Gravity Training
Your fighters gain +1.2% attack speed for good at the end of every round they survive.
Free anime auto battler · game reference
Read every currently enabled MultiVerse Tactics augment, grouped by Silver, Gold and Prismatic tier, with conditions and effects from the game.
Choose a card your board can use. An augment can depend on a fighter, active trait, round, encounter or action; inclusion here does not mean every card can appear in every offer. Disabled and unreleased candidates are excluded.
Your fighters gain +1.2% attack speed for good at the end of every round they survive.
Gain 2 random item components.
Gain a random 2-cost fighter and 4 gold. If the pool is out of copies or your bench is full, you get the price in gold instead.
Gain 1 Senzu Bean, and 10 more health for you (the player).
Gain a random 1-cost and a random 2-cost Marine. Your Marines start every fight with a shield of 6% of their max HP. A Marine sold out at its cost gives its price in gold instead, as does a full bench.
Your Earthlings gain 50% more mana from their attacks, hits taken, mana over time and dodges (not from allies' abilities).
Your Brawlers gain 7 armor and magic resist.
Every round you win pays 2 more gold (on top of streaks).
Gain 1 gold the first time you scout an opponent each round.
Your Androids take 6% less damage, and 20% less from critical strikes.
Gain Raditz and Bardock. Your Tyrants' bonus true damage strikes enemies below 80% HP (instead of 50%). If the pool is out of copies or your bench is full, you get the price in gold instead.
Gain Crocodile. Your Warlords fight as if you had won 3 more rounds (still up to 10). If the pool is out of copies or your bench is full, you get the price in gold instead.
Gain Vados. Your Gods start every fight with 1 stacks of Divine Favor. If the pool is out of copies or your bench is full, you get the price in gold instead.
When a Protector's cast shield goes up, the most wounded ally beside it gets 85% of it too.
Your Martial Artists heal for 100% of the damage their counter-attacks deal.
The first time each of your Assassins takes an enemy down in a fight, it vanishes: untargetable for 3.2 s.
Once a fight, the first of your fighters to drop below 30% HP heals 12% of its max HP.
Your Assassins' opening leap lands with a burst: 22% attack speed and 10% attack for 4.8 s.
Your Androids carry a backup cell: with Android active their charging clock runs 15% faster all fight, and the first time each drops below 50% health it gains a shield of 5% of its max health.
When your first fighter falls in a fight, your fighters still standing gain 15% attack speed for the rest of it.
Your Marines that start a fight beside another Marine gain 10 armor and 10 magic resist.
Up to 3 pairs of a Dragon Ball and a One Piece fighter starting side by side each give both 15% attack speed (each fighter in one pair at most).
Win 3 fights against players after taking this, and gain 12 gold, once.
Lose 3 fights against players in a row after taking this, and gain 5 gold and a random item component, once.
The first 3 items you forge after taking this each give 2 free shop rerolls.
A fighter that waits on your bench through a whole planning starts its next fight with a 300-health shield (at most 2 fighters a fight; another wait on the bench earns it again).
Two of your fighters that start a fight beside each other, and beside no other ally, are partners: both gain 15% attack speed and 15 armor for the fight.
While fewer of your fighters stand than the enemy's, each of yours regenerates 5% of its missing health a second, at most 400 health each a fight.
As a fight starts, each of your fighters gains 25 max health for every fighter of yours in your front two rows (at most 5 counted).
Gain 2 gold. When you reach level 8, gain 12 gold.
Each of your next 2 losses against players gives 2 gold and 1 free shop reroll (not the loss that knocks you out); the last of them also lets you choose one of three item components.
Every 15 of your fighters that fall in fights against players after taking this gives you a random item component (2 at most). Summons never count.
Win 3 fights against players in a row after taking this: 5 gold. Lose 3 in a row: 5 gold. Once each.
Gain a random 1-cost, 2-cost and 3-cost fighter. A fighter the pool can't give, or your bench can't hold, comes as its price in gold.
After a round in which you buy no fighter from the shop, your next planning starts with 3 free shop rerolls (4 times). The round you take this in never counts, and fighters given are not purchases.
Gain 1 gold. Each time you win a fight against a player who had more health than you when it began, gain a random item component (3 times; fights you play, never against a copy of a board).
Your Assassins' opening leap lands behind a shield of 12% of their max health (once a fight each).
With Martial Artist active, the first time each of your Martial Artists dodges an attack in a fight, it gains 20% attack speed for the rest of it.
