Elements, arts cards and battle rules

Dragon Ball Legends mechanics

An element with the advantage deals +50% damage, and one at a disadvantage deals -50%. The sections after the chart cover battle controls, the battle system, every icon in a fight and 57 ability terms.

Elements

  • REDREDStrong against: YELYEL +50%Weak against: BLUBLU -50%
  • YELYELStrong against: PURPUR +50%Weak against: REDRED -50%
  • PURPURStrong against: GRNGRN +50%Weak against: YELYEL -50%
  • GRNGRNStrong against: BLUBLU +50%Weak against: PURPUR -50%
  • BLUBLUStrong against: REDRED +50%Weak against: GRNGRN -50%

LEGENDS rarity units carry a Superior Element (RED+, YEL+ and so on): the same loop, but +75% with the advantage. DRK deals +50% to every basic and Superior Element, and LGT deals +50% to DRK, with no weakness of its own. Some abilities turn the loop round for a while (Reverse Element Factors), so a unit that was weak against an element becomes strong against it.

Battle Controls

9
  • Attacking

    Tap an Arts Card to attack with a skill that correspond to the card's type. Tap multiple Arts Cards successively to chain attacks together in a combo.

    Tap the screen at close range to unleash a Tap Attack. Tap Attacks are quick and can be executed up to three times in a row.

    Tap the screen at mid range to Tackle. Tackles are quick attacks that close the distance between you and the enemy.

    Tap the screen at long range to unleash a Tap Shot. Tap Shots are singular Ki projectiles that are effective at restricting your enemy's movements.

    Tap the screen while performing a Quick Dash to execute a Quick Attack. This allows you to attack while closing the distance between you and your opponent and is an effective way to surprise anyone who might be hanging back too much.

    *Quick Attacks that hit during a combo will inflict less damage than normal.

  • Main Abilities

    When the Ability Gauge is full, tap a character icon to use their Main Ability.

    * Can only be used once per battle.

  • Using Ultimate skills

    Some characters have Ultimate Skills. Use one by acquiring an Ultimate Technique card from a Main Ability's effect.

  • Moving

    Slide your finger on the screen to move your character.

    *Moving characters back will slightly reduce your Ki and Vanishing Gauge.

    When not at long range, flick up to Boost and quickly close in on an opponent.

    When at long range, flicking up will perform a Quick Dash, which will close the distance between you and your opponent instantly. You cannot take damage from Tap Shots while Quick Dashing.

    *Flicking up after sidestepping or attacking with certain Arts will cause you to Boost, even at long range.

    Flick down to backstep and get some distance.

  • Vanishing Step

    Swipe left or right on the screen in time with the enemy's attack to avoid it using the Vanishing Step.

    Using the Vanishing Step will deplete the Vanishing Gauge, but it recovers automatically over time.

    Recovery is paused during certain actions, such as attacking.

    The Vanishing Gauge will be restored to maximum value when you are hit by an enemy Arts attack or when you substitute characters.

    * You will do a step without evasive effects if you don't have enough Vanishing Gauge.

  • Ki Charge

    Hold down on the screen to rapidly restore your Ki Gauge.

  • Substituting Characters

    Tap an ally character icon to control them. A fixed amount of time is needed before you can switch characters again.

  • Cover Change

    When you are caught in an enemy combo, tap an ally character icon to have the standby character switch in and take the attacks instead.

    This allows you to get yourself out of tight spots, save characters you don't want to be defeated, or swap in characters with high defenses to reduce the damage taken.

    Cover Change cannot be used against Tap Actions

  • Tap Actions

    Tap Actions are attacks that do not require Arts Cards or cost Ki. They are performed by tapping the screen.

    There are two categories of Tap Actions.

    Melee Tap Actions: Tap Attack, Tackle, Quick Attack

    Ranged Tap Actions: Tap Shot

    See "Attacks" in the help menu for more information on the strengths of each attack and how to use them.

Battle System

68
  • Battle Rules

    This game is an action RPG with card commands.

    Fight with up to 3 characters from your party of 6 to defeat all the enemies.

    If the time runs out, you will lose regardless of how much health you have left.

    *Certain Story Battles may have special victory conditions.

    *When the time runs out in PvP mode, the player who dealt the most damage to the other is the winner.

  • Elements

    Characters each have an Element.

    When a character with an elemental advantage attacks, they will deal more damage.

    If they have an elemental disadvantage, they will deal less damage.

    *However, Elements will not deal reduced damage against DRK.

    Basic Elements

    • RED: strong against YEL, weak against BLU

    • YEL: strong against PUR, weak against RED

    • PUR: strong against GRN, weak against YEL

    • GRN: strong against BLU, weak against PUR

    • BLU: strong against RED, weak against GRN

    Special Elements

    • DRK: strong against all Basic and Superior Elements, weak against LGT

    • LGT: strong against DRK, no weaknesses

  • Reverse Element Factors

    With Reverse Element Factors, your favorable Elements will be treated as unfavorable, and your unfavorable Elements as favorable.

    Characters who possess this ability effect will have a Reverse mark next to their Element icon.

    E.g., if an "Element: RED" character's Element factors are reversed, they will be strong against BLU and weak against YEL.

    *Reverse Element Factors only affects basic Elements. It has no effect on the DRK and LGT Elements.

    When two characters with reversed Elements face each other, whether or not your opponent's Element factors are reversed has no effect, and only their base Element will be taken into account.

    E.g., if an "Element: RED" character's Element factors are reversed, they will be strong against BLU & Reverse BLU, and weak against YEL & Reverse YEL.

  • Superior Elements

    "Superior Elements provide an even bigger damage boost compared to normal Elements when a character attacks with an elemental advantage. However, the amount of damage received from a disadvantaged Element is the same as normal Elements.

    *Like with normal Elements, Superior Elements deal reduced damage when at an elemental disadvantage, except against DRK.

    The relationship between the Elements is identical to that for normal Elements.

    When text references a normal Element, such as for the target of an ability effect or in the equip conditions of Equipment, it will also apply to Superior Elements.

    Superior Element Icons

    • RED+

    • YEL+

    • PUR+

    • GRN+

    • BLU+

    • DRK+

    • LGT+

  • Arts Card Types

    There are several kinds of Arts Card.

    • Strike

     Charges towards the enemy's position and attacks with a melee strike.

    • Blast

     Fires off Ki Blasts to attack from current position.

    • Special Move

     Attacks with a Special Move that's unique to each character.

    • Special

     Activates various effects that are unique to each character.

    • Awakened

     Activates a special attack.

     (Only some characters have this card.)

    • Ultimate.

     Activates an attack that's even more powerful than a Special Move.

     (Only some characters have this card.)

  • Ki Gauge

    Displays remaining Ki. Depleted when Arts Cards are used. Ki Gauge is restored over time.

