2017.05.18 06:29 GrieverXVII Dokkan Community
2015.05.06 02:27 DJ_Hamster DBZ: Dokkan Battle
2018.03.20 00:09 imKymori Dragon Ball Legends
2023.06.07 04:22 AnOldUsedStick 1,000,000 power level
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2023.06.06 23:01 TheDemandinPath Guys I’m a Dragon Ball fan, meaning I can’t read, what does this say?
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2023.06.05 23:25 Tetrisisbest HD Turles from @DokkanBattle_HD on Twitter. Link in subtext
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2023.06.05 13:41 zor90000 Day 59 of beating a RedZone Stage with every category in the game until the Global Anniversary: Movie Bosses (Also hit 2 years on my account so a mini account showcase)
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2023.06.05 08:18 Ahmed_Prime Global DDL
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2023.06.04 18:19 tannerkuh Just joined the 1 mill club, will my parents love me again?
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2023.06.04 13:54 EmoSw33ti3 4/6/2023
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2023.06.04 10:06 vampt1c sold 🙏
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2023.05.31 09:55 44thousand Finally reached 1 million power level!
Happy to have finally hit this goal, took me over a year of on and off link levelingsubmitted by 44thousand to DBZDokkanBattle [link] [comments]
2023.05.30 20:17 TheDewgonger Garlic Jr. Dead Zone Celebration Main Units Concept
2023.05.30 16:31 CumbersomeMidg Would you be in favour of the developers releasing more units which..
2023.05.30 07:58 GokuBlackRose97 GLB: Super Data Download
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2023.05.27 22:55 waw420 I know many are higher but im proud of my 3 million!
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2023.05.26 20:45 Fhureeca1 [H] Selling global account [LF] paypal $50
2023.05.25 23:38 nathanjyun A Beginner's Guide to: Events
There are a lot (and I mean A LOT) of events in this game. Now that you know the ins and outs of your characters and have the best teams, where should you take them? That will be be answered in this guide.submitted by nathanjyun to DBZDokkanBattle [link] [comments]
First, let's tap "START".This is the first thing you see after tapping \"START\". There's a lot to take in.
"Quest Dokkan Story" should arguably be done first.
It's a good source of stones, but has a snoozefest of a story and can be kind of a grind.
At the very least, play the quest until you collect 7 Dragon Balls. From there, make a wish to Shenron by going to TEAM Shenron
There is a specific wish to "Grant me help in battle" or something like that. Make that your first wish.
That wish not only allows you to take another support item for a max of four, but also allows you to take two support items in each slot rather than just one. This is crucial for endgame and even midgame content.
We'll get to the other options later. For now, let's check out the "Event" button.The events page. Half of the screen is taken up by a gigantic image.
Events are divided into four tabs. In my opinion, there should be more.
The four event tabs.
The "Story" tab is further divided into "STORY", "STRIKE", "LIMIT", and "SPECIAL" events.
The "Growth" tab is meant for you to gather resources.
These are essentially raid bosses, where completing a battle at a certain level causes the enemy to level up and become more powerful.
Every Extreme-Z Battle has an effective category that deals more damage to the boss while also taking less damage from them. Your teams should be structured around this effective category. Completing every Extreme-Z Battle requires a large and diverse box.
Every Extreme-Z Battle gives rewards to Extreme-Z Awaken either a TUR or LR unit.
So what about the rest of the events in this menu?
All we've talked about so far is in the \"Event\" and \"Quest Dokkan Story\" tabs.
"Dragon Ball Story" contains permanently available story events.These events are direct retellings of moments from Dragon Ball, Dragon Ball Z, Dragon Ball GT, and various Dragon Ball Movies.
What about Dragon Ball Super?
I'm sure they'll add stuff eventually.
All of these events are story events that have been revamped. They provide farmable characters as well as support memories.
"Portal of Memories" contains events that are currently unavailable.Rather than using stamina to attempt these, special keys are used instead.
Especially concerning Dokkan events since they are on a weekly rotation, it is best to just wait instead of using keys. However if you have a ton or absolutely need to run an event, there is no harm in using them.
There is a single Portal-of-Memories-only event Supreme Kais' Grand Guidance.
The keys for this event can only be bought with real money.
"Ultimate Clash" is a near-endgame-level boss gauntlet.
"World Tournament" is an occasional temporary event that gives exclusive rewards.The World Tournament map.
