GamePress

Hidden Potential Guide

Submit Feedback or Error

Introduction

Hidden Potential is available after you:

-Reach Rank 50

-Completed Stage 2 of An Epic Showdown on Z-Hard

The Hidden Potential system is how you turn your good Cards into great Cards. Once a Card has Z-Awakened, Hidden Potential Orbs can be spent to increase their stats and give them Potential Skills. Hidden Potential Orbs come in three varieties; small, medium, and large (images of small medium and large Orbs).Unlocking nodes on the Hidden Potential paths will cost different amounts of these Orbs.

Where to Get Orbs

Monday
Tuesday
Wednesday
Thursday
Friday
AGL
TEQ
INT
STR
PHY
AGL
TEQ
INT
STR
PHY

Cards (for the most part) use Orbs that correlate to their Type to open their Hidden Potential nodes (Red for STR, Blue for AGL, etc.). You can obtain these general use Orbs through a variety of methods (World Tournament, Missions, etc.), but the most consistent method is through the daily events for the Orbs. The type of Orb available depends on the day of the week. Most of the time, there is one typing available on any weekday, but sometimes (such as during certain celebrations) that they will all be available on weekends, or even all available throughout the entire week. These Hidden Potential stages are available for one playthrough a day.

Screenshot of PHY Hidden Potential stage

You’ll be put onto a map with three bosses to fight, and Orbs to pick up on the map spaces along the way. The first boss (on the left), gives you small and medium Orbs, and is the best way to obtain lots of small Orbs. the second boss (in the middle) drops medium and large Orbs, and is the best for medium Orbs, and the third boss (on the right) gives small and large Orbs, and is the best way to earn large Orbs. The Orb drops on the map are random. Some F2P Cards like SSR Quickening Superpower - Goku Jr. S.INT have Orbs that are specific to them. You can obtain these from an event specific to their Card, and these events can be run as many times as your stamina allows. 

[featured content link to potential Orbs list]

Navigating the Potential Orbs

In game loading screen on Hidden Potential system

There are four paths available to spend Orbs on, and two types of Potential Nodes: basic stat nodes and Skill nodes. There are three basic stat nodes; HP, ATK, and DEF.

Icons for the HP, ATK, and DEF nods
In addition, there are special star nodes that let you decide which Skill to give your Card. Choosing the right Skill to compliment your Card’s kit is crucial to taking full advantage of the Hidden Potential system. When you open up a Card’s Hidden Potential screen, you’ll notice these roadblocks that prevent you from moving forward on their path.
Image of roadblock on Hidden Potential path
You have to use a duplicate of that Card to open the path. There are 4 roadblocks on each Card’s Hidden Potential board. One thing to keep in mind, especially for the rarer gacha Cards, is what order to open the roadblocks in.
Image of the four Potential paths
The top left path has a good balance of stat growths and Skills, the top right prioritizes Offensive stats and Skills, the bottom left focuses on Defensive stats and Skills, and the bottom right path has the highest amount of stat growths and Star Skills. It’s recommended to open the High Growth path first. Another thing to note about the High Growth path is that the Card needs a level 10 Super ATK to activate any nodes. Your Card’s Type also gives them 5 levels of one of the activatable Skills on the top left path with no dupes necessary. AGL and PHY get Combo Attack, STR and TEQ obtain Critical Hit, and INT has Evasion built in. The max level of any Potential Skill is 15, but if you have one of these extra Skills due to your type, you can decide to Boost it up to 20.

Hidden Potential Skills

There are 7 Potential Skills that can benefit your Card. Four of them are active at all times and do not require RNG to deactivate. For all of these Skills, the higher their level, the greater the effect
type atk boost
Type ATK Boost
This increases the amount of type effective Damage the Card can do. For example, it increases TEQ Card Damage against AGL Enemies.
team example
Type DEF Boost
The opposite of the Type ATK Boost, the Type DEF Boost decreases Damage from types a given Card is strong against (AGL Cards from TEQ Damage, etc).
recovery boost
Recovery Boost
This Skill increases the HP recovery gained from collecting Orbs that match the Card’s type.
super atk boost
Super Attack Boost
This Skill increases the Super ATK Damage multiplier by 5% (up to 100% at Skill level 20).