  • Heavy Attacks

    When a battle member uses an Arts attack, there is a chance it will become a Heavy Attack and deal increased damage.

    *Attacks from guest or enemy characters (excluding in Tournament of Power and Guild Battles) cannot become Heavy Attacks.

    When a Heavy Attack occurs, there is a chance it will become a Super Heavy Attack and deal even more damage than a normal Heavy Attack.

    *Heavy/Super Heavy Attacks will not occur in PvP.

    Improving a character's Heavy Attack capabilities through Arts Boosting will increase the chances that Heavy and Super Heavy Attacks occur.

    When controlling one of your own characters in battle, their Heavy Attack capabilities will be displayed at the bottom of each Arts Card.

    *They will not be displayed in battles where Heavy and Super Heavy Attacks do not occur.

    Heavy and Super Heavy Attacks will not occur for the following attacks:

    • Rising Rush

    • All-Out Rush

    • Rising Rush Z

  • Arts Boost Grade Requirements

    Some Stories will have Arts Boost Grade Requirements. If a given boost does not exceed a specified grade requirement, then the corresponding Arts will deal reduced damage.

    *If a given boost does not meet multiple requirements, then only the strongest damage reduction effect will be applied.

    *Guest characters do not need to meet Arts Boost Grade Requirements.

    If a Story has Arts Boost Grade Requirements, they can be checked in the Story's details.

    The affected Arts Boosts, required grades, and damage reduction vary depending on the Story.

    The following attacks will be affected by Arts Boost Grade Requirements:

    • Rising Rush

    • All-Out Rush

    • Rising Rush Z

  • Enemy Distance

    Short, medium, and long distances exist, and different attacks reach different distances. Check Arts for details.

  • Ranged Attacks

    Ranged Attacks that show a Danger Zone by your feet cannot be evaded by Vanishing Steps. Move out of range to avoid them.

  • Dokabaki Impact

    Dokabaki Impact occurs if equal power strikes collide. Tap to gain Ki and damage your enemy.

    *The damage from this attack cannot cause the enemy to be defeated.

    *Some Special Moves such as Kamehameha can also cause a Dokabaki Impact if they collide.

    In this case, the damage can cause the enemy to be defeated.

  • Rising Rush

    Tap an Arts Card with a Dragon Ball to fill Dragon Ball Slots. Get 7 and a button to trigger Rising Rush will appear.

    Tap the button to unleash a powerful "Rising Rush" combo attack!

    Only 1 kind of ability that manipulates the outcome of a Rising Rush wager will activate during a single Rising Rush.

  • Attribute Upgrades & Buff Effects

    What is a "Buff Effect"?

    An effect that grants a special state to a character.

    Here are some example effects:

    • Dragon Ball Protection

    • Hand Protection

    • Ki Protection

    • One-Time Attribute Downgrade Nullification

    • One-Time Abnormal Condition Nullification

    • Special Cover Change Nullification

    • Endurance Penetration

    What is an "Attribute Upgrade"?

    An effect that strengthens characters in specific ways.

    Here are some example effects:

    • Damage +10%

    • Damage Guard +10%

    • All Arts Costs -5

    • Enemy Damage Guard Penetration +10%

  • Attribute Downgrades & Abnormal Conditions

    Certain abilities can inflict Abnormal Conditions upon characters.

    These effects will automatically end after a set number of counts.

    List of Abnormal Conditions

    Faint: Character becomes unresponsive

    Poison: Character takes damage over time

    Bleed: Character takes damage over time

    Attribute Downgrades reduce a character's abilities in some way.

    Here are some example effects:

    • Damage Sustained +10%

    • Health Restoration -10%

    • All Arts Costs +10

    • Special Move Arts Power -10%

  • Attack Types

    When using Arts Cards to attack, there are three Attack Types: Strike Type, Blast Type, and Mixed Type.

    Different stats are used to determine damage done by each type.

    Even if two Arts are using the same parameters, their damage and cost may differ due to differences between the characters using them.

    Attacks can also have four Attributes: Impact, Slice, Pierce, and Explode.

  • Battle Style

    Each character has a

    specific "Battle Style"

    that gives them unique

    perk.

    Melee Type

    -Excels in melee attack

    Ranged Type

    -Excels in ranged attack

    Defense Type

    -Excels in defending

    Support Type:

    -Excels in buff/debuff

  • Special Move

    The Attack Type of Special Move differs based on the Skill.

  • Status Icon

    A Status Icon will be displayed if your character has a status effect applied by a skill.

    Status Icons fall into the following categories.

    Some of the different Status Icons are shown in the images below.

    • Attribute Upgrade

    Character's attributes are strengthened

    Status Icon

    Effects

    Strike Damage UP

    Blast Damage UP

    Inflicted Damage UP

    Strike Arts Power UP

    Blast Arts Power UP

    Special Move Arts Power UP

    Self-Destruct Damage DOWN

    Self-Destruct Inflicted Damage UP

    Element Factor UP

    Critical Damage UP

    Critical Rate UP

    Critical UP

    Strike Defense UP

    Blast Defense UP

    Sustained Damage CUT

    Strike Cost DOWN

    Blast Cost DOWN

    Special Move Cost DOWN

    Special Skill Cost DOWN

    Ki Recovery UP

    Health Restoration UP

    Gauge Recovery UP

    Poison Resistance UP

    Bleed Resistance UP

    Faint Resistance UP

    Paralyze Resistance UP

    Immobilize Resistance UP

    Flash Resistance UP

    Bleed Resistance UP

    Poison Resistance UP

    Faint Resistance UP

    Paralyze Resistance UP

    Immobilize Duration DOWN

    Flash Duration DOWN

    Impact Resistance UP

    Slice Resistance UP

    Pierce Resistance UP

    Explode Resistance UP

    Extra Strike Arts Effect: Faint

    Penetrate: Cover Sust. Damage Cut

    Special Move Damage UP

    Card Drawing Speed UP

    Arts Cost DOWN

    Stand-By Count DOWN

    Strike Arts Damage UP

    Blast Arts Damage UP

    • Attribute Downgrade

    Character's attributes are weakened

    Status Icon

    Effects

    Inflicted Damage DOWN

    Sustained Damage UP

    Strike Arts Power DOWN

    Blast Arts Power DOWN

    Special Move Arts Power DOWN

    Self-Destruct Sustained Damage UP

    Self-Destruct Damage DOWN

    Element Factor DOWN

    Critical Damage DOWN

    Critical Rate DOWN

    Critical DOWN

    Strike Attack DOWN

    Strike Defense DOWN

    Blast Attack DOWN

    Blast Defense DOWN

    Strike Cost UP

    Blast Cost UP

    Special Move Cost UP

    Special Skill Cost UP

    Ki Recovery DOWN

    Health Restoration DOWN

    Gauge Recovery DOWN

    Poison Resistance DOWN

    Bleed Resistance DOWN

    Faint Resistance DOWN

    Paralyze Resistance DOWN

    Immobilize Resistance DOWN

    Flash Resistance DOWN

    Bleed Resistance DOWN

    Poison Resistance DOWN

    Faint Resistance DOWN

    Paralyze Resistance DOWN

    Immobilize Duration UP

    Flash Duration UP

    Impact Resistance DOWN

    Slice Resistance DOWN

    Pierce Resistance DOWN

    Explode Resistance DOWN

    Special Move Damage DOWN

    Card Drawing Speed DOWN

    Arts Cost UP

    Stand-By Count UP

    • Abnormal Condition

    Character has an abnormal condition applied (i.e. Faint, Poison, Bleed)

