The Ultimate Guide to the Dokkan Battle Dupe System



We’re back with another Dupe System analysis post; what we call, The Ultimate Guide to the Dokkan Battle Dupe System. Instead of reinventing the wheel, we’ve gathered information about Dokkan Battle’s Dupe System from the pros at Reddit to put together this massive guide for you.

This post as the title says, will be a Dokkan Battle Dupe System Analysis / Guide.

In the dupe system, you’ll acquire bonus stats, new abilities, and enhance previous ones. We’ll explain each of these to the fullest in this post.

Anyway, sorry for the long wait and I hope you guys enjoy it!



The Different Tiers of Stat Gain in the Dupe System



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Within the dupe system, there are 3 different tiers of stat gain, Low, Medium, and Large. I’ll give 1 example for each tier, and a short explanation for what criteria a card needs to meet to fall into one of these 3 tiers.


Low Stat Gain

SSRs not in the Gacha almost always fall under here. These include Farmable SSRS, SRs that dokkan into SSRs, Baba SSRS, WT SSR, and any kind of Free SSR given.

Other exceptions are SSJ2 Gohan (Youth), SSJ Goku (WT), Bardock, and Super Trunks. These are WT cards that normally would be in the low stat gain tier, but for whatever reason, they decided to put them into the medium tier.

One example is Whis that you get from the Heroes and Villains event.

Cards within the Low stat gain tier can have their AVG stats increased by 3000. AGL cards that are in this tier, get 3000 ATK, 3240 DEF, and 2760 HP if you max them out.


Dupe System Medium Stat Gain

All Gacha SSRS and LRs fall into this tier. Exceptions being all Dokkan Fest exclusive cards before Super Vegetto. In other words from LSSJ Broly all the way to Beerus. One example is SSJR Goku Black

Cards within the Medium stat gain tier can have their AVG stats increased by 5000. AGL cards that are in this tier, get 5000 ATK, 5400 DEF, and 4600 HP if you max them out.


Dupe System Large Stat Gain

All Dokkan fest Exclusive cards from LSSJ Broly to Beerus fall into this tier. Since there are a few I’ll list all of them.

SSJ3 Goku, Mr. Perfect Cell, Beerus, Ultimate Gohan, Janemba, Super Gogeta, LSSJ Broly, SSJ3 Vegeta, Full Power Freeza, and Kid Buu.

Cards within the Large stat gain tier can have their AVG stats increased by 7000. AGL cards that are in this tier get 7000 ATK, 7560 DEF, and 6440 HP if you max them out.



Differences for the Types of Dupe stats



While Low stat is an AVG stat increase of 3000, Medium stat is an AVG stat increase of 5000, and Large is an AVG stat increase of 7000, each type has it distributed differently. What I mean is, certain types will have their highest growth in DEF, while another may have it in ATK.

Out of the three stats, HP is the one you don’t want the highest focus towards. The main reasoning is that it’s scaled the least. Besides Leader skills, there are no ways to further scale HP by %’s.

The second worst is DEF. Few cards have DEF scaling in their links, or their passives. Super cards have bad or no % scalings in their links, and Villains only have BBB. This is also further brought down due to the current Meta in JP. The Meta in JP is all about bursting through phases as fast as you can with overpowered damage dealers. SSJ4 Goku for example reaches such insane peak damage values that you don’t even require any form of tanks on the team.

The best of the three obviously, is ATK. ATK is the stat that is scaled the most. Leader skills, passives, links, 12 Ki multipliers, and SA Multipliers are what scale ATK. Each point in ATK is more valuable than DEF or HP by a large portion. Hard hitting units that fall under this section benefit the most in JP’s current meta, due to the blitzing of events. I’ll list each type, while explaining the advantages that they get.


AGL

AGL has their highest stat growth in their DEF stat. As I mentioned previously in the Large Stat Gain section, AGL cards will get, 7000 ATK, 7560 DEF, and 6440 HP. AGL cards that have %DEF scaling in their passives or links, will benefit the most from this, since these stat growth increases are applied to the base of a card.


STR

STR has their highest stat growth in their ATK stat. In the Large section, cards get, 7560 ATK, 6440 DEF, and 7000 HP. This stat distribution fits well with STR units, as they generally are really hard hitters. SSJ4 Goku as an example benefits greatly from this due to how much %ATK scaling he has.


PHY

PHY has their highest stat growth in their HP stat. In the Large section, cards get 7560 HP, 6440 DEF, and 7000 ATK.

