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Wish Strip Priority List

Since I'm sure many people are going to be wondering which characters to get when the Wish Strips come around, I decided to dive into this MOUNTAIN of 77 characters to make a priority list in an attempt.
Note that this list will be focusing on the unit's power and viability, and doesn't account for how many copies you personally may have pulled or any personal preferences you may have. This list also takes into account EZAs that are currently out on JP, but not necessarily GLB, and doesn't take into account a unit's possibility to EZA in the future. This is just basically a list of how good the cards are. Now, without ado...

Z-Tier

These units should be your top priority if you don't already have them heavily duped
SSJ Goten and SSJ Kid Trunks:
Pros: Awakenings are absolutely mind blowingly good, going up to 274% ATK and 70% damage reduction; have amazing link synergy together; subleads for Kamehameha, which is an amazing category in its own right
Cons: Almost have to be ran together, as options outside of each other are limited essentially to LR Goten and Trunks and LR GoBros (Trunks only). However, it is a strong main rotation.
Fit Buu
Pros: Extremely strong 300% ATK and DEF and high dodge chance for 7 turns; can stun; amazing Majin links; a large amount of categories
Cons: Extra boosts run out in longer events but leave him incredible in short events like SBR; little synergy in categories that don't feature multiple Majin teammates, heavily limiting usage on RoU7, Universe Survival Saga, Worthy Rivals, etc
Toppo
Pros: One of the single best support units in the game; has damage reduction and decent stats; available on some of the strongest teams in the game including Realm of Gods, Final Trump Card, and Universe Survival Saga
Cons: EZA isn't out yet on GLB; is limited in number of available teams even if the teams he does have are great
Fat Buu
Pros: Incredible ATK and DEF; Majin links; large amount of healing at low HP
Cons: Links are only good on Majin based teams; build up is fast but leaves him vulnerable in modes that hit hard from the word go, such as SBR, on the first turn
SSJ2 Caulifla
Pros: Great ATK and amazing defensive capabilities with dodge and stack; attacks effective against all types with a Kale ally; SA Counters; bottomless Ki links; very good generic leader skill for modes like Battlefield
Cons: Full power requires specific allies; ATK links are very lacking even post-Link update, EZA isn't on GLB yet (and never will be at this rate)
Brianne de Chateau
Pros: The ultimate Peppy Gals unit; massively debuffs enemies; supports Peppy Gals; Seals; great stats
Cons: Is basically built to only be ran on Peppy Gals which limits teambuilding with her, but at the same time she's necessary to even really run the team; debuffing the enemy is something that will rarely see the light of day outside of SBR