The World Tournament operates slightly differently from regular battles:
"Chain Battle" is a controversial co-op event.This event is confusing and can be painful to grind depending on the situation.
"Pettan Battle" is an AFK farming event.Instead of using characters, this event uses stickers that you collect from various places. First from logging in, then from completing AFK battles themselves as well as missions.
Stickers are divided into sets, and completing sets gives rewards.
You can put stickers into battle against different bosses.
Certain stickers are more effective against certain bosses, and some stickers pair together to give more rewards. These are determined via story events in the source material itself.
For example, an Ultra Instinct Goku sticker is effective against a Jiren sticker since they fought against each other multiple times.
You can AFK farm for awakening medals, Zeni, training items, hidden potential orbs, or stickers from a previous set.
Stones and stickers are granted for completing missions.
This event is stupid and I hate it. I only do it because it gives stones and my perfectionist ass would be so bothered if I had any incomplete sets.
An example Pettan Battle screen.
That's all for the various events in this game! Hopefully you have a better idea of what to prioritize and what events to challenge. Thanks for reading, and good luck!
2023.05.25 12:54 PeppiestPepper Hit a Power level of 1 million.
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2023.05.25 12:20 DarkFlameofPhoenix I can't believe we don't even get a title for this. What about 2nd Form frieza's 1mio quote?
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2023.05.25 07:31 MeeNoiTita I Hit 2 Million Power Level!
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2023.05.25 02:32 nathanjyun A Beginner's Guide to: Supers, Passives, Actives, and Standbys
This will be a bit of a longer one, as there is a lot to talk about when it comes to these things. Units can do all sorts of effects, from simple ones like boosting stats to more complicated ones like revives. I aim to cover everything in this entry so you can better understand each unit at a greater depth than just what type and class they are.submitted by nathanjyun to DBZDokkanBattle [link] [comments]
Unit skill descriptions are notoriously hard to read.
Dokkan organizes skill effects as just one long paragraph, and it makes it very difficult to properly read and understand them.
I am running a series concurrently with this one that simplifies new unit descriptions.
However, as you continue reading and figuring out what units do, it will get easier. Now, let's get into the skills. But before we begin,
Dokkan has a lot of RNG that is arbitrarily described.Dokkan describes the "chances" of things happening (debuffs, additional attacks, dodges, etc.) through vague adjectives. The most important of these are:
Super attacks grant huge advantages in battle.Especially near the end game, super attacks are so valuable that it's the norm to have all units performing them at all times.
Super attacks are launched when a unit's ki meter reaches a certain amount.
The effects will be discussed in a list later on in this entry. However, there are a few things I would like to say here.
Some super attacks damage all enemies.
When facing multiple enemies, all of them will be damaged rather than just the one the unit has targeted.
Many units' super attacks raise their stats for a given number of turns.
Here is an example super attack. Notice that the description begins with \"Raises DEF for 1 turn\".
In the super attack above, once this super attack is performed the unit's defense stat will be raised for 1 turn. This means that for the rest of the turn, the unit will have higher defense. After the turn is over, it goes back down.
What about this one? It doesn't indicate a number of turns.
Notice how this super attack raises the unit's ATK, but for how many turns?
If there is no turn indication, then the unit's stats are raised forever\.*
You read that right, forever\. This is called infinite stacking. If a unit has infinite stacking, the given stats will *permanently increase with each super attack performed.
Infinite stacking is especially valuable when applied to DEF as opposed to ATK, since it can allow a unit to become ridiculously tanky once they perform enough supers.
*"Forever" is actually 99 turns. But there is no battle in this game that will (or should) reach 99 turns.
Dokkan uses arbitrary adverbs to determine how much stats are raised (ex: "Greatly raises ATK for one turn).
These adverbs are:
Passive skills are unique, and activate their effects when a unit appears on a turn.If you're familiar with gachas, mobas, MMOs, etc. then the concept of a passive skill should be familiar to you. It works no differently for Dokkan.
Some parts of a unit's passive are locked behind certain conditions.
These are always unit-specific.
Active skills can be unlocked once certain conditions are fulfilled.Once unlocked, they can be activated at your discretion.
Like passive skills, they can have a number of different effects.
Some active skills even cause damage outside the standard "watching" phase. These attacks have their own special super-high multiplier.
Standby skills are temporary transformations that lead to a devastating attack.Like active skills, standby skills can only unlock when certain conditions are fulfilled.