As I already stated HP is the worst stat of the 3 to have the highest focus in. With DEF being less than average and ATK being at a normal 7000, PHY has the overall worst stat distribution.


TEQ

TEQ has their highest stat growth in their ATK stat. In the Large section, cards get 7560 ATK, 7000 HP, and 6440 DEF.

TEQ has the best stat distribution out of any type. The biggest focus is ATK, the normal stat is DEF, and the worst is HP.


INT

INT is the only type that has an even distribution. In the Large section, cards get 7000 ATK, 7000 DEF, and 7000 HP.

While it’s not the best way to distribute the stats, it’s not the worst.



Breakdown of the Dupe System Abilities



Dupe System Critical Hits

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Critical Hits have two components:

  1. Your attack will ignore the enemies DEF
  2. You attack’s type advantage/disadvantage multiplier will be changed from whatever it would have been to 1.9x.

Each level gained in this ability increases your chance to land a critical hit by 2%. Most units have a max level of 15 for this ability (a 30% chance), but STR and TEQ units can get up to level 20 (a 40% chance).

An Important thing to note about critical hits in the dupe system is you have a chance to land one any time you hit the enemy. This means a chance to land a critical hit each time Super Vegito counters and each time SSB Vegito launches one of his additional attacks. Literally any time you’re going to do damage to the enemy, the hit will cause that damage has a chance to be a critical hit.


Dupe System Combo Attack (Additional Attacks)

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Additional attacks (Dupe System Combo Attack) are exactly what they sound like. It’s simply your unit attacking again.

The only catch is you don’t know if the additional attack will be a super attack or a normal attack. Each option has a 50% chance of occurring. That value was data-mined from the game’s database.

Each level gained in this ability increases your chance to land a critical hit by 2%. Most units have a max level of 15 for this ability (a 30% chance), but AGL and PHY units can get up to level 20 (a 40% chance).

Unlike critical hits, you only get one chance at performing an additional attack from the dupe system ability per unit, per turn.


Dupe System Evasion (Dodge)

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Evasion (Dodge) is your chance to reduce an incoming attack to zero damage.

Each level gained in this ability increases your chance to land a critical hit by 1%. Most units have a max level of 15 for this ability (a 15% chance), but INT units can get up to level 20 (a 20% chance).


Dupe System Recovery Boost (Health Regeneration)

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The Dupe System Recover Boost (health regeneration) ability increases the amount of HP a unit recovers when it collects orbs of their same type. As most of you probably noticed, even at level zero, a unit still recovers some HP when they collect orbs of its same type.

The exact amount of HP recovered depends on three factors:

  1. The unit’s DEF when they gather orbs
  2. The unit’s Health Regeneration Ability level
  3. The number of same type orbs gathered

Here’s the formula for health regeneration:

[0.030 + (0.0015 x Health Regeneration Ability Level)] x Unit’s DEF x Number of Same Type Orbs Gathered = HP Regenerated

To show the formula in action, I’ll use my own SSj4 Vegeta as an example. Here’s the scenario:

Here’s his DEF at the time he gathers orbs:

  • 9,870 (base DEF) x 3.4 (SSj4 Vegeta leader skills) x 2.2 (passive) = 73,828 DEF

Now I’ll factor all of that information into the formula:

[0.030 + (0.0015 x 5)] x 73,828 x 5 = 13,842 HP Regenerated


Higher Effective Attack Multipliers (Type ATK Boost)

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This ability increases the multiplier you have when you attack an enemy who is disadvantaged against you. It has no effect on any other attacks.


Higher Effective Blocking Multipliers (Type DEF Boost)

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This ability increases the damage reduction percent when one of your units is blocking an attack from an enemy who is disadvantaged against you. It has no effect when defending against any other kinds of attacks.


Dupe System Super Attack Boost

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This ability increases your units’ SA multipliers.

Each level gained increases a unit’s SA multiplier by +0.05.

All units can gain up to 15 levels in this ability, which means each unit can increase their SA multiplier by a total of +0.75.



The Different Paths of the Dupe System



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The brightly lit sphere in the middle of the grid is where you start before making any investments in a character’s dupe grid.

From that starting point, you can go into one of four paths:

  1. Upper Left
  2. Upper Right
  3. Lower Right
  4. Lower Left

Each of those paths provides had a sphere that can only be unlocked with a dupe. The bonuses for stats and the abilities that can be unlocked vary with each path.