    Status Icon

    Effects

    Immobilize

    Bleed

    Faint

    Flash

    Paralyze

    Poison

    • Buff

    Character gains a status enhancing effect

    Status Icon

    Effects

    Immunity to All Abnormal Conditions

    Extra Blast Arts Effect: Reduce Ki

    Extra Special Move Arts Effect: Reduce Ki

    Extra Strike Arts Effect: Reduce Ki

    Extra Normal Attack Effect: Absorb Ki

    Extra Blast Arts Effect: Recover Ki

    Extra Special Move Arts Effect: Recover Ki

    Extra Strike Arts Effect: Recover Ki

    Extra Normal Attack Effect: Absorb Health

    Extra Blast Arts Effect: Restore Health

    Extra Special Move Arts Effect: Restore Health

    Extra Strike Arts Effect: Restore Health

    Immunity to Unfavorable Elements

    Restore Health Over Time

    Immunity to All Attribute Downgrades

  • Armor & Armor Break

    Armor:

    This characteristic prevents actions from being interrupted even when hit by an attack.

    However, you will still take damage from the attack when hit.

    (Example) Strikes with the ""Blast Armor"" characteristic

    These Strike skills will not be interruped

    even if you are hit by an enemy's Blast skill.

    *Certain skills will nullify armor characteristics.

    Armor Break:

    This can nullify the characteristic of certain skills and abilities that prevents actions from being interrupted even when hit by an attack.

  • Auto Mode

    Battle will be conducted automatically when the Auto Mode button is switched on.

    You are still able to input battle commands normally during Auto Mode and it will remain active afterwards.

    Auto Mode can be turned off at any time during battle by tapping its button again.

    *With the exception of Auto Match Rules, Auto Mode cannot be used in modes that involve other players, such as PvP and Hyperdimensional Co-Op.

  • Arts Card Draw Speed

    There are six levels to Arts Card draw speed.

    Normally, draw speed starts at level 3.

    Level 6: Super

    Level 5: Rapid 2

    Level 4: Rapid 1

    Level 3: Standard

    Level 2: Slow

    Level 1: Sluggish

    Arts Card draw speed levels can be changed with Abilities that increase or decrease draw speed.

    *Level 6 grants a draw speed faster than Level 5 only during combos.

  • Ki Attacks and Physical Attacks

    Arts attacks that involve Ki techniques, such as energy blasts etc., are grouped as Ki Attacks.

    Ki Attacks can be absorbed by "Ki Absorption" and other absorption-type actions.

    Arts attacks that involve certain weapons or rocks are grouped as Physical Attacks.

    Physical Attacks are unaffected by "Ki Absorption" and other absorption-type actions.

  • Unique Gauge

    The Unique Gauge is a special resource that some characters use to activate exclusive effects.

    There are various types of Unique Gauges that differ in how they are used and the activation conditions for their effects.

    Attack Type

    When Arts are used, the Unique Gauge will increase.

    Sustained Damage Type

    When characters are hit by enemy Arts attacks, the Unique Gauge will increase.

    Charge Type

    While the character is on the battlefield, the Unique Gauge will increase when charging Ki.

    Ki Consumption Type

    When Arts are used by allies, the Unique Gauge will increase according to the amount of Ki consumed.

    Evade Type

    While the character is slide moving or standing still, they will consume a certain amount of their Unique Gauge to activate Evade against certain enemy attacks.

    Depending on the character, Evade might act as a counter and deal damage to the enemy.

    Guard Type

    While the character is slide moving or standing still, they will consume a certain amount of their Unique Gauge to activate a Guard Action against certain enemy attacks. Depending on the character, a counter may activate after guarding and deal damage to the enemy.

    Counter Type

    During specific actions, the character will consume a certain amount of their Unique Gauge to activate a counter against some enemy attacks.

    Depending on the character, this counter may deal damage to the enemy.

    Time Type

    The Unique Gauge will increase over time.

    Depending on the character, the Unique Gauge may stop charging or decrease in certain situations.

    Switch Ability Type

    Every time the character uses their Switch Ability, the Unique Gauge will increase.

    Dragon Ball Type

    The Unique Gauge will charge every time you obtain a Dragon Ball.

    Release Type

    The Unique Gauge will decrease over time. Specific effects will be active until the gauge reaches a certain point.

    Evolve Type

    Upon fulfilling the requirements, the level of the Unique Gauge will increase, causing it to evolve.

    Unique Gauge-related abilities will power up in accordance with the level.

    Confrontation Type

    On every enemy character confrontation, the Unique Gauge will charge.

    Check the individual characters' details screens for more information on the various effects, number of activations, and more.

  • Synchro Gauge

    Synchro Gauges:

    Certain Tag Characters have a "Synchro Gauge".

    Tapping the gauge once it's full will activate special effects or actions.

    Check the characters' details screen for more information about the gauge's effects and fill requirements.

  • Active Gauge

    Active Gauges:

    Certain characters have an Active Gauge.

    Tapping the gauge once its activation conditions are fulfilled will activate a special action.

    Check the characters' details screen for more information about the gauge's effects, activation conditions, and fill requirements.

  • Quick Battle

    By checking "Quick Battle" before starting a battle,

    you will be taken straight to the results screen.

    In the ZENKAI Rush Battle, battle results are determined

    according to the Elements, Health, Strike Attack, Blast Attack,

    Strike Defense, and Blast Defense of your chosen characters.

  • Ability Effect Targets

    If an ability effect target is not specified, it will apply to "self".

    (Example)

    On Hit

    • Damage +10%

    In this instance, when the attack hits, your character will receive a 10% boost to damage inflicted.

  • Damage Display

    If the damage listed for Special Move or Ultimate Arts does not have a target, it will apply to the "enemy".

    (Example)

    Massive Damage (Impact)

    In this case, massive damage will be dealt to the enemy.

