Super dragon ball heroes world mission top deck năm 2024

There's no powercreep in the game because the game hasn't been updated yet; "powercreep" refers to older units becoming obsolete because newer units invalidate them. You don't get the units in this game in any set order, everything is available to you at the start although you won't necessarily get it, depending on your luck and again, it hasn't been updated, so again, there's no such thing as powercreep in it yet. Using lower-shelf units will only get you so far, but that's the case of literally every game.

How good a unit is depends significantly on everything else you're doing in the deck; there are tier lists out there that'll brainlessly tell you the SSGSS Vegito from SH1 is top tier, for example, but not that he contributes literally nothing special unless he gets a Super off, because all of his skills and damage modifiers are associated with that, moreso with 10+ Hero Energy.

So in order to utilize him properly, for instance, you want to have a team that generates a lot of Hero Energy as quickly as possible, both because that's how you use Supers, and because he also benefits from having 10+ of it. You'll do that either via units that specifically boost Hero Energy through their own skills, units that have a lot of Stamina or regenerate their Stamina to let you raise your Power Level more quickly, since your Hero Energy generation is tied to that, and/or units that themselves raise the team's Power Level in some fashion, assuming that rise doesn't have the disclaimer that it doesn't raise Hero Energy in it. With this focus in mind, you should have Vegito ready to do his thing by the beginning of Round 2, and if you survive the opposing team to your attack phase by then, you've probably won, because not only is he going to deal a lot of damage by himself, but the entirety of your team should have their Supers ready by then for if you screw up the CI, leave them with a sliver, or they somehow tanked the initial hit.

That's not even accounting for whatever supplemental damage your team may have, via Double/Triple attacks/Meteors/Ki Blasts/whateverthehellelse.

The point is you're better off assessing units' viability yourself as a result, so you learn to consider how they can work with other units you plan to use. This can admittedly be pretty damn daunting considering how many other units there are, but just being told which units are good doesn't tell you why they're good.

So with that in mind, a ton of other general tips to help you learn what to value in the game:

  • Always read up on a unit you're interested in's skills; if it doesn't sound useful, it probably isn't, unless you can build around it. Some units don't really shine unless they're in a team that supports them, or shares their focus, so keep this in mind.
  • Don't overestimate the PWR stat; it's nowhere close to a one-to-one for expected damage, as it scales heavily off of the opponent's GRD, even if they don't have much GRD to begin with. It matters, so don't ignore it by any means, but also don't assume the Ultra Instinct Goku from UM1 is an untouchable badass just because of the 22800 PWR on his card, either; indeed, absolutely none of the best units in the game are solely because of their PWR stat.
  • On that note, some cards "lie" about their PWR stat; the PWR on the card itself is always the value post-transformation, if the card has one, so always look at the stats at the top of the card's Details screen instead. Again, PWR isn't as important as it looks, so this doesn't matter that much, but because PWR isn't quite as important as it looks, it also means action transformations aren't quite as good as they seem, unless they have another benefit, like unconditional Stamina regeneration.
  • Stamina management is key. You generally want to utilize your units in a way that prevents you from having to bench anyone, unless it's tied to how they work, they have some skill associated with them that gives a benefit to the team by doing so, or the enemy team did something annoying that necessitated it. The berserk Super Saiyan 2 Goku from UM2 is gonna have to be benched for the first turn on most teams because he starts with barely any Stamina, burns through it quickly, and is better off being set up for a Super anyway, for instance.
  • With that in mind, HE and particularly EL units are usually the most start-of-battle ready, and you should have two to five of them so that you can quickly begin generating Power Level and Hero Energy; BS units are typically slow starters, generally best used starting in Round 2. There are exceptions, such as the Super Saiyan 3 Raditz from SH1, who generates a crapload of Stamina and can be used aggressively. Again, always check skills.
  • You can control how much Stamina a unit uses during the Prep Phase; every section of your side a unit is moved from the Support Area will cost one segment of their Stamina. Don't just rush everyone to the front of your area mindlessly.
  • Power Level is a weird mechanic that can be hard to manage; it doesn't actually do anything in the battle proper, but it's tied to your Hero Energy generation and determines who acts first in the Round, and some units' skills even scale their stats off of yours or the opponent's Power Level, so it's still important. Your team should always have someone in it that influences Power Level in some fashion; this is especially important in Round 2, where most dangerous units will be ready to do their heavy lifting -- some players will try to scam out a win in Round 1, although this is insanely easy to counter once you get used to it, so most seasoned players won't try it. As a result, Round 2 is typically the most important in the game, every match.
  • Many units that fuse together into a new unit mid-battle are beginner-friendly, because they tend to gain permanent damage multipliers and recover their Stamina every round. A good example is UM1-47 you can tell what set they're from in the card's number, as you might be able to see the Xeno Goku who fuses with Xeno Vegeta to become Gogeta; he's fairly easy to get at 3 stars, has a lot of damage multipliers on easy conditions, and he generates 1 extra Hero Energy, because why not. UM1's also a solid set in general, with a lot of solid units to make use of, by the way. Make sure you bring the appropriate partner when scouting these guys; a Super Saiyan 4 Goku and Super Saiyan 4 Vegeta may Fuse to become Super Saiyan 4 Gogeta, but a Super Saiyan 4 Goku (Xeno) will need a Super Saiyan 4 Vegeta (Xeno)! Don't get too attached to these kinds of units as your deck options grow; they give you one less unit to work with, and many units can replicate their benefits by themselves, creating an opportunity cost. Again, though, good when you're starting out.
  • On that note, assuming you have the correct partner, only one unit is required to have the Fusion/Potara skill. Not all are created equal, even with the same Fusion result, so be sure to read up on their skills, as always.
  • If you're playing game modes that allow Custom Decks, be careful about what you equip into the earring slot; some of them replace the unit's CAA, which is where Fusion/Potara, transformations, and special action skills tend to be. If a unit can't use one of these suddenly, check this first. When in doubt, press the Details key on the unit, and see if the name of the accessory's skill appears in their CAA.
  • Don't build your deck entirely around attackers; have at least one unit dedicated to either making the others better, getting around one of their weaknesses, supplementing one of their strengths, and/or ready to tackle an emergency. When in doubt, units that recover allies' Stamina in some fashion is a go-to for a super valuable contribution, because even the most powerful units are worthless when they can't do anything. Hero Energy generation is also very valuable, but is harder to come by.
  • Again, Round 2 is extremely important; focus on units that can get their work done by the end of Round 2's attack phase, or sooner. Try not to have too many units with action skills at the start of R2, though, because that just takes forever and is tedious to do every fight.
  • On that note, make a "quick and dirty" deck solely for easy content, Dragon Ball farming, or anything else you don't expect to have to "get serious" for. This saves you time in a game that has a metric ton of content and grinding. Units with powerful modifiers on their Supers, units that raise other units' PWR, Power Level, and/or Hero Energy, and a minimum of action skills are things to keep in mind for this deck; again, saving time is the focus.
  • Your Hero avatar stinks early on; their stats are boosted by the Class Up wish from Super Shenron, and via leveling up Camaraderie with your Hero Cards' characters. You don't have to use your Hero Avatar, so once you start getting more units to work with, bench them until they start to catch up, but don't be in a hurry to wish for their Class Ups or Super Saiyan, if applicable; stuff like Battle Module slots are more valuable in the early-going, because all the stats across that Round's Modules are added together, not just the one you choose for the battle, so more Modules means more boosts. The Camaraderie boosts add up in a hurry, though, so they're worth the effort, if not necessarily the time, because it takes frickin' forever.
  • Speaking of Super Shenron wishes, again, Battle Modules are top priority; everything else is for fun, like new Super Attacks, or for long-term investment, like the Class Ups. The first Battle Robo's Modules to wish for is FR; more on that below. Super Saiyan 1-3 is arguably a worthless wish; you can't use it in your highest class incarnations anyway, so unless you've been putting in serious work on Camaraderie, you're probably not going to be using your Hero Avatar much while they're in a class that can use Super Saiyan. This is purely to taste; transforming is fun, and Super Saiyan is fun and their hair changes, unlike in Xenoverse! so if you like it, and use your Hero Avatar while the ability is relevant, don't lemme tell you how to use your wishes. If you don't care, feel free to skip it entirely and wish for other things, though.
  • Camaraderie EXP is tied to Battle Score, so focus on maximizing this in your "day-to-day" battles. If you aim to specifically grind this and are able to handle your business and/or are grinding Dragon Balls in the meantime, consider bringing one or two characters just to grind their Camaraderie while the rest of your A-team takes cares of business.
  • Even though you won't get their skill benefits in most battles, use your FR or R4 Battle Robo for damn near every fight, because they give the biggest stat boosts, including for Avatar EXP, Camaraderie, and Battle Score, assuming you've chosen the appropriate Modules to keep, and you should. R1 and R2 should be used for fights you're worried you might lose, or are struggling and need an edge in; R3 is the least useful for both purposes, too late in the fight for his benefits to matter, and too low a stat scale to be used solely for that, so skip it when wishing for Modules.

All I can think of for now, and is probably plenty for you and anyone else who could ask. If not, feel free to ask other stuff, because I obviously have a lot of free time.

Who is best in Dragon Ball Heroes?

As the main character of Dragon Ball, Goku's fights are unsurprisingly the greatest in the series. From Frieza to Beerus, Goku's fights are epic. There are few villains in the entire Dragon Ball franchise who are as powerful and destructive as Moro.

What is the max level in Dragon Ball Heroes World Mission?

What is the max level, camaraderie, etc. Max level is 99 for every class level. Max camaraderie varies between cards.

How long to beat super dragon ball heroes world mission?

Updated:.

Who is the main villain in Super Dragon Ball Heroes World Mission?

Sealas (シーラス, Shīrasu), also known as "the menace" and "The Fearsome Enforcer of Justice", is the main antagonist of Super Dragon Ball Heroes: World Mission. He was the first person to join the Time Patrol.