Once activated, the unit will change, gaining a completely new passive skill and super attack(s). This is called standby mode.
Once in standby mode, fulfill another condition to launch a damaging attack. The unit will then return to their non-standby state.
As of writing this post, there are only two conditions the game supports: Collect enough ki spheres over a certain number of turns, and get KO'd.
Now that an overview of skills is done, let's look at the different effects. There are a lot.
Negative status effects debuff the enemy.Plain and simple. However, many endgame bosses (almost all, actually) are immune to most of these.
The remaining skills provide advantages to allies. There are a lot.
There is one skill unique to bosses.That skill is coercion, the ability to lock rotations, preventing you from moving certain characters around.
The coercion icon. When this appears over a unit, it cannot be moved.
This status effect can be removed via support items or active skills.
This is one of the most devastating and annoying status effects.
Some units can transform.These are almost always locked behind certain skills or conditions. When a unit transforms, it gains entirely new skills, an entirely new linkset, and even new art.
A classic moment from Z incorporated into a unit's transformation.
Some units have special transformations:
Some units can be further divided into a few more, community-made groups.These units are not officially recognized by the game itself, but are helpful in generally categorizing how to use some units.
Different units work better in different events.This mostly applies to endgame content. If you're not there yet, no worries.
For longer events like the Fighting Legend events, infinite DEF stackers and buildup units are the best.
Longer events more supers more stacks infinite DEF stackers become invincible.
Super Battle Road and Extreme Super Battle Road bosses are susceptible to every status ailment.
Many bosses, if not the rest of them, are immune to almost every status ailment. Units that can stun and/or seal and/or lower ATK excel in these stages.
More recent challenge events simply require "GOATed" units.
This is a controversial point, especially for me. I don't really like how newer content, especially Cell Max, basically required you to roll for the newest units even if I didn't really like the units themselves. It's a bit unfair in my opinion but whatever. I got them all done anyway.
To finish off, let's look at a couple skill examples.First, a super attack.
An example super attack.
Here we can figure some things out about this super attack.
An example passive skill; the super attack from earlier is from the same unit.
From this wall of text, we can discern some things:
Next, let's look at the unit's active skill.
The same unit's active skill.
Here, we can learn some things about this active skill.
However, the presence of a damaging active skill, guaranteed critical hits, and infinite ATK stacking on the 18 ki super means this unit's offense is not to be taken lightly either. Because of the damage, it might be better to save this active skill for when a boss is in its final phase.
Now, let's look at a different unit that transforms.
This unit transforms via fusion from a Super Saiyan Goku (Angel) & Super Saiyan Vegeta (Angel) to a Super Gogeta.
This transformation condition is in the unit's passive skill, meaning one the condition is met the transformation will automatically happen. Some transformations are in a unit's active skill, meaning you can choose when to transform the unit.
In particular, the condition requires that HP be 50% or less, and the battle be at Turn 6 or later.
Transformations can be viewed in the top right corner of a unit's info. Here you can select transformations to view. New passives, supers, actives, and link skills will be rainbow colored.
This particular unit's info. The transformation information can be accessed via the button circled in red.
Finally, let's look at a standby skill.
This unit is the first standby skill to come to GLB Dokkan.
Here we can see that the unit will transform into standby mode for 4 turns when the standby skill is activated.
The specific condition states that HP must be 59% or less, and the battle must be at Turn 6 or later.
Now, let's look at the passive skill of this unit in standby mode.
The new passive of the unit in standby mode.
Here, several bits of information can be gained:
The unit gives himself NO defensive boosts, while also being able to view enemy super attack locations and setting up a revive over the entire turn. When you revive, massive damage is caused to the enemy.
I don't know about you, but it sounds like when you activate this standby skill, the goal is then to literally die so that you damage the enemy and revive with some HP.
NOTE: In the non-standby mode for this unit, extra buffs are gained when a revive is activated. So yes, the point of the standby mode is literally to die.
That's all!That is all the general info I could think of as it applies to character skills. Each (usable) unit in this game is extremely unique in a fun way that even remains faithful to the source material. Enjoy exploring your units and figuring out how to make the most of them!
2023.05.24 02:58 Hanakamuii 700k wooo
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2023.05.24 01:55 nathanjyun A Beginner's Guide to: Battles
So you have some characters and have put them into a decent team. Now it's time to put them into a real battle situation. Here's another guide on actually challenging a stage and its battles.submitted by nathanjyun to DBZDokkanBattle [link] [comments]
For new players, play through the Quest if you haven't already.