S-Tier

Still fantastic units, even if they aren't quite on the same level as the ones listed above
SSB Vegeta (Whis Armor)
Pros: TEQ orb changer; self sufficient and high yield nuker; stacks ATK & DEF on super permanently; Worth Rivals sublead
Cons: Needs orbs to be very powerful, which means he can be screwed if orbs don't generate properly or you plan to use them on another unit; competes with other SSB Vegeta units, of which there are many
Majin Vegeta
Pros: Similar to above, except it's a one turn greatly raises instead of permanent stack and Vegeta's Family sub lead; the single best link partner for TEQ SSJ2 Vegeta post-Transformation; can tank rather well even with fewer orbs thanks to a one turn 50% boost on Super; EZA stats
Cons: changes a specific type of orb into another instead of a random type, giving you less variety; not stacking is more noticeable in longer events even if he's still a good unit; lack of Prepared for Battle makes him struggle with link synergy outside of TEQ Majin Vegeta; extra boosts locked behind facing specific category enemies
Majin Vegeta
Pros: Strong AoE damage; gets a one time MASSIVE boost when HP falls; can stun
Cons: Competition with Majin Vegeta, gets weaker as HP falls; stun chance isn't great
Bergamo
Pros: One of the best defensive units in the game in mid to long events (easily capable of breaking 600k DEF, way more than is necessary to tank any attack in the game); good damage; Giant Form
Cons: No really good link partners; very few categories; isn't a very good unit in short content; Giant Form
Berserk Kale
Pros: Amazing damage output; 60% damage reduction for 6 turns; links great with Caulifla units
Cons: ATK links are even worse than Caulifla's somehow; damage reduction after 6 turns requires 6 PHY Orbs which is very inconsistent; no defense boosts to pair with the damage reduction making it not as effective as one might think; EZA isn't on GLB
SSJ Goten
Pros: One of the most splashable units in the game; pretty decent ATK & DEF; generates rainbow orbs
Cons: Stats are starting to show their age and he can't tank well in harder events; no Prepared for Battle; now has to compete with SSJ Goten
Meta Cooler
Pros: Fantastic Extreme Class support; decent villain links; decent amount of categories; all of which he's good on; still supports Super Class allies with ATK even if they don't get the DEF or Ki
Cons: Average stats that lead to middling damage and merely alright tanking potential in harder content
Golden Frieza
Pros: Best tank in the game above 40% HP; decent damage when collecting 4 or more ki spheres; stacks ATK
Cons: Getting 4 ki spheres every turn isn't always realistic; defenseless below 40% HP; competes with Golden Frieza
Golden Frieza
Pros: Strong Target: Goku support; good stats; built in crit against Goku enemies; stacks defense
Cons: doesn't link well with most of the Target: Goku category besides the couple of Wicked Bloodline units that cross over into it; competes with Golden Frieza
Dyspo
Pros: Obscene offensive and defensive potential in long events; high dodge chance after a few turns; ATK never caps, and will go up forever; 6 turn 50% DEF boost can stack up to a REALLY good DEF stat
Cons: Almost unusable in SBR type content due to needing several turns to start firing on all cylanders
Super Android 13
Pros: Great ATK and DEF; changes orbs to rainbow; great Android links
Cons: has to be ran on an Androids team, doesn't function well without several Androids category allies
Super Saiyan 2 Goku
Pros: Absolute staple on the SSJ2 category; great support of 3 ki and 30% ATK and DEF to SSJ2 allies; can tank really well thanks to a 6 turn DEF stack on Super; can still support non-SSJ2 allies
Cons: Non-SSJ2 support doesn't give ATK; needs time to build up a good defense stat
Super Saiyan 2 Vegeta
Pros: Defensive BEAST, especailly in long events; decent damage
Cons: Doesn't have all of his defensive power right out the gate; shares a name with Super Saiyan 2 Vegeta
Super Saiyan 2 Gohan (Youth)
Pros: Really amazing damage when paired with a Super Saiyan Goku ally; Kamehameha sublead; alright defense
Cons: Damage is average without a specific ally; competes with LR Super Saiyan 2 Gohan
Vegeta
Pros: Pretty great damage and self sufficient against Goku's Family enemies; permanently stacks ATK and DEF; low HP boosts to DEF; LGE Slayer
Cons: Needs time to build up; as common as Goku's Family enemies are they aren't EVERYWHERE so he isn't always operating at his full potential
Chi-chi
Pros: Seals; strongest support in the game at 120% DEF to Peppy Gals
Cons: Doesn't do much on her own, mostly functions as raw support even with the 100% ATK