As a fight starts, each of your fighters standing beside a Namekian gains a 1,000-health shield (one each, however many Namekians it stands beside). Offered while you field a Namekian and another fighter: stand them side by side.
With Tyrant active, your Tyrants heal for 22% of the health (not shields) they take from enemies below 50% HP (Frieza Force Enlistment's line when you hold it).
With Mystic active, the first time each of your Mystics loses health to magic damage in a fight, it gains a shield of 10% of its max HP.
With Protector active, each Protector's first Signature of a fight readies its next attack: if it lands within 6 s, it deals 90 bonus magic damage (more at higher stars).
The first time each of your Conquerors' pulse hits an enemy in a fight, that Conqueror gains a 170-health shield.
With Saiyan active, the first time each of your Saiyans drops below 50% HP in a fight, it takes 12% less damage for the rest of it.
Your fighters holding exactly one finished item (emblems, components and the God Ki Crystal don't count) start every fight with a shield of 11% of their max HP.
With Blaster active, the first time each of your Blasters' Signatures lands a critical strike in a fight, that Blaster gains 45% attack speed for the rest of it.
Your Earthlings deal 12% more damage to enemies with more max health than them.
When your fighters land crowd control (a stun, sleep, root, silence, blind, disarm or charm), its target also suffers Mortal Wounds for 12 s: 33% less healing, and takes 15% more damage from your fighters meanwhile. A counter: it needs crowd control your fighters land, and is strongest against healing teams.
With Emperor active, the enemies standing within your Emperors' aura as a fight starts are awed: their first attack misses.
With Brawler active, once each of your Brawlers has lost health to 3 enemy basic attacks in a fight, its next attack that lands deals 150 bonus physical damage (once a fight each).
With Swordsman active, a Swordsman that has made 1 attack(s) in a row without a cleave cleaves for sure with its next attack, for 150% of the blow, on the enemies beside it or, with none there, on the enemies beside its target (then it counts again).
With Straw Hat active, when your first Straw Hat falls in a fight, every fighter of yours still standing gains a 160-health shield.
Your team's first Ginyu Force Pose of each fight shields every Ginyu Force member standing for 230.
Buying a second copy of the same fighter within a stage gives 1 free shop reroll (once a fighter a stage, 3 times a game).
Your next Carousel pick gives you 6 gold.
Choose one of your fighters that isn't an Android. From 4.8 s into each fight, the first moment it has not cast its Signature yet, stands free to act (not stunned, asleep, silenced, locked or mana-locked) and has an enemy in its Signature's reach, it casts it at once: the mana it holds is kept, and it counts nothing toward its Awakening.
With Blaster active, your Blasters that start a fight in your back row gain +1 range for the first 4 s, and their abilities' critical strikes deal 10% more damage for the fight.
Your fighters start every fight with 30% Spirit Energy: their first Ki Explosion or Haki Burst comes about 8.4 s in, instead of 12 s (an Emperor's crew a little sooner).
With Medic active, every Medic pulse also frees your whole team of crowd control (stun, sleep, root, silence, blind, disarm, charm), and each of your fighters shrugs off new crowd control for 4.8 s.
With Medic and Namekian both active, every Medic pulse also heals each ally standing beside one of your Namekians for 60% of its missing health.
With Swordsman active, each cleave your Swordsmen land shields them for 80% of the damage it dealt (up to 40% of their max HP each fight).
With Martial Artist active, the first 2 times each of your Martial Artists dodges an attack in a fight, it steps behind its attacker (the free hex nearest the attacker's back) and its next attack is a sure critical strike.
With Marine active, whenever your team's Marine execute takes an enemy down, the enemies beside it are netted: rooted and silenced for 4 s (each enemy once a fight).
With Android active, your Androids' attacks drain 4 mana from their target; every 40 mana an Android drains gives it 10% ability power for the fight (up to 3 times).
Every fight against a player you lose gives each Saiyan you fielded in it 1% more max health and attack for good (up to 3 times a fighter; a merge keeps the best copy's).
Each Captain Clash you win and each stage finale you clear after taking this counts as a won round for your Warlords (up to 4; their 10-win limit holds). Offered while Warlord is active (2 Warlords fielded).
Gain 4 gold. In the planning before the World Tournament you may bet up to 10 gold on your Captain: get 2× the bet back as a Semifinalist, 3× as Runner-up and 4× as World Champion; out in the quarterfinal, it is gone.