Most stages cost stamina.This is a general concept that many gacha games and even some non-gachas have in order to limit playtime. It's a general tactic meant to keep you off your phone 24/7, but the real goal behind it is to stretch out resource gathering so you keep coming back.
If you run out of stamina, generally the best thing to do is just wait.
Stamina recharges at a rate of one tick every 5 minutes, shortened to 3 during some big celebrations. If you run out of stamina, go do something else. Dokkan isn't going anywhere.
However, some stages cost 0 stamina.
These stages are almost exclusively limited to difficult endgame stages. As a new player, you don't have to worry about these yet.
Stamina can be restored.
There are three methods:
Ranking up or using a stone not only fully fills your stamina, it adds your stamina capacity to whatever leftover stamina you had at the moment.
As a new player challenging the Quest, this means you can quickly get to over 999 stamina if you keep ranking up.
Before entering a stage, you must select a Friend Leader.This is simply a seventh character for your team whos leader skill also applies, just like your own leader.
The friend leader selection. Ignore the Level 751 EZA. I'm bored.
These friend leaders represent real players who have completed the stage.
The specific character is their friend supporter, and can be changed in the profile.
After completing a stage, you can send a friend request to the player whose supporter you used. Then, their friend supporter will be permanently available for use in a stage, once per day.
Some stages limit your friend leader to a specified pool.
I've entered a stage. Why am I playing a board game?That would be the map. You can select to move from a choice of three numbers at the bottom of the screen.
Whichever number you choose will be replaced when you stop, the other two will not change until you use them.
This can be useful when trying to "save" certain numbers to reach desired tiles.
Yep, if you noticed on the map there are a number of different tiles you can land on that will trigger different effects.
A fully zoomed-out map example. Notice all the tiles.
Tiles come in three main colors:
Finally, a battle. What do I do?Finally is right, now it's time for real gameplay. Every battle works the same way. Here's an example:
An example battle screen.
Let's start with the easy stuff.
The enemy and their HP is on the very top.
You can hold down the enemy icon to see what effects and skills they might have.
In this case, the enemy disables almost every negative status effect against him. Many endgame bosses do this.
Main GameplayThis is the order that attacks will play out.
In this area, you can see information about when your attackers will attack, as well as the enemy. Each unit's ATK stat is displayed under their icon.
The attack order proceeds from left to right.
In this case you can see the enemy attacks twice, then my first attacker attacks, then the enemy attacks twice again, then my second attacker attacks, etc.
So who does the enemy attack? Does he affect my HP directly?
No, this isn't Yugioh. The enemy attacks whichever attacker is directly to the left of them. This means my second and third attackers only take one attack from the enemy.
So what about the enemy attacks on the furthest left? Who do they attack?
Those attacks are directed towards the first attacker. Therefore, my first attacker is receiving a total of four attacks.
Attacker order is divided into slots.
From left to right, they are numbered Slots 1 to 3.
Slot 1 generally takes the most hits.
Enemy attack placement is largely determined by RNG, but generally because of the situation I discussed earlier, Slot 1 tends to take the most hits.
Your attackers can be rearranged.
This is done mainly to put your most defensive units in Slot 1 and your "floaters" in Slot 3. What's a floater? We will get to that.
Additionally, units that are adjacent to each other will activate any link skills they share. This means Slot 2 generally has the most link skills active, since they can receive them from the characters in both Slots 1 and 3.
What is that dashed ring around each of your units?
That's their ki meter, and it affects their attacks.
Notice my attacker in Slot 2, whose ki meter is not filled yet. A full meter of ki is 12, 24 for LRs.
The main form of Dokkan gameplay is collecting spheres.
Each sphere corresponds to one tick filled on the ki meter. When the ki meter reaches a certain amount, a super attack will be launched instead of a regular one.
Generally, super attacks are launched at a full ki meter. Some units are exceptions.
Collect orbs by tapping one on the bottom row.
Orbs of the same color, connected both horizontally and vertically, will be collected and added to the current character's ki meter. First the Slot 1 unit collects orbs, then the Slot 2 unit, then the Slot 3 unit.
Rainbow orbs act as any color.
This does not mean a green sphere can connect to a red one by having a rainbow in the middle. It only serves to continue groups of a single color.