Other than the different stat distributions for the paths, the most significant difference between them is their Star Nodes. Each of these nodes contains 2-3 different abilities and you can choose which one you want when you activate the node.

Below is a breakdown of each path that will hopefully help you decide which one to go down first.


Upper Left Path of the Dupe System

Stat Gain Distribution

  • This path provides an even distribution of stat gain.

Star Nodes

  • Before Dupe Lock
    • It’s technically not a star node, but each unit’s bonus ability is contained in this path prior to the dupe unlock.
    • Here’s a picture of where the bonus ability is within the branch: Bonus Ability
    • Depending on the unit’s type, this bonus ability will give them an additional five levels in either Critical Hit, Additional Attack, or Dodge.
    • This spot is the only place where you can gain one of those abilities prior to the dupe locked sphere in any of the paths.
    • See the abilities breakdown a few sections above this for more info on what units receive which bonus from their bonus ability.
  • After Dupe Lock
    • Star Node 1: +3 Additional Attack or +3 Critical Hit
    • Star Node 2: +3 Critical Hit or +3 Dodge
    • Star Node 3: +3 Additional Attack or +3 Dodge

Additional Info

  • Because this path offers lots of star nodes, it’s considered the second best path to use a dupe on.
  • If you don’t plan on ever getting a unit to SA lvl. 10, then this path is generally considered the best path to use a dupe on.

Upper Right Path of the Dupe System

Stat Gain Distribution

  • This path provides stat gain focused on offense. That means you’ll mostly get ATK and only a little bit of DEF and HP.

Star Nodes

  • After Dupe Lock
    • Star Node 1: +5 Higher Effective Attack Multipliers or +5 SA Power Increase

Additional Info

  • This path is typically considered the third priority. It’s focus on offense is beneficial to nearly every unit.

Lower Right Path of the Dupe System

Stat Gain Distribution

  • This path provides an extra large even distribution of stat gain.

Star Nodes

  • After Dupe Lock
    • Star Node 1: +3 Additional Attack or +3 Critical Hit
    • Star Node 2: +3 Critical Hit or +3 Dodge
    • Star Node 3: +3 Additional Attack or +3 Dodge
    • Star Node 4: +3 Additional Attack, +3 Critical Hit, or +3 Dodge

Additional Info:

  • To progress in this path, the unit must have a high SA level. The further down the path you are, the higher the unit’s SA level must be.
  • If you plan on getting a unit to SA lvl. 10 at some point in time, then this path is the absolute best path to use a dupe on. I haven’t added up the numbers, but this path provides roughly 2x the stat gain of the other paths. It also offers four star nodes, the most of any path.

Lower Left Path of the Dupe System

Stat Gain Distribution

  • This path provides stat gain focused on defense. That means you’ll get lots of HP and DEF and only a little bit of ATK.

Star Nodes

  • After Dupe Lock
    • Star Node 1: +5 Higher Effective Blocking Multipliers or +5 Health Regeneration

Additional Info:

  • For most units, this path is the fourth (and final) priority. Offense is king in dokkan battle (at the moment, at least) and this path’s focus on defense is less beneficial than the other paths for most units (I honestly can’t think of any unit where this path would be the first or second priority).


Which Units Gain the Most from the Dupe System



One of the more important things to understand with the dupe system is it doesn’t affect all units equally. There are some units who benefit significantly more than others.

Here’s the general rule:

Units with flat passives (i.e., “ATK +20,000 at the start of turn”) gain less from the dupe system than units with percentage-based passives (i.e., “ATK +100% at the start of turn”).

As with any rule, there are exceptions. LSSj Broly and Super Gogeta are two units with flat passives who scale quite well with the dupe system.

  • The reason LSSj Broly scales well with the dupe system is his passive is a pseudo-percentage-based passive. Although it has a flat +7,000 increase to his ATK, it also allows LSSj Broly to perform a second super attack. That second attack is equivalent to a +100% passive.
  • There are two reasons why Super Gogeta scales well with the dupe system. First, he’s a “S Class” unit, which means he gains an average of 7,000 per stat with four dupe paths unlocked. Second, he hits super effective against all units. That means he has a hidden multiplier of 50% when attacking neutral units, and a hidden multiplier of 230% when attacking a unit who has a type advantage against him. Those hidden multipliers give his passive a pseudo-percentage-based classification depending on what kinds of enemies your fighting.


Dokkan Battle Dupe System Gains Prediction Formula



The easiest way to determine whether whether a unit will benefit much from the dupe system is to multiply together all of their multipliers.