Gain 16 gold now. At the start of each of your next 4 plannings, 3 gold is repaid (what you can't pay waits and is taken from the next planning's gold until it is paid).
At your next 2 Carousels you pick first, whatever your health, and your pick brings 1 random item component more.
With Swordsman active, your Swordsmen that start a fight in your front row parry every 5th melee basic attack aimed at them: no damage, and a riposte for 30% of their attack. Ranged attacks pass the wall.
With Blaster active, when an enemy's basic attack lands on one of your fighters that started the fight in your back 2 rows, the nearest of your Blasters within range of it fires a covering shot: the attacker is knocked back 1 hex (each Blaster once every 2.4 s).
With Earthling active, the first time each of your Earthlings drops below 50% health in a fight, it flashes: the enemies beside it are blinded for 1.6 s.
With Namekian active, your Namekians' basic attacks reach 1 hex farther and each one that lands strikes for 3% of the Namekian's max health as magic damage; the first each lands in a fight pulls its target 1 hex toward it and stuns it for 2 s.
With Marine active, each enemy your team's Marine execute takes down sounds the bugle: every one of your Marines gains 10% attack speed for the rest of the fight (up to 3 times).
At the start of every planning, gain 1 gold for each 2-star or better Earthling of cost 2 or less on your board (up to 3 a planning, 10 gold this game).
Each fight against a player you win in which your Marine execute took an enemy down pays 2 / 3 / 4 gold by Marine's tier, up to 14 gold this game.
Each fight against a player you win with Emperor active pays tribute: 1 / 2 / 3 gold by Emperor's tier, up to 12 gold this game.
When one of your fighters takes an enemy down, it heals 120 health. One already at full health turns the heal into 5% attack speed for the rest of the fight instead (up to 3 times).
With Rushdown active, every 3rd basic attack one of your Rushdown fighters lands in a row on the same enemy strikes a pressure point: 7% of that enemy's max health as true damage, and its healing cut by 25% for 4 s. With Mortal Wounds the stronger cut applies.
With Marine active, the enemy with the most max health is Most Wanted as a fight starts: your Marines' attacks and abilities deal 50% more damage to it. When it falls, the mark passes to the enemy with the most max health still standing.
Gain 3 gold. After 2 fights against players that start with Medic active, choose one of 3 item components.
With Half-Saiyan active, the first crowd control each of your Half-Saiyans suffers in a fight (a stun, sleep, root, silence, blind, disarm or charm) lasts 40% less.
With Half-Saiyan active, the first Signature each of your Half-Saiyans casts in a fight gives 50 mana to another of your Half-Saiyans (the one with the least share of its mana), up to 3 times a fight.
Your fighters holding no item gain 10 armor and 10 magic resist.
Your team counts one more Will of the D. Gain a 1-star Portgas D. Ace (out of the pool). If the pool is out of copies or your bench is full, you get the price in gold instead.
The first time your highest-HP fighter drops below 50% HP in a fight, it heals back to full.
Your fighters' attacks and abilities ignore 35% of the enemy's armor and magic resist.
Your Namekians regenerate 4.17% of their max HP every second on top of the trait, and the allies beside them regenerate like Namekians.
Every 3 rounds an anvil drops: choose one of three item components.
Your Saiyans' Zenkai is 45% stronger: it grows that much faster with missing health and goes that much higher.
Your Swordsmen cleave 15% more often, their cleaves reach every enemy within 2 hexes (twice as far), and they carry the on-hit effects.
Your Blasters' Signature casts have a 50% chance to refund their whole cost.
With 1 / 2 / 4 Emperors, enemies near them lose 25% / 35% / 50% attack speed instead of 15% / 25% / 40%.
Gain a God Ki Crystal now.
While Mystic is active, every enemy your abilities hit takes 40 / 70 / 110 bonus magic damage (by Mystic's tier), once per cast.
Your Conquerors pulse every 4 s instead of 6 s, and the pulse reaches every enemy within 2 hexes, not just those beside them.
Your fighters gain 1.5% attack and ability power for every trait active on your board.
Your fighters with no active trait gain 7% health and 7% attack speed.
Your fighters heal for 9% of the damage they deal, and what that heals past full health becomes a shield, up to 25% of their max HP.
After 7.2 s of fighting, your fighters heal 32% of their missing health.
Your fighters holding an item gain 90 health and 6% attack.
Your first Signature of a fight charges the 3 allies nearest the caster: each one's next Signature casts with 100% more ability power.