  • Starter Ability

    What is a "Starter Ability"?

    An ability that activates right at the beginning of a battle.

  • Card Draw Ability Effects

    What is an "Arts Card Draw Effect"?

    An effect that allows you to draw cards from your deck.

    *If a type is specified, like Strike or Blast, those cards will be drawn regardless of deck contents.

  • Sustained Damage Cut & Damage Guard

    "Sustained Damage Cut" and "Damage Guard" are abilities with the same effects.

    They reduce the amount of damage sustained from enemies.

  • Damage Guard Penetration

    What is "Damage Guard Penetration"?

    An effect that reduces the effectiveness of Damage Guard effects activated by an enemy.

  • Special Cover Change

    What is a "Special Cover Change"?

    An action that interrupts an enemy combo upon changing cover against a specific attack.

    Some characters can follow-up with Arts after a Special Cover Change succeeds.

    With some character exceptions, this can be activated when performing an assist.

  • Special Cover Change Nullification

    What is "Special Cover Change Nullification"?

    A Buff Effect that negates actions that an enemy activates when changing cover.

  • Combo-Breaking Action Nullification

    What is "Combo-Breaking Action Nullification"?

    A Buff Effect that negates enemy Autocounters, Evade actions, Guard Actions, and special actions that activate when changing cover.

  • Hand Protection

    What is "Hand Protection"?

    A Buff Effect that nullifies enemy "Card Destruction" effects.

  • Dragon Ball Protection

    What is "Dragon Ball Protection"?

    A Buff Effect that nullifies enemy effects that reduce the number of Dragon Balls you possess.

  • Ki Protection

    What is "Ki Protection"?

    A Buff Effect that nullifies enemy "Ki Reduction" effects.

  • Substitution Count Shortening on Switch

    What is "Substitution Count Shortening on Switch"?

    An Attribute Upgrade that reduces a character's cooldown time that occurs after switching out.

  • Substitution Count Shortening

    What is "Substitution Count Shortening"?

    An effect that immediately reduces a standby character's cooldown time before being allowed to switch in.

  • Substitution Count Infliction on Switch

    What is "Substitution Count Infliction on Switch"?

    An Attribute Downgrade that lengthens a character's cooldown time that occurs after switching out.

  • Substitution Count Infliction

    What is "Substitution Count Infliction"?

    An effect that immediately lengthens a standby character's cooldown time before being allowed to switch in.

  • Dragon Ball Stealing

    What is "Dragon Ball Stealing"?

    An ability that, in addition to reducing the number of Dragon Balls your enemy possesses, will increase your own.

    *You cannot steal more Dragon Balls than your enemy possesses.

    *If this ability is activated while you already have 7 Dragon Balls, it will have no effect.

  • Sealing

    What is "Sealing"?

    An ability that prevents the use of a certain card, card slot, the Main Ability, or Rising Rush.

    The sealed target cannot be used for a certain amount of time.

    Also, only 1 card slot can be sealed at any given time.

    Certain seal effects will be displayed in the Status Icons for the enemy team.

    The following icons can appear.

    *Only a portion of the various icons are shown.

    *These icons are not displayed in certain game modes.

    Status Icons

    Effect

    Main Ability Seal

    Rising Rush Seal

  • Seal Removal

    What is "Seal Removal"?

    An ability that undoes a seal caused by an ability effect.

    *Character seals cannot be removed.

  • Character Sealing & Temporary Sealing

    Character sealing is an ability possessed by certain characters that seals an enemy to standby, preventing them from switching in.

    This sealed status is known as "character-sealed".

    It is removed when the character who performed the seal is defeated or when the sealed character is the only character remaining.

    Temporary sealing is an ability possessed by certain characters that seals an enemy to standby for a certain number of timer counts, preventing them from switching in.

    This sealed status is known as "temporarily sealed".

    It is removed when the requisite timer counts have elapsed and the character is brought onto the battlefield, or when the character becomes the last one remaining.

    Combo-Breaking Actions and other special actions that occur when entering the battlefield do not activate when the seal is removed.

    Furthermore, if an enemy is currently character-sealing a target, they cannot be temporarily sealed.

    Whether character-sealed or temporarily sealed, sealed characters are not treated as defeated and will still be affected by abilities that target allies or all enemies.

    If the enemy party already has a sealed character, a character seal or temporary seal will not activate.

    For activation conditions and other detailed information on sealing, please check the character details.

  • Endurance

    What is "Endurance"?

    An ability where, upon your health reaching 0, one time only, you will recover health and not be defeated.

  • Nullify Endurance

    What is "Nullify Endurance"?

    A Buff Effect that nullifies an enemy's Endurance.

  • Revive・Revive Disruption

    What is "Revive"?

    Revive is an ability that allows some characters to revive with a certain amount of health when their health reaches 0.

    *Most health restoration effects that activate at the same time as Revive will be nullified.

    *In some cases, this effect will not be activated by an enemy's Self-Destruct attack. Please see the specific character's details screen.

    What is "Revive Disruption"?

    Revive Disruption is an ability that activates when a character on the battlefield causes an enemy character with a "Revives when health reaches 0" effect to revive.

  • Succession

    What is "Succession"?

    Succession is an ability that certain Tag Characters have. When the character's health reaches 0, it will change to a specific character with a set amount of health.

    Certain characters will also inflict damage when Succession activates.

    *Most health restoration effects that activate at the same time as Succession will be nullified.

    *In some cases, this effect will not be activated by an enemy's Self-Destruct attack. Please see the specific character's details screen.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *Damage inflicted by Succession cannot cause an enemy to be defeated.

  • Indestructible/Indestructible State

    What is "Indestructible"?

    An ability that grants a "cannot be defeated" effect to self.

    This effect persists until the end of an enemy's combo.

    What is "Indestructible State"?

    An ability that grants a "cannot be defeated" effect to self while certain requirements are fulfilled.

    *This effect will be cancelled automatically when the requirements are no longer fulfilled.

  • Comeback

    What is "Comeback"?

    Comeback is an ability that allows a character to remain undefeated when their health reaches 0. The enemy's combo will be interrupted, and the character will revive.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *Most health restoration effects that activate at the same time as Comeback will be nullified.

    *In some cases, this effect will not be activated by an enemy's Self-Destruct attack. Please see the specific character's details screen.

  • KO Guard

    What is "KO Guard"?

    An ability that prevents an ally from being defeated one time only.

    If you receive an attack that would cause you to be defeated, the enemy's combo will be interrupted, and you will revive without being defeated.

    When another battle member receives an attack that would cause them to be defeated, you will prevent that defeat and switch in.

    However, KO Guard will not activate under the following conditions:

    • If the ally has activated Indestructible, Endurance, Comeback, or other similar ability.

    • If the ally has become defeated by using Self-Destruct.

