Defense during battle. |
+22% to "Tag: Vegeta Family" base Blast Attack during battle. | |
+28% to "Tag: Vegeta Family" base Blast Attack during battle. | |
+35% to "Tag: Vegeta Family" base Blast Attack & Defense during battle. | |
+38% to "Tag: Vegeta Family" base Blast Attack & Defense during battle. |
+17% to "Tag: Vegeta Family" base Strike Attack during battle. | |
+20% to "Tag: Vegeta Family" base Strike Attack during battle. | |
+28% to "Tag: Vegeta Family" base Strike & Blast Attack during battle. | |
+30% to "Tag: Vegeta Family" base Strike & Blast Attack during battle. |
+15% to "Tag: Future" max base health during battle. | |
+18% to "Tag: Future" max base health during battle. | |
+23% to "Tag: Future" or "Tag: Female Warrior" max base health during battle. | |
+25% to "Tag: Future" or "Tag: Female Warrior" max base health during battle. |