When your first fighter falls in a fight, the 3 allies with the lowest health heal 40% of their missing health.
Your Assassins' attacks mark their target for 7.2 s: a marked enemy takes 35% more damage from your Assassins (one mark an enemy: another attack only refreshes it).
Each Swordsman's first cleave that lands in a fight gives it 50 mana and 25% attack speed for the rest of it.
Each of your fighters' first Signature in a fight gives the nearest ally of the other universe (Dragon Ball or One Piece) 20% attack and 20% ability power for 7.2 s (one at a time on an ally: another only refreshes it).
Your first takedown of a fight gives the fighter that made it 45% attack and 25% attack speed for the rest of it.
While Emperor is active, your fighters that start within 2 hexes of an Emperor gain 25% attack speed for 9.6 s (an Emperor only near another).
Your next 2 fights against players: win them all for 28 gold, else 12 gold once they are over.
Gain 6 gold. The first time you buy each different Dragon Ball fighter after taking this, gain 1 free shop reroll (for up to 5 fighters).
A fighter that waits on your bench through 2 plannings in a row gains 175 max health and 8% attack for good (2 times a fighter at most).
Gain 8 gold. The first Captain Clash you win after taking this brings a random 1-star 3-cost fighter from the pool (its price in gold if the pool can't give it, or your bench is full).
When exactly two copies of one fighter are fielded, both fight with 15% more health and 12% more attack.
When one of your fighters falls, each ally still standing that shares a trait with it gains 8% attack and 8 armor and magic resist for the fight (one stack a fallen ally, up to 5).
Gain 8 gold and a random 3-cost fighter now, and another copy of it when the next stage begins (each from the shared pool; its price in gold if none is left or your bench is full).
Buying XP costs 1 gold less. Each level you gain gives 2 free shop rerolls (up to 6).
Gain 10 gold. Your interest can reach 5 (one more), from 50 gold banked.
Gain 1 random component and choose one of 3 more now. Your next 2 random component drops each let you choose one of 3 instead (the drop's own and two others).
Your 1-cost fighters fight with 7% more attack and ability power, and 1% more for every 2 fights against players you survive after taking this (up to 15%).
Choose one of your 1- or 2-star fighters costing 1 to 3: it becomes a random fighter of one cost more at the same star (from the shared pool; its own copies go back). Items come along; bonuses it had grown do not. If none can come, it stays and you gain 1 gold for each of its copies.
Lose 12 health and gain 4 gold now. After 4 more fights against players you play while still in, gain 24 gold. Offered at 30 health or more.
With Android active, every second Signature your Androids cast in a fight shields your two Androids with the least health for 190 each (at most 2 times a fight).
Every stack of Divine Favor your Gods hold also gives them 28 armor and 28 magic resist (up to 168 each). Offered while God's second tier is active (2 Gods fielded).
When your first Emperor falls in a fight, your nearest fighter that is not an Emperor gains 70% attack and 70% ability power for 9.6 s.
Gain 6 XP now, and 2 XP at the start of each of your next 4 plannings.
With Swordsman active, your Swordsmen stand ready to parry: the first enemy ability hit each takes in a fight is parried, 2 for the team: no damage, and it strikes back for 150% of its attack.
With Martial Artist active, the first counter-attack each of your Martial Artists lands in a fight hits ×2 as hard and stuns its attacker for 1.6 s.
As a fight starts, the enemy holding the most items is Wanted (ties: the nearest to your fighters, then the first placed): your fighters deal 30% more damage to it.
Every enemy your team takes down in a fight gives each of your fighters still standing 8% attack speed for the rest of it (up to 5 times each).
Gain 8 gold. After each Captain Recruitment you play in which at least one fighter joins you (or waits for room), gain a random item component, up to 2 times.
With Brawler active, once each of your Brawlers has walked 2 hexes toward the enemy in a fight, its next attack that lands splashes 380 physical damage onto the nearest other enemy beside its target (once a fight each; it waits for one).
With 4 or more Mystics active as a fight starts, each of the first 3 Signatures your Mystics cast in it gives your whole team 4% less damage taken for the rest of it (up to 12%).
With Protector active, once a fight, when one of your fighters loses more than 12% of its max HP to one enemy hit and stands, your nearest Protector shields it for 75% of the Protector's max HP.
As a fight starts, up to 2 pairs of your fighters wearing different finished items made with a shared component each gain 15% attack speed and 15% ability power (each fighter in one pair at most).