    • If the ally and enemy are defeated simultaneously through an exchange of wide-range Special Move Arts.

    *When KO Guard is being activated, only the character's own health recovery effects will be applied.

    *Most health restoration effects that activate at the same time as KO Guard will be nullified.

    *In some cases, this effect will not activate upon an enemy's Self-Destruct attack. Please see the specific character's details screen.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

  • Final Counter

    What is a "Final Counter"?

    An ability that allows a character to deal damage to the enemy upon being defeated if there are other ally battle members remaining.

    *Damage from these attacks cannot cause enemies to be defeated.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *This effect will not be activated by an enemy's Self-Destruct attack.

  • Summon Backup

    What is "Summon Backup"?

    An ability that lets you summon a specific character as backup, and then battle as that character.

    The backup character has its own Tags and stats separate from the summoning character.

    If the backup character meets the Tag, Episode, or Character requirements for a piece of Equipment, then the summoning character will be able to use it.

    Z Abilities and Zenkai Abilities that apply for either character's Tags will be applied to both characters.

    Also, if any allies or enemies have abilities that reference how many of a certain character there are or whether certain characters are in either party, only the character that is currently active will be referenced. Characters that are not active will have no effect on these abilities.

  • Switch Attack

    What is a "Switch Attack"?

    An ability that allows a character to switch in and deal damage to the enemy after another ally lands a Strike or Blast Arts by tapping the character's icon during an active combo.

    *Cover Changes cannot be performed against this attack.

    *This attack cannot be performed after an ally's counter.

    *This attack cannot cause the enemy to be defeated.

    *This attack cannot be performed in Hyperdimensional Co-Op or Full Power Battle.

  • Anti-Cover Change Attack

    What is an "Anti-Cover Change Attack"?

    An ability that nullifies an enemy's Special Cover Change when they attempt to cover change against your Strike or Blast Arts. Damage will be dealt to both the incoming and the outgoing characters.

    After dealing damage, this ability can combo into certain Arts against the incoming character.

    *Damage from this attack cannot cause enemies to be defeated.

    *This attack cannot be performed in Hyperdimensional Co-Op or Full Power Battle.

  • RR Disrupt

    What is "RR Disrupt"?

    RR Disrupt is a special ability where a character can stop an enemy's Rising Rush if you lose the wager while that character is on standby.

    Certain characters may also deal damage after stopping a Rising Rush.

    *Damage from this attack cannot cause enemies to be defeated.

    *This ability will not activate in Hyperdimensional Co-Op or Full Power Battle.

  • Arts Action

    Some characters have Arts Actions, which are additional inputs that are shown on screen during certain Arts.

    Performing the displayed inputs correctly will change the effects of the Arts.

    Check a character's details screen for more information on the inputs required.

  • Autocounter Types

    Type "A"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    Type "B"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    • Changing cover

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    *Autocounter will not activate when changing cover if an ability effect is preventing the character from performing special actions that activate when changing cover.

    Certain characters may also inflict damage on the enemy when performing an Autocounter.

    *Damage from this attack cannot cause the enemy to be defeated.

    Type "C"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Standing still

    • Attacking, moving, or charging Ki

    • Receiving an attack

    • After switching

    • Changing cover or during assists

    *If the character's Unique Gauge is full when changing cover or during assists, this Autocounter will be given priority.

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    Type "D"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Standing still

    • Attacking, moving, or charging Ki

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

  • Guard Action Types

    Type A

    Guard Actions activate against certain enemy attacks while the character is slide moving or standing still.

    Guard Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    The character will also perform a counter after guarding against certain attacks and deal damage to the enemy.

    *Damage from this attack cannot cause the enemy to be defeated.

    Type B

    Guard Actions activate against certain enemy attacks while the character is slide moving, standing still, or after switching (but not when changing cover).

    The character receives damage while guarding and will be defeated if their health reaches 0.

    Additionally, Abnormal Conditions are nullified during Guard Actions.

    Guard Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    The character will also perform a counter after guarding against certain attacks and deal damage to the enemy.

    *Damage from this attack cannot cause the enemy to be defeated.

  • Evade Action Types

    Type A

    Evade Actions activate against certain enemy attacks while the character is slide moving or standing still.

    Evade Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    Type B

    Evade Actions activate against certain enemy attacks while the character is slide moving or standing still.

    Evade Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    The character will also perform a counter after evading certain attacks and deal damage to the enemy.

    *Damage from this attack cannot cause the enemy to be defeated.

  • Nullify wide-range Special Arts

    What is "Nullify wide-range Special Arts"

    Wide-Range Special Arts Nullification is an effect that nullifies an enemy's wide-range Special Arts attack while in one of the following states:

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    *Excludes Cover Changes.

  • Damage to Standby Members

    What is "standby damage"?

    Certain attacks will deal a fixed percentage of the damage they deal to characters on standby as "standby damage".

    *Damage from these attacks cannot cause standby members to be defeated.

    *Damage from these attacks will not activate abilities of standby members that activate when hit by an attack.

  • Special Dokabaki Impact Animations

    Special Dokabaki Impact Animations are special animations that play when certain characters activate a Dokabaki Impact against a specific character.

    *A given animation will only activate once per battle for each pair.

    *They will not activate for Dokabaki Impacts caused by the collision of certain Special Move Arts, such as Kamehamehas.

  • Healing Limit

    "Healing Limits" are effects that put a ceiling on the amount of health that can be recovered based on a character's maximum health. With some exceptions, when a character's healing has been limited, they will not be able to recover health beyond the limit.

    However, Healing Limits will not apply to the following:

    • Health from Revival

    • Recovery from Comeback

    • Health from Succession

    • Recovery from KO Guard

    • Health restored by supporters

    • Health restoration marked as "fixed"

    • Health from breaking an enemy NPC

  • KO Prevention Nullification

    What is "KO Prevention Nullification"?

    A Buff Effect that nullifies enemy "cannot be defeated" effects.

    "Cannot be defeated" effects refer to the following:

    • Endurance

    • Revive

    • Indestructible

    • Indestructible State

    • Comeback

    • Succession

    • KO Guard

    *When a "cannot be defeated" effect other than Endurance is nullified, most enemy abilities that would activate alongside the effect are also nullified.

  • RR Defeat Nullification

    What is "RR Defeat Nullification"?

    RR Defeat Nullification is an ability that allows a character to deal damage to the enemy instead of receiving a counterattack when they lose the wager for a Rising Rush that they activated and landed.

    If a supporter with an effect that turns a Rising Rush loss into a win has been chosen, the battle character's RR Defeat Nullification will take precedence, and activations of the supporter's effect will not be consumed.

Icon Help

1
  • Icon Help

    The Tag icon indicates a Character Tag.