The formula looks like this:

Leader skills that you plan on using with the unit x passive (only if the unit has a percentage-based passive) x Links (only the percentage-based ones) x 12 ki multiplier x SA multiplier = GPP (Gain Per Point)

Where “GPP” = the amount of ATK the unit will gain when it launches its super attack per 1 point added to the unit’s base ATK through the dupe system.

I’ll use SSj4 Vegeta and SSBKK Goku as examples to show how this formula can demonstrate that SSj4 Vegeta, who has a percentage-based passive, benefits more from the dupe system than SSBKK Goku, who has a flat passive.


First, I’ll start with SSj4 Vegeta. Here are all the multipliers that he will typically have:

  • 3.4 (SSj4 Vegeta leader skills) x 2.2 (passive) x 1.25 (SSj and SFB links) x 1.5 (12 ki multiplier) x 5.35 (SA lvl. 10 multiplier + 30% dupe system bonus) = 75.03 GPP

Now I’ll look at SSBKK Goku. Here are all the multipliers that he will typically have:

  • 3.4 (SSj4 Vegeta leader skills) x 1.25 (SSj and SFB links) x 1.5 (12 ki multiplier) x 5.35 (SA lvl. 10 multiplier + 30% dupe system bonus) = 34.11 GPP
    • Notice how SSBKK Goku’s passive isn’t in the equation. Because it’s a flat addition to his ATK instead of a multiplier, it’s left out.

If you want to translate that formula into more recognizable numbers, simply multiply a unit’s “GPP” by the amount of ATK you can potentially provide them through the dupe system. For “A Class” units with no dupe paths unlocked, that value is 2,000.

Here’s the total ATK you’d gain through the free dupe system stat increases for the two units above:

  • SSj4 Vegeta: 75.02 (GPP) x 2,000 (free dupe buff potential ATK increase) = 150,060
  • SSBKK Goku: 34.11 (GPP) x 2,000 (free dupe buff potential ATK increase) = 68,220

Those final numbers represent to total amount of increase you’ll see in the unit’s ATK after increasing their base ATK by 2,000 using the dupe system.

As you can see, a unit with a percentage-based passive will gain a lot more ATK through the dupe system than most units with a flat passive.


The above formulas can also be applied to a unit’s DEF to see how much it will improve with the dupe system.

For example, here’s the formula for SSj4 Vegeta’s DEF multipliers:

  • 3.4 (SSj4 Vegeta leader skills) x 2.2 (passive) = 7.48 GPP

Here’s his GPP multiplied out by the free dupe stat gains:

  • 7.48 (GPP) x 2,000 (free dupe buff potential DEF increase) = 14,960

That number represents the total amount of increase you’ll seen in SSj4 Vegeta’s DEF after increasing his DEF stat by 2,000.



Who to prioritize in the Dupe System



Unfortunately, the process of obtaining orbs takes some time. This may be my biggest complaint with Dokkan’s Dupe System.

Gathering orbs is typically limited to three runs of an orb stage per day. During celebrations of some other event you have chances to get more, but the overall rate you gain orbs is quite slow.

Accordingly, who to prioritize in the dupe system (aka which unit to first give your orbs to) becomes an major question.

The answer to that question is subjective and it depends largely on your box. Accordingly, I can’t give advice on which unit everyone reading this post should spend their orbs on.

However, I can give some general advice to help you make the decision on your own:

  • Use the above formulas to determine your units’ GPPs.
    • This will help you figure out which of your units stands to benefit the most from the dupe system.
  • Spend your orbs on units in the primary rotation of your team.
    • ATK/DEF boosts given to units that are rotating in the third spot on turns aren’t nearly as beneficial as units in the first two slots on each of your turns.
  • If your leader and another unit on your team have a similar GPP, focus the orbs on your leader.
    • Having a leader with a large amount of dupe buffs will attract friend leaders with similarly high dupe buffs. That can effectively double the benefits you gain.


Whether to Save Orbs



Once again, this is a very subjective topic, and the answer depends on each person’s specific box.

The general advice I give is save your orbs for a unit with a high GPP, unless you feel you need the dupe system boosts right now to do something that your current team cannot (such as beat a specific dokkan fest boss).



How do cards change from no investment, to free, and to max



While it should be obvious, not all characters will scale equally with the dupe system. Certain characters will spike in power, while others will get a small increase.

Let’s use Super Gogeta as an example of a card that spikes up drastically with the dupe system.