Orbs with the same color as the unit type fill a ki meter by 2 instead of 1.
Certain unit passives affect the amount of ki per sphere, and can even change sphere colors.
This will be discussed in the future.
You can hold down an orb to preview the path, number of spheres you will collect, and how much a unit's meter will be filled.
A path preview.
You can slide down while holding to cancel, or if you mess up a collection you can reset the app to restart the collection process from Slot 1.
When an active skill is available on a unit, swipe up on their icon to activate it.
Units with their active skill ready will have their icon "burning". In the image above, my Slot 2 unit has an active skill ready.
Only some units have active skills, and each requires certain conditions to be fulfilled.
Active skills have a variety of effects, so it might not be smart to use them all as soon as they are available.
Standby skills work the same way as active skills, but with a downward swipe.
Units with a standby skill ready will have their icon burning blue.
These will be discussed more in the future.
The Dokkan Meter shows progress towards a devastating attack.
The Dokkan meter, which is located just above the turn counter.
The Dokkan meter is filled by collecting spheres, and fills faster when collecting spheres of the same color.
When filled, the next super attacker will perform a Dokkan attack instead.
Dokkan mode first starts with a timing exercise. The more numbers are hit, the higher the damage that will be dealt (Side note: I know this is an older version. The timing exercise has remained the same, though).
Dokkan mode does increased damage and damages all enemies if facing more than one, while also healing based on a percentage of damage dealt.
After a Dokkan attack, the meter empties.
Rotations affect what character shows up and when. This can be controlled.THIS IS A MORE COMPLEX PART OF THE GAME, AND IS NOT NECESSARY OUTSIDE EXTREMELY DIFFICULT STAGES. However, I will discuss them here anyway if you would like to know.
Characters in Slots 1 and 2 have one turn in between their appearances. Characters in Slot 3 have two turns in between their appearances and are called "Floaters".
On the Turn 1 rotation wheel, the three highlighted units will appear on Turn 1. Moving clockwise, the next three units will first appear on Turn 2. The remaining one will first appear on Turn 3.
This will help you figure out how to rearrange your characters such that you have the optimal rotations.
Let's look at an example of controlling rotations:
An example Turn 1 rotation wheel.
For this team to be optimal, I want Gamma 1 and Gamma 2 (the two gray people) to appear on the same turn. However, the rotation wheel shows that Gamma 2 appears on Turn 1, while Gamma 1 appears on Turn 2.
If I keep both of them in Slots 1 and/or 2 on their respective turns, they will appear on alternate turns and therefore will never appear together.
The solution is to move Gamma 2 into Slot 3 while keeping Gamma 1 in Slots 1 or 2.
Remember, units in Slot 3 have two turns in between appearances. Units in the other two slots have only one turn in between appearances.
The turns will result in this:
I've collected all my spheres. Now do I just watch?Yep. Watch cool animations, check out big numbers, and hope the enemy doesn't super.
What? The enemy can perform super attacks too?
Yep. MOST enemies can only perform a max of one super attack per turn. Sometimes they might not perform a super attack at all. Super attacks do a lot more damage and are very dangerous, especially in the endgame.
Can I tell when/where the enemy is going to perform a super attack so I can plan against it?
Generally, no. However, some unit passives and the Scouter support item can reveal enemy super attack locations.
Units with a certain type will deal more damage to, and take less damage from, units they have type advantage over.At the same time they will deal less damage to, and take more damage from, units they have a type disadvantage against.
For example, if the enemy is PHY, you don't want your INT units to be taking too many hits from them. And if you attack that enemy with an INT unit, your damage won't be that great.
On the flipside, your STR units will deal increased damage to that enemy while also taking less from them.
Damage arrows show you if the attacking unit has advantage or disadvantage.
An example damage number.
See the arrow there? That determines a few things about damage.
The most important arrow directions are straight up and straight down.
Every battle has the same goal: Reduce the enemy's HP to zero.That's it! In the future I will go more in-depth to unit skills, status effects, and how they might be used in battle. For now, enjoy your battles and good luck!
2023.05.23 03:26 matt-alex1 Dokkan Battle Helper calculators are now available! Access them through the drop-down menu or left column. Notable features include auto-calculated Ki and SA multipliers, LR units have varying Ki and SA multipliers based on Ki collected, and automatic link calculations.
|submitted by matt-alex1 to DBZDokkanBattle [link] [comments]|