The final three skills activate based on RNG. The higher the Skill level, the higher the probability of these skills activating.

critical hit
Critical Hit
This is the big Damage dealer. Critical Hits ignore Enemy Type and DEF to deal a much larger amount of Damage. This has a chance of activating every time the Card Attacks.
combo attack
Combo Attack
Combo Attack gives the Card a chance to perform an additional normal or Super ATK. If the Card has additional Attacks built into their Passive Skill, each Attack can potentially trigger Combo Attack. They will not stack if one Attack triggers the combo, however.
evasion
Evasion
Evasion gives the Card the chance to dodge an Enemy’s Normal or Super ATK, avoiding Damage completely.
star skill
Star Skills
Every Hidden Potential Path has at least one Star Skill node, with the top left and bottom right having more than one.These Star Skill nodes give you the option of choosing between multiple Skills to give a Card.

Choosing your Skills

Making a decision on how to distribute your Skill levels is imperative to bringing out your Card’s true potential. Your Card’s Passive and Super ATK should have a huge impact on how you build out your Card. For example, if your Card has a Super ATK with a special effect that you want to activate as many times as possible, like UR Invincible Battle Form - Super Vegeta/Super Trunks S.STR raising ATK and DEF, it may be a good idea to put some points into Combo Attack to increase the odds of triggering more than one Super ATK per turn Boosting stats even higher. Another example, if your Card has very low DEF, and would not necessarily benefit from adding extra Damage through Critical Hits or Combo Attacks (like a support Card, i.e. UR Shocking Contact - Android #18 E.STR), it may be more beneficial to focus on Evasion to minimize the amount of Damage they are exposed to. A good rule of thumb is if you have a Card who you want to deal a lot of Damage all the time, more Critical Hits than Combo Attacks could be beneficial. If you have a utility Card, like the Android #18 mentioned earlier that could be a potential weak spot where you can take a lot of Damage, Evasion may be a good choice to keep them out of harm’s way. If your Card already has a decent chance to crit as part of their Passive Skill (like LR Second Super Saiyan - Super Saiyan Trunks (Teen) S.PHY with his 50% chance of getting a Critical Hit), it may be more beneficial to focus on additional Attacks to take advantage of his already high Crit Chance. A Card’s Hidden Potential paths are a judgement call based on any given Card’s toolkit, and what you want them to be capable of.

Forgetting Skills

Ingame  screenshot of forgetting a Hidden Potential Skill
That being said, if you aren’t happy with the way you built your Card, there is a do-over. If you want to change your decision, you will have to use another dupe of the Card (exactly like opening the roadblocks on the path) or 10 Dragon Stones. Dragon Stones are in short supply, especially for players who are not spending money on the game, so it’s generally best to wait until you obtain another copy of the Card instead.

Reverse/Reverse Dokkan Awakening

Screenshot of reverse from in game loading screen
Something to keep in mind when changing Star Skills (and removing roadblocks on the path), is that you can save a lot of resources by using an Incredible Hourglass Medal to reverse your Card to a previous state (LR to TUR, or TUR to UR for example). If your Card is in the UR state, you can use the SSR version of the Card to either open the path or remove the Skill. Incredible Hourglass Medals can be obtained from login bonuses and missions, but they show up in the Baba Shop fairly consistently. When a Card is finished opening all paths and their Super ATK is level 10, you can use Reverse Dokkan Awakening to bring them back up to their highest rarity. Unlike Reversing, this does not have any cost, and you can do it whenever you like. Incredible Hourglass Medals can be pretty expensive though, so the best practice is to keep the Card in the reversed state if you don’t currently plan on using them.
Image of Incredible Hourglass medal

Rainbowed Cards

Ingame loading screen talking about rainbowed characters
When a Card reaches 100% in the Hidden Potential system, the star next to them will turn rainbow, and the panel on the Hidden Potential system will turn to gold. This has no extra effect on the Card itself outside of the cosmetic effect, but half the fun of a gacha game is the collection aspect, right?
Enjoyed the article?
Consider supporting GamePress and the author of this article by joining GamePress Boost!
Join!

About the Author(s)

Writer on the GamePress DBZ Dokkan Battle wiki

https://gamepress.gg/dbzdokkanbattle/