SUPER DRAGON BALL HEROES WORLD MISSION

SUPER DRAGON BALL HEROES WORLD MISSION

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Where can I find some deck building guides?
Title. Played for quite a few hours but still have no idea what I'm doing. And which gacha should I pull from? I know there's some sort of powercreep in this game
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Beiträge 115 von 19
:(
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.
Zuletzt bearbeitet von MiaowGaiGar; 15. Apr. 2019 um 11:41
it's HR not HE.
Raiden 15. Apr. 2019 um 12:12 
Ursprünglich geschrieben von MiaowGaiGar:
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.
Thanks a lot. The game has more depth than what I initially thought.

Is there any gacha gate I should be pulling as a beginner?
all of them have useful cards. and if u just want a variety of cards, go promo set I guess. and yes, this game has A LOT of depth that people do not give it credit for... wait til you get to custom missions and have to puzzle out how to beat insane lineups of abilities
Promo set is garbage on the whole; avoid it outside of collection purposes.

The short response is that every set has something you can use, but again, the promo set's pretty poor, and it has a frickin' ton of cards, so shooting for anything in particular on it is a waste of your time.

However "which set is the best to start with" isn't an easy answer -- or rather, it would be if you didn't get two of UVM1's highlight units for free by being an early buyer of the game; otherwise, that'd be the easy answer, with a lot of good units you can make use of, and a couple great ones that have long-term viability. SH8 is really good too, but most of its noteworthy units are high-rarity. Crappy guides will tell you that UVM2 is the best set to start, solely because it has some of the best units, but they won't tell you that all of those units either need dedicated team support, or are useful against stronger opponents, making them lousy for new players, because you can't properly utilize them right away. Be advised, and don't brainlessly chase strong units, because as I keep parroting, team composition is super important in this game; learn to strike the balance between making use of what you have and working on stuff to take the next step.

Otherwise, there are some sets to outright stay away from unless you're after its big gets; I'd put group SH4 and SH5 in that category. SH1 is getting there. Otherwise, it's hard to go super wrong, as long as you stay the hell out of Promo, as I mentioned.

I can go into each set if I feel like it later and you enjoy reading big blocks of daunting-but-probably-readable explanation, but that general outline'll do ya, too.
Zuletzt bearbeitet von MiaowGaiGar; 15. Apr. 2019 um 17:17
Ursprünglich geschrieben von MiaowGaiGar:
Promo set is garbage on the whole; avoid it outside of collection purposes.

The short response is that every set has something you can use, but again, the promo set's pretty poor, and it has a frickin' ton of cards, so shooting for anything in particular on it is a waste of your time.

However "which set is the best to start with" isn't an easy answer -- or rather, it would be if you didn't get two of UVM1's highlight units for free by being an early buyer of the game; otherwise, that'd be the easy answer, with a lot of good units you can make use of, and a couple great ones that have long-term viability. SH8 is really good too, but most of its noteworthy units are high-rarity. Crappy guides will tell you that UVM2 is the best set to start, solely because it has some of the best units, but they won't tell you that all of those units either need dedicated team support, or are useful against stronger opponents, making them lousy for new players, because you can't properly utilize them right away. Be advised, and don't brainlessly chase strong units, because as I keep parroting, team composition is super important in this game; learn to strike the balance between making use of what you have and working on stuff to take the next step.

Otherwise, there are some sets to outright stay away from unless you're after its big gets; I'd put group SH4 and SH5 in that category. SH1 is getting there. Otherwise, it's hard to go super wrong, as long as you stay the hell out of Promo, as I mentioned.
plenty of good Promo cards, yes, there's a lot of just 1 ability/support cards, but there are tons of good cards only available through promotions.
Ursprünglich geschrieben von MiaowGaiGar:
"powercreep" refers to older units becoming obsolete because newer units invalidate them.

And even if they do become obsolete, you can easily circumvent this by creating your own custom version of that character's card.

In other words, you can take joke characters like Yamcha and make them into some of the most powerful characters in your deck!
Zuletzt bearbeitet von GrandMajora; 15. Apr. 2019 um 20:19
Ursprünglich geschrieben von GrandMajora:
Ursprünglich geschrieben von MiaowGaiGar:
"powercreep" refers to older units becoming obsolete because newer units invalidate them.

And even if they do become obsolete, you can easily circumvent this by creating your own custom version of that character's card.

In other words, you can take joke characters like Yamcha and make them into some of the most powerful characters in your deck!
One of the most fun things about the game, really.

Don't like how the billions of other cards did something? Screw it, do it yourself!
Can you guys show me some examples of decks that are good for arcade mode?
Thanks a lot. The game has more depth than what I initially thought.

Is there any gacha gate I should be pulling as a beginner?


actually for startes the first set is great.

there rn't to many cards in it so it easy to complete and there is alot of synergy in them.
many "GT" cards that benefit from eachother
-trunks, goten -> gotenks
-gohan gt, pan -> great duo combined
-goku gt + vegeta gt
-think 2-3 SSJ 4 gt chars for massive damage.

the damage ain't over the top bus as starters this gt combo can really get u far.
Raiden 16. Apr. 2019 um 1:46 
Ursprünglich geschrieben von MiaowGaiGar:
Promo set is garbage on the whole; avoid it outside of collection purposes.

The short response is that every set has something you can use, but again, the promo set's pretty poor, and it has a frickin' ton of cards, so shooting for anything in particular on it is a waste of your time.

However "which set is the best to start with" isn't an easy answer -- or rather, it would be if you didn't get two of UVM1's highlight units for free by being an early buyer of the game; otherwise, that'd be the easy answer, with a lot of good units you can make use of, and a couple great ones that have long-term viability. SH8 is really good too, but most of its noteworthy units are high-rarity. Crappy guides will tell you that UVM2 is the best set to start, solely because it has some of the best units, but they won't tell you that all of those units either need dedicated team support, or are useful against stronger opponents, making them lousy for new players, because you can't properly utilize them right away. Be advised, and don't brainlessly chase strong units, because as I keep parroting, team composition is super important in this game; learn to strike the balance between making use of what you have and working on stuff to take the next step.

Otherwise, there are some sets to outright stay away from unless you're after its big gets; I'd put group SH4 and SH5 in that category. SH1 is getting there. Otherwise, it's hard to go super wrong, as long as you stay the hell out of Promo, as I mentioned.

I can go into each set if I feel like it later and you enjoy reading big blocks of daunting-but-probably-readable explanation, but that general outline'll do ya, too.
Only if you don't mind:lunar2019smilingpig:
I thought the promo was a nice option, blew like 50 gacha tickets there. Not a big deal anyway
Ursprünglich geschrieben von Wipkonijntje:
Thanks a lot. The game has more depth than what I initially thought.

Is there any gacha gate I should be pulling as a beginner?

I'd recommend saving on Gacha Tickets until after you've completed a story mode chapter and unlock the bonus side missions that go with them. They require specific cards in order to play the missions, so you should wait to see which kind they want, then focus on acquiring them first.
I just follow what the game told me to do as a saiyan and increase my bond with goku and teen gohan, now if I got 10 energy I do triple kamehameha and win the game. I just put support cards that give me energy for the other slots. Works out pretty well so far. I can even burst in R1 now, most of the time I get 10 energy at the end of R1.
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