Your team's first Ki Explosion or Haki Burst of a fight (they come about 12 s in) gives every fighter of yours still standing 60% attack speed for 7.2 s.
Once a fight, when two different Earthlings of yours cast their Signatures within 6 s of each other, the second casts with 220% more ability power (its ability damage 220% higher). No mana is given.
The first 2 enemies your Marine trait's execute takes down in a fight (whoever lands the blow) each give your Marine standing with the lowest share of its health a 280-health shield. Executes by an item or an ability never count.
When one of your Will of the D. fighters comes out of the trait's stasis still standing, it gains a shield of 20% of its max health (once a fight each).
If at least 3 of your Straw Hats start a fight on 3 different rows, your Straw Hats gain 18% dodge and 10% attack speed for the first 8 s.
When each of your Assassins lands its opening leap, the nearest enemy it can reach is marked: it deals 40% less damage for 6 s (another mark only refreshes it).
With Warlord active and at least 3 fights won against players this game (Royal Pardon's never count), as a fight starts the 2 fighters nearest a Warlord that aren't Warlords gain 12% max health and 12% ability power.
Choose one of 3 finished items now. Your next 3 forges of a finished item from two components each give one of its two components back, at random (emblems never count).
Your fighters that start a fight beside an ally of the other universe (Dragon Ball or One Piece) start it with 35% Spirit Energy and fill it 25% faster. When one of your fighters surges while standing beside an ally of the other universe, the surge is both: a Ki Explosion and a Conqueror's Haki Burst at once.
With Tyrant active, enemies below your Tyrants' line (50% HP, Frieza Force Enlistment's line when you hold it) are terrified: no healing takes them past that line, and they attack 20% slower (an enemy immune to slows keeps its speed).
With Medic active, every Medic pulse also strikes back: for each ally it heals, the enemy nearest that ally takes magic damage equal to 300% of the healing done (at most 400 a pulse).
Each of your 3-star fighters that costs 2 or less counts twice toward its origin traits (never a class).
With Blaster active, when two different Blasters of yours hit the same enemy with their Signatures within 10 s, it is caught in a pincer: 600 magic damage (more at the second caster's stars) and a 1.2 s stun, once an enemy each fight.
With Assassin and Mystic both active, each of your Assassins' opening leaps lands in silence: the enemies beside its landing hex are silenced for 6.4 s, and the Assassin gains 60 magic resist for the fight.
With Brawler active, the first time each of your Brawlers drops below 50% health it charges: every enemy beside its target is knocked back 1 hex and takes 20% of the Brawler's max health as physical damage.
Before each fight against a player, call a play (the last call stands): All-Out Attack, your fighters gain 6% attack and 6% ability power; Hold the Line, your front two rows take 9% less damage; Blitz, your fighters gain 15% attack speed for the first 6 s.
In your Captain Clashes your Perfect Guard window is ×1.5 as long, and each Perfect Guard you land gives your fighters 1.2% more attack and ability power in every later fight (up to 4).
At each Rift Exchange the Rift answers with up to 5 fighters one cost higher than the one you send, at the same star (of its own cost when the pool has none higher). At the exchange you choose, the newcomer may come one star higher: free the first time, then for 0.5× the price of its extra copies in gold (they come from the pool).
In your Captain Recruitments, an enemy your Captain knocks out with its Awakening joins you at 2 stars (its extra copies come from the pool; if they are not there, it joins at 1 star with 2 gold).
Choose a disciple (a 1- or 2-cost fighter you own) and a master (a 4- or 5-cost one). While its master is fielded, the disciple fights with 10% more health and attack. Each fight against a player they are both fielded in is a lesson (2 when they start side by side); after 2 lessons the disciple graduates: it learns the master's first class it lacks, for good, rises one star (its extra copies from the pool, else their price in gold) and fights with 15% more health and 15% more attack.
Choose a fighter on your bench as your Relief. The first time one of your fielded fighters falls in a fight, your Relief tags in on its hex at full health with its own items (once a fight; it is back on the bench after).
With Assassin and Mystic both active, the enemy each of your Assassins lands its opening leap beside is marked for the rite for the rest of the fight: your Mystics' Signatures aim at a marked enemy first, at any range, and deal it 100% more damage, and when a marked enemy falls, each of your Mystics gains 100 mana.
With Conqueror active, enemies stunned by your Conquerors' pulse take 60% more damage from your whole team while that stun holds.