Max HP Max ATK Max DEF
10750 10200 4125

These are Gogeta’s natural stats. To showcase the difference, I’ll show you his damage output, as well as his final defense value on Super STR.


Super Gogeta

  • 10,200 (Base ATK) x 3.4 Double SSJ4 Goku Lead = 34,680
  • 34,680 + 7,000 (Passive) = 41,680
  • 41,680 x 1.25 (Links) = 52,100
  • 52,100 x 1.5 (12 Ki Multiplier) = 78,150
  • 78,150 x 5.05 (SA 10) = 394,657
  • 394,657 x 1.5 (Super Effective damage) = 591,985


Quiet exceptional even without any Dupe system investments; now let’s look at his stats when affected by the free stats you can unlock that do not require any dupes.


Max HP Max ATK Max DEF
13550 13000 6925

These are Gogeta’s stats after you unlock all the nodes that do not require you to have a dupe. Now let’s look at his damage output and Defense.


Super Gogeta

  • 13,000 (Enhanced Base ATK) x 3.4 Double SSJ4 Goku Lead = 44,200
  • 44,200 + 7,000 (Passive) = 51,200
  • 51,200 x 1.25 (Links) = 64,000
  • 64,000 x 1.5 (12 Ki Multiplier) = 96,000
  • 96,000 x 5.35 (SA 10 / +30% from Dupe System) = 513,600
  • 513,600 x 1.5 (Super Effective damage) = 770,400


Just the free stats alone increased his damage by 30%, and his defense by 60%. Finally, let’s take a gander at him when he is fully maxed out.


Max HP Max ATK Max DEF
17750 17760 10,565

Might as well be an LR that’s how insane his stats become. Let’s look at how much this bad boy hits, and what his final DEF value is.


Super Gogeta

  • 17,760 (Enhanced Base ATK) x 3.4 Double SSJ4 Goku Lead = 60,384
  • 60,384 + 7,000 (Passive) = 67,384
  • 67,384 x 1.25 (Links) = 84,230
  • 84,230 x 1.5 (12 Ki Multiplier) = 126,345
  • 126,345 x 5.8 (SA 10 / 75% from Dupe System) = 732,801
  • 732,801 x 1.5 (Super Effective Damage) = 1,099,201


When Super Gogeta is fully maxed out, he gets a 85% increase in his damage, and over a 150% increase in his defense.

Due to Super Gogeta’s high 12 Ki multiplier, high SA Multiplier, and being in the large section for stat growth, he is one of the biggest scaling units when it comes to the dupe system.

How the Dupe System affects team composition

Due to how powerful a card becomes after they are invested into the dupe system, constructing the optimal team with no investment, and the optimal team with investment changes drastically.

Let’s take a look at an optimal Super STR team before and after the dupe system.

For this example I will select these 6 units.

SSJ4 Goku

SSJ3 Goku (GT)

Super Gogeta

SSJ Trunks (GT)

SSJ2 Gohan (Youth)

SSJ2 Bardock

SSJ4 Goku (Friend)

Rotations will consist of

SSJ4 GokuSSJ3 Goku (GT) – Rotating unit

SSJ4 GokuSuper Gogeta – Rotating unit.


I will go over 3 important factors when comparing the two scenarios.

1) Total HP

2) AVG DEF

3) AVG Turn damage

The first scenario will have no dupe system investment on any character whatsoever. The second scenario will have full investment on every character.


HP

SSJ4 Goku – 38,532

SSJ4 Goku (Friend) – 38,532

SSJ3 Goku (GT) – 31,688

Super Gogeta – 36,550

SSJ Trunks (GT) – 31,371

SSJ2 Gohan (Youth) – 29,733

SSJ2 Bardock – 33,683

= 240,089 Total HP.

DEF

SSJ4 Goku – 19,951

SSJ4 Goku – 19,951

SSJ3 Goku (GT) – 15,901

Super Gogeta – 14,025

SSJ Trunks (GT) – 14,953

SSJ2 Gohan (Youth) – 13,685

SSJ2 Bardock – 15,765

= 16,318 AVG Defense

Turn Damage

Note: Super Gogeta’s super effective passive will be counted towards his damage

Note#2: Cards are not necessarily listed as you would position them.