    Either of the following may be used within character details to reference Character Tags:

    • "Tag: Lineage of Evil"

    • Lineage of Evil

Ability glossary

57
  • Elements

    Characters each have an Element.

    When a character with an elemental advantage attacks, they will deal more damage.

    If they have an elemental disadvantage, they will deal less damage.

    *However, Elements will not deal reduced damage against DRK.

    Basic Elements

    • RED: strong against YEL, weak against BLU

    • YEL: strong against PUR, weak against RED

    • PUR: strong against GRN, weak against YEL

    • GRN: strong against BLU, weak against PUR

    • BLU: strong against RED, weak against GRN

    Special Elements

    • DRK: strong against all Basic and Superior Elements, weak against LGT

    • LGT: strong against DRK, no weaknesses

  • Attribute Downgrades & Abnormal Conditions

    Certain abilities can inflict Abnormal Conditions upon characters.

    These effects will automatically end after a set number of counts.

    List of Abnormal Conditions

    Faint: Character becomes unresponsive

    Poison: Character takes damage over time

    Bleed: Character takes damage over time

    Attribute Downgrades reduce a character's abilities in some way.

    Here are some example effects:

    • Damage Sustained +10%

    • Health Restoration -10%

    • All Arts Costs +10

    • Special Move Arts Power -10%

  • Armor & Armor Break

    Armor:

    This characteristic prevents actions from being interrupted even when hit by an attack.

    However, you will still take damage from the attack when hit.

    (Example) Strikes with the ""Blast Armor"" characteristic

    These Strike skills will not be interruped

    even if you are hit by an enemy's Blast skill.

    *Certain skills will nullify armor characteristics.

    Armor Break:

    This can nullify the characteristic of certain skills and abilities that prevents actions from being interrupted even when hit by an attack.

  • Arts Card Draw Speed

    There are six levels to the Arts Card Draw Speed.

    Normally Draw Speed starts at level 3.

    Level 6: Super

    Level 5: Rapid 2

    Level 4: Rapid 1

    Level 3: Standard

    Level 2: Slow

    Level 1: Sluggish

    Arts Card Draw Speed levels can be changed with Abilities that increase or decrease the Draw Speed.

  • Unique Gauge

    The Unique Gauge is a special resource that some characters use to activate exclusive effects.

    There are various types of Unique Gauges that differ in how they are used and the activation conditions for their effects.

    Attack Type

    When Arts are used, the Unique Gauge will increase.

    Sustained Damage Type

    When characters are hit by enemy Arts attacks, the Unique Gauge will increase.

    Charge Type

    While the character is on the battlefield, the Unique Gauge will increase when charging Ki.

    Evade Type

    While the character is slide moving or standing still, they will consume a certain amount of their Unique Gauge to activate Evade against certain enemy attacks.

    Depending on the character, Evade might act as a counter and deal damage to the enemy.

    Counter Type

    During specific actions, the character will consume a certain amount of their Unique Gauge to activate a counter against some enemy attacks.

    Depending on the character, this counter may deal damage to the enemy.

    Time Type

    The Unique Gauge will increase over time.

    Depending on the character, the Unique Gauge may stop charging or decrease in certain situations.

    Switch Ability Type

    Every time the character uses their Switch Ability, the Unique Gauge will increase.

    Dragon Ball Type

    The Unique Gauge will charge every time you obtain a Dragon Ball.

    Release Type

    The Unique Gauge will decrease over time. Specific effects will be active until the gauge reaches a certain point.

    Evolve Type

    Upon fulfilling the requirements, the level of the Unique Gauge will increase, causing it to evolve.

    Unique Gauge-related abilities will power up in accordance with the level.

    Ki Consumption Type

    When Arts are used by allies, the Unique Gauge will increase according to the amount of Ki consumed.

    Check the individual characters' details screens for more information on the various effects, number of activations, and more.

  • Revive・Revive Disruption

    Revive is an ability that allows some characters to revive with a certain amount of health when their health reaches 0.

    Revive Disruption is an ability that activates when a character on the battlefield causes an enemy character with a "Revives when health reaches 0" effect to revive.

  • Reverse Element Factors

    With Reverse Element Factors, your favorable Elements will be treated as unfavorable, and your unfavorable Elements as favorable.

    Characters who possess this ability effect will have a Reverse mark next to their Element icon.

    E.g., if an "Element: RED" character's Element factors are reversed, they will be strong against BLU and weak against YEL.

    *Reverse Element Factors only affects basic Elements. It has no effect on the DRK and LGT Elements.

    When two characters with reversed Elements face each other, whether or not your opponent's Element factors are reversed has no effect, and only their base Element will be taken into account.

    E.g., if an "Element: RED" character's Element factors are reversed, they will be strong against BLU & Reverse BLU, and weak against YEL & Reverse YEL.

  • RR Disrupt

    What is "RR Disrupt"?

    RR Disrupt is a special ability where a character can stop an enemy's Rising Rush if you lose the wager while that character is on standby.

    Certain characters may also deal damage after stopping a Rising Rush.

    *Damage from this attack cannot cause enemies to be defeated.

    *This ability will not activate in Hyperdimensional Co-Op or Full Power Battle.

  • Character Sealing & Temporary Sealing

    Character sealing is an ability possessed by certain characters that seals an enemy to standby, preventing them from switching in.

    This sealed status is known as "character-sealed".

    It is removed when the character who performed the seal is defeated or when the sealed character is the only character remaining.

    Temporary sealing is an ability possessed by certain characters that seals an enemy to standby for a certain number of timer counts, preventing them from switching in.

    This sealed status is known as "temporarily sealed".

    It is removed when the requisite timer counts have elapsed and the character is brought onto the battlefield, or when the character becomes the last one remaining.

    Combo-Breaking Actions and other special actions that occur when entering the battlefield do not activate when the seal is removed.

    Furthermore, if an enemy is currently character-sealing a target, they cannot be temporarily sealed.

    Whether character-sealed or temporarily sealed, sealed characters are not treated as defeated and will still be affected by abilities that target allies or all enemies.

    If the enemy party already has a sealed character, a character seal or temporary seal will not activate.

    For activation conditions and other detailed information on sealing, please check the character details.

  • Synchro Gauge

    Synchro Gauges:

    Certain Tag Characters have a "Synchro Gauge".

    Tapping the gauge once it's full will activate special effects or actions.

    Check the characters' details screen for more information about the gauge's effects and fill requirements.

  • Active Gauge

    Active Gauges:

    Certain characters have an Active Gauge.

    Tapping the gauge once its activation conditions are fulfilled will activate a special action.

    Check the characters' details screen for more information about the gauge's effects, activation conditions, and fill requirements.

  • Succession

    What is "Succession"?