With Protector active, when an enemy breaks one of your Protectors' cast shields, the shield bursts back: that enemy takes magic damage of 80% of the shield's full size.
When one of your Will of the D. fighters comes out of the trait's stasis still standing, it gains 40% attack and 40% attack speed for 4.8 s, and its next attack that lands bursts for 120% of its attack onto every enemy beside its target.
With Brawler active, your Brawlers' basic attacks deal bonus physical damage equal to 1.5% of their current health: a Brawler still standing tall hits hardest.
With Martial Artist active, each attack or counter-attack one of your Martial Artists lands on the same enemy in a row deals 7% more damage than the last (up to 6 links); switching targets breaks the chain.
With God active, when one of your Gods reaches 4 stacks of Divine Favor, judgment falls: every enemy takes true damage of 15% of its max health (at most 900 each), once a fight for each God.
With Warlord active, each enemy your team takes down counts as more won rounds for your Warlords for the rest of that fight (2 / 1 at Warlord 2 / 4, the same health and ability power either way; up to 3 takedowns; the Warlord trait's win limit holds).
Choose one of 3 classes that have no emblem: one of your fighters of cost 3 or less that is not in it learns it for good. A learned class counts toward its breakpoints below the top one only.
Your fighters' abilities can critically strike, with 25% more critical strike chance on them. Each fighter's first Signature that critically strikes in a fight makes it bloom: 30% ability power for the rest of it.
With Rushdown active, your Rushdown fighters hold up to 2 more stacks, each also 2.5% dodge, and never lose them. Each takedown one of them makes fills every Rushdown fighter's stacks and steps the one that made it a hex toward the nearest enemy within 3 hexes.
With Android active, each of your Androids' Signatures relays 25 mana to your ally outside the Androids with the least share of its mana, and that ally's next Signature casts with 100% more ability power (each ally 3 times a fight at most).
With Namekian active, each time one of your Namekians has regenerated 15% of its max health, it strikes the nearest enemy for that much magic damage (3 times a Namekian a fight).
Your fighters deal 100% more damage to shields, never carried into health. An enemy whose shields they break takes 25% more damage from your fighters for the rest of the fight.
With Earthling 4 active, every Signature your Earthlings that are not Blasters cast opens the enemy's guard: the enemy with the most shield (else the most max health) and every enemy beside it lose 60% armor and magic resist for 16 s (renewed, never stacked).
With Half-Saiyan active, a Half-Saiyan's Latent Potential also heals it for 4% of its max HP and has it take 15% less damage for 3.2 s.
With Half-Saiyan active, your Half-Saiyans start each fight with 35 more mana for every Saiyan you field (up to 2 Saiyans), and those Saiyans start with 35 more too. A Half-Saiyan never counts as a Saiyan.
Gain a Pirate King's Crown (+1 team size).
One Saiyan in each shop appears at 2 stars, for the full price of its 3 copies (3× its cost). Offered from the 3-3 augment.
From level 7 your shop offers a God Ki Crystal on 10% of rolls (instead of 2% from stage 6).
Your team counts one more Straw Hat, and every Straw Hat still standing gives your whole team 5% attack speed and 2% less damage taken.
Your Cell absorbs 15% of the max HP and attack of every ally that falls in a fight, for the rest of it.
You can no longer buy XP: your levels come from the rounds alone. Every fighter that helps take an enemy down grows 1% stronger (health and attack) for good, up to 8 times.
With Goku and Vegeta both on your board, both fight at ×1.5 health and attack, but lose 4.17% of their max HP every second from pushing too hard.
Your fighters' attacks stun for 1.2 s on 8% of hits. Your stuns last 100% longer, and stunned enemies take 35% more damage from your team.
An item component drops after every fight against a player: three a stage, instead of the one a stage the rest get from stage 4.
Once per fight, when your team falls below 40% of its combined HP, an artillery strike hits every enemy for 40% of its max HP as true damage.
Your fighters deal 15% more damage, and 50% more after 9.6 s of fighting.
With Ace and Luffy both on your board, both fight at ×1.2 health and attack. When one falls, the other gains 50% attack speed and shrugs off crowd control for the rest of the fight.
Once 2 of your fighters have fallen in a fight, the rest take 20% less damage and gain 30% attack speed until it ends.
Gain 8 free shop rerolls now and 2 more at the start of each of your next 6 plannings. Free rerolls bank up to 20, shared with every augment that gives them; unused ones are kept.