SSJ4 GokuSSJ3 Goku (GT)SSJ2 Gohan (Youth)

1,271,403 | 329,814 | 504,070

 = 2,105,287 

SSJ4 GokuSSJ3 Goku(GT)SSJ2 Bardock

1,404,167 | 400,949 | 308,077

 = 2,113,193 

SSJ4 GokuSSJ3 Goku(GT)SSJ Trunks (GT)

1,271,403 | 329,814 | 542,625

 = 2,143,842 

SSJ4 GokuSuper GogetaSSJ2 Gohan (Youth)

940,951 | 591,985 | 424,790

 = 1,957,726 

SSJ4 GokuSuper GogetaSSJ Trunks (GT)

922,013 | 591,985 | 407,992

 = 1,921,990 

SSJ4 GokuSuper GogetaSSJ2 Bardock

1,032,659 | 739,750 | 245,710

 = 2,018,119 

AVG Turn Damage = 2,043,359


Now let’s compare these stats to the same team, but fully upgraded with the dupe system.


HP

SSJ4 Goku – 55,532

SSJ4 Goku (Friend) – 55,532

SSJ3 Goku (GT) – 48,688

Super Gogeta – 60,350

SSJ Trunks (GT) – 48,371

SSJ2 Gohan (Youth) – 46,733

SSJ2 Bardock – 50,683

 = 365,889 Total HP 

DEF

SSJ4 Goku – 40,283

SSJ4 Goku (Friend) – 40,283

SSJ3 Goku (GT) – 31,541

Super Gogeta – 35,921

SSJ Trunks (GT) – 30,593

SSJ2 Gohan (Youth) – 29,325

SSJ2 Bardock – 31,405

 = 34,193 AVG Defense 

Turn Damage

Note: Super Gogeta’s super effective passive will be counted towards his damage

Note#2: Cards are not necessarily listed as you would position them.

SSJ4 GokuSSJ3 Goku (GT)SSJ2 Gohan (Youth)

2,138,286 | 637,057 | 930,215

 = 3,705,558 

SSJ4 GokuSSJ3 Goku (GT)SSJ2 Bardock

2,362,659 | 776,912 | 607,403

 = 3,746,974 

SSJ4 GokuSSJ3 Goku (GT)SSJ Trunks (GT)

2,138,286 | 637,057 | 1,053,460

 = 3,828,803 

SSJ4 GokuSuper GogetaSSJ2 Gohan (Youth)

1,579,856 | 1,099,201 | 781,979

 = 3,371,036 

SSJ4 GokuSuper GogetaSSJ2 Bardock

1,745,086 | 1,354,329 | 484,436

 = 3,583,851 

SSJ4 GokuSuper GogetaSSJ Trunks (GT)

1,558,106 | 1,099,201 | 792,082

 = 3,449,389 

AVG Turn Damage = 3,614,268


Now that we have the numbers, let’s see how much bigger it is.

In the first scenario, the selected team has 240,089 HP. In the second scenario, the selected team has 365,889. That’s a 125,800 difference in HP, or a 52% increase in HP.

Having this high of an HP pool, assures that you’ll never die in one turn regardless of what fight you are against. While the first scenario runs the risk of dying in a single turn.


Next we’ll compare the AVG Def.

In the first scenario, the selected team has an AVG Def of 16,318. In the second scenario the selected team has an AVG Def of 34,193. That’s a difference of 17,875 or a 109% increase in DEF.

This coupled with the large HP pool you have will not only make it impossible to die in one turn at full hp, but it removes the need for any pure defensive or hybrid defensive cards. You can run full on offensive when your cards have this much investment.


Finally, we’ll compare the AVG Turn damage.

In the first scenario, the selected team has an AVG turn damage of 2,043,359. In the second scenario the selected team has an AVG turn damage of 3,614,268. That’s a difference of 1,570,909 damage, or a 77% increase in damage.


Now you’re probably asking me “Loli, you made me read all this math, but you didn’t answer the question of this part”.

Taking a look at the second team, the numbers showcase a team that will not only blitz through a fight so fast that they won’t have to worry about getting killed, but their HP pool buffer and AVG def is so high, healing items alone will sustain you through any fight.

However if you look at the first team, that’s won’t be the case. The most difficult fights can definitely kill you in one turn, and since your damage output is considerably lower you’ll be on the receiving end of more attacks.

While the second team is as optimal as it gets, the first one isn’t. You need some defensive cards to make up for your lack of HP, AVG Def, and damage.

A card like Omega Shenron or SSJ3 Vegeta will be optimal for you in the first team, but worthless for you in the second team.

The further you invest your cards into the dupe system, the less likely you are to be forced to use defensive units.

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