    Succession is an ability that certain Tag Characters have. When the character's health reaches 0, it will change to a specific character with a set amount of health.

    Certain characters will also inflict damage when Succession activates.

    *In some cases, this effect will not be activated by an enemy's Self-Destruct attack. Please see the specific character's details screen.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *Damage inflicted by Succession cannot cause an enemy to be defeated.

  • Ability Effect Targets

    If an ability effect target is not specified, it will apply to "self".

    (Example)

    On Hit

    • Damage +10%

    In this instance, when the attack hits, your character will receive a 10% boost to damage inflicted.

  • Damage Display

    If the damage listed for Special Move or Ultimate Arts does not have a target, it will apply to the "enemy".

    (Example)

    Massive Damage (Impact)

    In this case, massive damage will be dealt to the enemy.

  • Starter Ability

    What is a "Starter Ability"?

    An ability that activates right at the beginning of a battle.

  • Card Draw Ability Effects

    What is an "Arts Card Draw Effect"?

    An effect that allows you to draw cards from your deck.

    *If a type is specified, like Strike or Blast, those cards will be drawn regardless of deck contents.

  • Attribute Upgrades & Buff Effects

    What is a "Buff Effect"?

    An effect that grants a special state to a character.

    Here are some example effects:

    • Dragon Ball Protection

    • Hand Protection

    • Ki Protection

    • One-Time Attribute Downgrade Nullification

    • One-Time Abnormal Condition Nullification

    • Special Cover Change Nullification

    • Endurance Penetration

    What is an "Attribute Upgrade"?

    An effect that strengthens characters in specific ways.

    Here are some example effects:

    • Damage +10%

    • Damage Guard +10%

    • All Arts Costs -5

    • Enemy Damage Guard Penetration +10%

  • Sustained Damage Cut & Damage Guard

    "Sustained Damage Cut" and "Damage Guard" are abilities with the same effects.

    They reduce the amount of damage sustained from enemies.

  • Damage Guard Penetration

    What is "Damage Guard Penetration"?

    An effect that reduces the effectiveness of Damage Guard effects activated by an enemy.

  • Endurance

    What is "Endurance"?

    An ability where, upon your health reaching 0, one time only, you will recover health and not be defeated.

  • Nullify Endurance

    What is "Nullify Endurance"?

    A Buff Effect that nullifies an enemy's Endurance.

  • Special Cover Change

    What is a "Special Cover Change"?

    An action that interrupts an enemy combo upon changing cover against a specific attack.

    Some characters can follow-up with Arts after a Special Cover Change succeeds.

    With some character exceptions, this can be activated when performing an assist.

  • Special Cover Change Nullification

    What is "Special Cover Change Nullification"?

    A Buff Effect that negates actions that an enemy activates when changing cover.

  • Combo-Breaking Action Nullification

    What is "Combo-Breaking Action Nullification"?

    A Buff Effect that negates enemy Autocounters, Evade actions, and special actions that activate when changing cover.

  • Hand Protection

    What is "Hand Protection"?

    A Buff Effect that nullifies enemy "Card Destruction" effects.

  • Dragon Ball Protection

    What is "Dragon Ball Protection"?

    A Buff Effect that nullifies enemy effects that reduce the number of Dragon Balls you possess.

  • Ki Protection

    What is "Ki Protection"?

    A Buff Effect that nullifies enemy "Ki Reduction" effects.

  • Substitution Count Shortening on Switch

    What is "Substitution Count Shortening on Switch"?

    An Attribute Upgrade that reduces a character's cooldown time that occurs after switching out.

  • Substitution Count Shortening

    What is "Substitution Count Shortening"?

    An effect that immediately reduces a standby character's cooldown time before being allowed to switch in.

  • Substitution Count Infliction on Switch

    What is "Substitution Count Infliction on Switch"?

    An Attribute Downgrade that lengthens a character's cooldown time that occurs after switching out.

  • Substitution Count Infliction

    What is "Substitution Count Infliction"?

    An effect that immediately lengthens a standby character's cooldown time before being allowed to switch in.

  • Dragon Ball Stealing

    What is "Dragon Ball Stealing"?

    An ability that, in addition to reducing the number of Dragon Balls your enemy possesses, will increase your own.

    *You cannot steal more Dragon Balls than your enemy possesses.

    *If this ability is activated while you already have 7 Dragon Balls, it will have no effect.

  • Sealing

    What is "Sealing"?

    An ability that prevents the use of a certain card, card slot, the Main Ability, or Rising Rush.

    The sealed target cannot be used for a certain amount of time.

    Also, only 1 card slot can be sealed at any given time.

  • Seal Removal

    What is "Seal Removal"?

    An ability that undoes a seal caused by an ability effect.

    *Character seals cannot be removed.

  • Indestructible/Indestructible State

    What is "Indestructible"?

    An ability that grants a "cannot be defeated" effect to self.

    This effect persists until the end of an enemy's combo.

    What is "Indestructible State"?

    An ability that grants a "cannot be defeated" effect to self while certain requirements are fulfilled.

    *This effect will be cancelled automatically when the requirements are no longer fulfilled.

  • Autocounter Types

    Type "A"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    Type "B"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    • Changing cover

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    *Autocounter will not activate when changing cover if an ability effect is preventing the character from performing special actions that activate when changing cover.

    Certain characters may also inflict damage on the enemy when performing an Autocounter.

    *Damage from this attack cannot cause the enemy to be defeated.

    Type "C"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Standing still

    • Attacking, moving, or charging Ki

    • Receiving an attack

    • After switching

    • Changing cover or during assists

    *If the character's Unique Gauge is full when changing cover or during assists, this Autocounter will be given priority.

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    Type "D"

    An Autocounter will activate against certain enemy attacks while in the following states.

    Relevant States

    • Standing still

    • Attacking, moving, or charging Ki

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

  • Evade Action Types

    Type A

    Evade Actions activate against certain enemy attacks while the character is slide moving or standing still.

    Evade Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    Type B

    Evade Actions activate against certain enemy attacks while the character is slide moving or standing still.

    Evade Actions will not activate in the following circumstances:

    • The character has insufficient Unique Gauge

    • The character has just performed a sidestep, attack, or similar action and cannot yet act again

    The character will also perform a counter after evading certain attacks and deal damage to the enemy.

    *Damage from this attack cannot cause the enemy to be defeated.

  • Comeback

    What is "Comeback"?

    Comeback is an ability that allows a character to remain undefeated when their health reaches 0. The enemy's combo will be interrupted, and the character will revive.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *In some cases, this effect will not be activated by an enemy's Self-Destruct attack. Please see the specific character's details screen.

  • Damage to Standby Members

    What is "standby damage"?

    Certain attacks will deal a fixed percentage of the damage they deal to characters on standby as "standby damage".