Your Saiyans still standing after a won fight against a player gain 5% attack for good (up to 5 times each).
Choose one Dragon Ball and one One Piece fighter you own: a duo for good. While both are fielded and standing, each has 25% attack and 25% ability power; when one first falls, the other loses it and gains a shield of 25% of its max health.
Gain a random 1-star 4-cost fighter (from the shared pool; its price in gold if none is left or your bench is full), 8 gold, and your choice of one of 3 finished items.
Choose a 2-cost fighter you own: 2 1-star copies of it now, and each level you gain brings one more, 4 at most (from the shared pool; 2 gold for each one if none is left or your bench is full).
Gain 20 gold. Your interest can reach 6 (two more), from 60 gold banked.
Win 2 fights against players after taking this (fights you play; a loss counts nothing): gain 15 gold and choose two finished items (each one of 3).
Win fights against players with 3, then 5, then 7 active traits on the board you fought with (one step a win; squad origins don't count): 25 gold, then a component of your choice (one of 3), then a finished item of your choice (one of 3).
At the start of the next stage the orb rolls, one of five: 25 gold; three finished-item choices; a random 2-star 3-cost fighter and 5 gold; four component choices and a finished-item choice; or 6 free shop rerolls and 8 gold.
Gain 10 gold and 4 free shop rerolls (your bank holds 20 at most). Your level can never pass 7.
Choose one of your 1-cost fighters at 2 stars or more: your hero fights with 30% more ability power and 25% more health, and while it stands your other fighters fight with 17% more attack and ability power. After it has fought 4 fights against players, its first Signature each fight casts with 25% more ability power. Selling it ends this.
You can field 1 more fighter. Fights against players you lose cost you 1.5× the health.
If every fighter you field costs 2 gold or less, they fight with 12% more health and 8% more attack. Field one that costs more and none of them do.
Your fighters start every fight at 80% of their health, with 20% more attack and 20% more ability power, and while below 50% HP they take 15% less damage. Your own health as a player never changes. A fight that runs out of time goes to the side with the larger share of its health left.
Your team counts 1 more Android. Gain a random 3-cost Android (its price in gold if the pool is out or your bench is full). With Android active, your Androids take 20% less damage, and the first 2 crowd controls that would land on each of them in a fight are ignored.
As a fight starts, your most valuable three fighters standing in a triangle (each beside the other two) gain 20% attack, 20% ability power and take 15% less damage for the fight.
When one of your fighters Awakens in a fight, the nearest ally of the other universe (Dragon Ball or One Piece) that can Awaken Awakens at once, with 300% more ability power for it. Once a fight: the first Awakening that finds such an ally links, one that finds none doesn't spend it.
With Protector active, as a fight starts each of your Protectors swears to guard the most valuable ally within 2 hexes that is not a Protector (one each). While both stand, the Protector takes 70% of the damage meant for that ally, and 80% less of it.
With Emperor active, your dearest Emperor holds a domain of 2 hexes around it, wherever it goes: your other fighters inside it take 30% less damage, and the enemies inside it take 30% more damage from that Emperor.
With Swordsman active, your dearest Swordsman starts each fight with 60% more attack and challenges the enemy's dearest fighter. If it takes the challenged enemy down itself, every Swordsman of yours still standing gains 50% attack for the rest of the fight.
With Tyrant active, when your Tyrants take down an enemy that was below 70% HP, it explodes: 150 magic damage plus 40% of its max health to every enemy within 2 hexes. An enemy the blast takes down from below 70% explodes in turn (up to 6 explosions a fight).
With fighters of both universes on your board, every fighter's Spirit fills 50% faster (the first surges come about 8 s in), and each time your team has made one more Ki Explosion and one more Haki Burst in a fight, every enemy takes 100 magic damage plus 10% of its max health, up to 3 times a fight.
As each fight against a player starts, for every class active on both your team and your opponent's (up to 3), your fighters gain 10% attack and take 5% less damage for that fight.
With Conqueror active, the first time your Conquerors' pulse hits each enemy in a fight, that enemy takes magic damage of 45% of its max HP (at most 900).
At the start of each planning after this one, if you hold less than 20 gold, gain 8 gold and 1 free shop reroll (6 times at most).
With Conqueror active, each of your Conquerors that falls sends one last decree from where it fell: the trait's pulse at 100% of its stun and shred, reaching 2 hexes, and magic damage of 20% of the fallen Conqueror's max health to every enemy it reaches.
Choose one of your Martial Artists. Every 2 dodges or counter-attacks it makes in fights against players gives it 5% more max health and attack for good (8 times at most). A merge keeps it.
Gain 12 gold. The first fighter you merge to 3 stars after taking this gives you your choice of one of 3 finished items; a second, different one 20 gold.
Gain 10 gold. Every Captain Clash you win after taking this gives your fighters 8% more max health in every later fight (3 times at most). Your own health as a player never changes.
Gain 10 gold. The first 2 stage finales against a squad you clear after taking this each give your choice of one of 3 finished items.
The board's edge is the danger zone: an enemy standing on the outer ring of its own half (its back row or a side column) takes 14% of its max health as true damage every 1.6 s. Your knockbacks push 1 hex farther, and an enemy your team knocks into the board's edge is rung out: it takes 35% of its max health as true damage and is stunned for 1.2 s (each enemy once a fight).
With Medic active, your Medic pulse comes every 4.8 s instead of 6 s, and the first of your fighters to fall in each fight is revived by the next pulse at 35% of its max health, on its starting hex (or the free hex nearest it), with its items.
Choose a treaty: Saiyan with Will of the D., Earthling with Straw Hat, or Tyrant with Emperor. For the rest of the game each of your fighters of the first origin also counts as the second (one way: Saiyans as Will of the D., Earthlings as Straw Hats, Tyrants as Emperors) and gains its effects; borrowed fighters open the second origin's first tier at most (its own members still climb).
When one of your fighters Awakens, it breaks its limit for the rest of the fight: a fighter with a stronger form takes it (Goku: Super Saiyan, at 2 stars Ultra Instinct; Luffy: Gear 2, at 2 stars Gear 5; Rob Lucci: Leopard Form; Goku Black: Super Saiyan Rosé), with that form's rules; every other fighter gains 30% attack and 30% ability power instead.
In every fight against a player, the first enemy to Awaken is answered by your Captain: its Ultimate strikes every enemy for 300 magic damage, 150 more for each Captain Clash you have won this game (up to 2), and cancels that Awakening if it is still channelling.
Collect the seven Dragon Balls: every fight against a player you play with at least 2 Dragon Ball fighters fielded finds one (a win, or a stage finale cleared with them, finds two). With all 7, make a wish: a 2-star 4-cost fighter of your choice from the pool, 30 gold, or two choices of one of 3 finished items. Then they scatter again (2 wishes at most).
Your Spirit Gauge starts at 15. After each fight against a player it gains 4, and one more for every fighter of yours still standing (up to 30). In any planning with at least 10 gathered you may raise it, or bank it: raised, at the start of your next fight against a player it falls on the enemy board, dealing 9 magic damage to every enemy for each point gathered, and each of your fighters gains a 5-health shield and 0.5% more attack for each point, for that fight; the gauge empties.
Once a game, a loss that would knock you out leaves you at 1 health instead. From then on your fighters fight with 15% more attack and 15% more ability power.
At the start of each stage after this one the wheel spins (everyone sees it): Gold Rush (14 gold), Arsenal (your choice of one of 3 finished items), Reinforcements (a random 2-star 3-cost fighter from the pool; its price in gold if none), War Drums (your fighters deal 15% more damage in fights against players that stage) or Double Spin (two of the others). 4 spins at most.
Find 3 of the four Road Ponyglyphs: win a Captain Clash, make a Rift Exchange, take a One Piece fighter at a Carousel, and win a fight against a player with at least 3 One Piece fighters fielded. With 3, reach the last island: a 2-star 5-cost One Piece fighter of your choice from the pool, a Pirate King's Crown and 25 gold, or two choices of one of 3 finished items.
If you field no 5-cost fighter, at most 1 4-cost, and 3 or more classes are active, your fighters fight with 18% more attack and ability power and 200 more max health.
Choose a 2-star fighter you own that costs 3 or less: it trains in the Time Chamber, sealed on your bench, through 2 fights against players. It comes back with 4 copies of itself from the shared pool (their price in gold if the pool is out or your bench is full), 6 gold and your choice of 3 finished items.
With Half-Saiyan active, when one of your Half-Saiyans casts its Awakening, every other Half-Saiyan of yours gains 60 mana and its next Signature casts with 140% more ability power (once each a fight).
Your Gotenks' Super Ghost Kamikaze Attack sends a second parade of ghosts: 180% of his attack as magic damage to every enemy, and gives him 40 mana back. The ghosts are never fighters.