    *Damage from these attacks cannot cause standby members to be defeated.

    *Damage from these attacks will not activate abilities of standby members that activate when hit by an attack.

  • Nullify wide-range Special Arts

    What is "Nullify wide-range Special Arts"

    Wide-Range Special Arts Nullification is an effect that nullifies an enemy's wide-range Special Arts attack while in one of the following states:

    • Slide moving or standing still

    • Sidestepping to the left or right

    • Receiving an attack

    *Excludes Abnormal Conditions and special states caused by certain Arts.

    *Excludes Cover Changes.

  • KO Guard

    What is "KO Guard"?

    An ability that prevents an ally from being defeated one time only.

    If you receive an attack that would cause you to be defeated, the enemy's combo will be interrupted, and you will revive without being defeated.

    When another battle member receives an attack that would cause them to be defeated, you will prevent that defeat and switch in.

    However, KO Guard will not activate under the following conditions:

    • If the ally has activated Indestructible, Endurance, Comeback, or other similar ability.

    • If the ally has become defeated by using Self-Destruct.

    • If the ally and enemy are defeated simultaneously through an exchange of wide-range Special Move Arts.

    *When KO Guard is being activated, only the character's own health recovery effects will be applied.

    *In some cases, this effect will not activate upon an enemy's Self-Destruct attack. Please see the specific character's details screen.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

  • Summon Backup

    What is "Summon Backup"?

    An ability that lets you summon a specific character as backup, and then battle as that character.

    The backup character has its own Tags and stats separate from the summoning character.

    If the backup character meets the Tag, Episode, or Character requirements for a piece of Equipment, then the summoning character will be able to use it.

    Z Abilities and Zenkai Abilities that apply for either character's Tags will be applied to both characters.

    Also, if any allies or enemies have abilities that reference how many of a certain character there are or whether certain characters are in either party, only the character that is currently active will be referenced. Characters that are not active will have no effect on these abilities.

  • Switch Attack

    What is a "Switch Attack"?

    An ability that allows a character to switch in and deal damage to the enemy after another ally lands a Strike or Blast Arts by tapping the character's icon during an active combo.

    *Cover Changes cannot be performed against this attack.

    *This attack cannot be performed after an ally's counter.

    *This attack cannot cause the enemy to be defeated.

    *This attack cannot be performed in Hyperdimensional Co-Op or Full Power Battle.

  • Final Counter

    What is a "Final Counter"?

    An ability that allows a character to deal damage to the enemy upon being defeated if there are other ally battle members remaining.

    *Damage from these attacks cannot cause enemies to be defeated.

    *This effect will not activate in Hyperdimensional Co-Op or Full Power Battle.

    *This effect will not be activated by an enemy's Self-Destruct attack.

  • Anti-Cover Change Attack

    What is an "Anti-Cover Change Attack"?

    An ability that nullifies an enemy's Special Cover Change when they attempt to cover change against your Strike or Blast Arts. Damage will be dealt to both the incoming and the outgoing characters.

    After dealing damage, this ability can combo into certain Arts against the incoming character.

    *Damage from this attack cannot cause enemies to be defeated.

    *This attack cannot be performed in Hyperdimensional Co-Op or Full Power Battle.

  • Superior Elements

    "Superior Elements provide an even bigger damage boost compared to normal Elements when a character attacks with an elemental advantage. However, the amount of damage received from a disadvantaged Element is the same as normal Elements.

    *Like with normal Elements, Superior Elements deal reduced damage when at an elemental disadvantage, except against DRK.

    The relationship between the Elements is identical to that for normal Elements.

    When text references a normal Element, such as for the target of an ability effect or in the equip conditions of Equipment, it will also apply to Superior Elements.

    Superior Element Icons

    • RED+

    • YEL+

    • PUR+

    • GRN+

    • BLU+

    • DRK+

    • LGT+

  • Healing Limit

    "Healing Limits" are effects that put a ceiling on the amount of health that can be recovered based on a character's maximum health. With some exceptions, when a character's healing has been limited, they will not be able to recover health beyond the limit.

    However, Healing Limits will not apply to the following:

    • Health from Revival

    • Recovery from Comeback

    • Health from Succession

    • Recovery from KO Guard

    • Health restored by supporters

    • Health restoration marked as "fixed"

    • Health from breaking an enemy NPC

  • Special Dokabaki Impact Animations

    Special Dokabaki Impact Animations are special animations that play when certain characters activate a Dokabaki Impact against a specific character.

    *A given animation will only activate once per battle for each pair.

    *They will not activate for Dokabaki Impacts caused by the collision of certain Special Move Arts, such as Kamehamehas.

  • Z Abilities

    These are special abilities that are always active from the start of battle when a character is part of a party.

    The effect of these abilities is enhanced when a character is Limit Broken to ★3/★6/★7+.

    The effects of Z Abilities will be applied to all relevant party members, so try different combinations of character effects.

    *Characters do not have to be deployed as battle members.

  • Assault Z Abilities

    These are abilities that are only found on LEGENDS LIMITED or LEGEND characters.

    Their effects are always active, but only if the character is selected as a battle member.

    Any active effects will only be applied to up to three battle members including the character itself.

    The effects of these abilities are enhanced when a character reaches Limit Break ★3, ★6, and ★7+.

    *Assault Z Abilities only affect a character's regular stats.

    They have no effect on ToP stats.

  • LEGEND Actions

    LEGEND Actions are a type of battle action that can only be activated by LEGEND-rarity characters.

    By using an Area Change Attack in a specific area, either the High Area or the Low Area, it will change into a LEGEND Action. After the attack lands, it can be comboed into certain Arts.

    *The area a LEGEND Action can be activated in depends on the character. Please see the specific character's details screen.

  • ULTRA Abilities

    These abilities can only be used by "Rarity: ULTRA" characters.

    They will activate at the start of battle when these characters are included in a party.

    For effects that are dependent upon support members, only up to 3 members will be taken into consideration.

    *Supporters do not count as support members.

  • Icon Help

    The Tag icon indicates a Character Tag.

    Either of the following may be used within character details to reference Character Tags:

    • "Tag: Lineage of Evil"

    • Lineage of Evil

  • Character {icon:Chara}

    The character icon indicates a battle character.

    Either of the following may be used within character details to reference battle characters:

    • "Character: Goku"

    • Goku

  • Episode {icon:Epi}

    The Episode icon indicates the Episode a character belongs to.

    Either of the following may be used within character details to reference Episodes:

    • "Episode: Saiyan Saga (Z)"

    • Saiyan Saga (Z)

  • Blast Armor

    Arts with Blast Armor will have an icon in the description indicating that characteristic.

  • Blast Nullification

    Arts with Blast Nullification will have an arrow in the description indicating that characteristic.