A-Tier

These units make pretty good filler units on a lot of teams and can perform pretty well, but are rarely the BEST options for the team
Perfect Cell
Pros: Great stats; amazing links with other Cell cards; greatly stacks ATK for big damage over time; heals a decent chunk of HP when low
Cons: Low health heal is in under 30%, which is hard to reach without dying, and is only for 20%; competes with other Perfect Cell cards
Android 17
Pros: Rainbow orb generator; built in crit chance; stacks defense; decent stats alone but really good stats and an additional super chance with an Android 18 ally
Cons: Is very reliant on an Android 18 ally; competes with DBS 17
Android 18
Pros: Decent defense combined with a small amount of damage reduction; stacks ATK; higher stats and a dodge chance with an Android 17 ally
Cons: Relies on having an Android 17 ally; turns rainbow orbs into INT orbs without benefitting from the action, removing rainbow orbs from the field and possibly causing an orb bricking; competes with other Android 18 units
Super Saiyan 2 Angel Goku
Pros: Generates AGL orbs; self sufficient nuker; amazing healing to tie in with his nuke; Goku's Family sublead
Cons: Defense isn't amazing; shares a name with Super Saiyan 2 Goku (Angel)
Nuova Shenron
Pros: Decent damage; passable defense; probably the best support Shadow Dragon Saga has
Cons: Only really ever wants to be on Shadow Dragon Saga meaning unless you pull SSJ4 Gogeta when he comes out this guy will likely be collecting dust for a while
Bulla
Pros: Turles level support; can have a pretty high dodge chance with Peppy Gals allies
Cons: No defense outside of the dodge; offense is nonexistent
Super Saiyan 2 Kefla
Pros: Often gets multiple super attacks per turn; orb changer; nuker; leads Potara as strongly as LR Vegito; can dodge
Cons: Needs a LOT of orbs to have good ATK & DEF; dodge chance isn't very high; lacking ATK links
Zamasu
Pros: Pretty decent tank; heals on Super attack
Cons: Stats are bad at full health and don't get much better at low health; shares name with Zamasu
Evil Buu
Pros: Slaughters MBS SBR; high dodge and extra super against MBS enemies; reduces enemy ATK by 20%; decent stats
Cons: Only really works on Majin Teams; only really shines in MBS SBR and is usually average elsewhere
Goku (Kaioken)
Pros: Great damage especially against Vegeta's Family enemies; permanently stacks ATK and DEF; does even more damage at low health; Goku's Family sublead
Cons: Vegeta's Family enemies aren't very common; needs time to build up a decent defense stat
Super Saiyan 2 Goku
Pros: Almost the exact same kit as Super Saiyan 2 Goku except he offers ATK instead of DEF to non SSJ2 allies
Cons: Super stacks ATK instead of DEF, which you will barely see and means he is much more open to taking damage; competes with SSJ2 Goku
Super Saiyan 2 Goku
Pros: Ki support, really high stats on a pure SSJ2 team
Cons: Can only function greatly on a SSJ2 team; competes with SSJ2 Goku
Super Saiyan Future Trunks
Pros: Pretty great tank; gets stronger at lower health
Cons: Practically worthless at full health due to how his stat boosts happen; competes with other Super Saiyan Future Trunks cards
Super Saiyan Future Trunks
Pros: Great support; decent stats
Cons: Doesn't function well solo if you don't run him with other Vegeta's Family units (as rare as that may be); Defense leaves something to be desired; has some competition with other Super Saiyan Future Trunks cards
Super Saiyan Blue Vegeta (Future Saga one)
Pros: Decent stats; decent support
Cons: Doesn't offer any Ki as support; competes with other SSB Vegetas; stats are showing their age a bit; only supports with another Vegeta's Family ally (which again, is rare to not see, but can be seen on some teams such as RoG)
Super Saiyan Goku
Pros: Built in crits; amazing stun chance on Super; gets even stronger below 50% HP
Cons: Stun utility will rarely see the light of day; lacks Prepared for Battle; defense is lacking
Mai
Pros: High stunning power; best Time Traveller's support; Time Travellers sublead
Cons: Stuns will rarely be a factor outside of SBR; no defense
Champa
Pros: Powerful Universe 6 support; Universe 6 sublead; can do pretty good damage when passive procs
Cons: Passive only goes off 1/4th of the time; no defense
Beerus
Pros: Worthy Rivals support; decent defense; great damage when passive goes off
Cons: Still can't really take hits in endgame content; doesn't really link with anyone on Worthy Rivals; passive is a coin flip every turn
Piccolo
Pros: Great defensive support
Cons: Only gets offensive presence on a Bond of Master and Disciple team; no reason to run him over DFE Piccolo
Tapion
Pros: Generates rainbow orbs; built in crit; lowers ATK
Cons: Stats leave a lot to be desired, links are god awful outside of linking with Tapion (Hirudegarn)
Super Saiyan Gotenks
Pros: Pretty great damage; gets defense over time; seals
Cons: Defense takes a while to max out and isn't anything special even when it is
Super Saiyan Gotenks
Pros: Amazing support when facing 2 or more enemies; decent stats; stun chance
Cons: 2 or more enemies is incredibly uncommon outside of SBR; stun won't see much use outside of the same
Super Saiyan Teen Trunks
Pros: Can do decent damage on a Super Saiyans team; stacks attack
Cons: Held back by a GOD AWFUL 12 ki multiplier of 120%; stats are not very good outside of a Super Saiyans team
Super Saiyan Vegeta
Pros: Stacks defense; can actually build up to a REALLY good ATK stat and built in crit over time
Cons: Only builds up every turn he's under 80% HP, shares name with many Super Saiyan Vegetas
Super Saiyan 3 Vegeta
Pros: Decent offense; good defense post super; technically supers early due getting an extra 2 ki at 10 or more ki; lowers ATK
Cons: Doesn't get defense until after supering; many enemies are immune to ATK lowering, Ki links don't exist
Fat Buu
Pros: Generates STR orbs; AoE attack; Majin links; self sufficient nuker
Cons: Isn't very strong without a large amount of orbs; requires STR orbs specifically; competes with Fat Buu
Super Saiyan 3 Goku
Pros: Pretty great damage with high HP
Cons: Defense leaves much to be desired; loses power as you lose HP; competes with other Super Saiyan 3 Gokus
Ultimate Gohan
Pros: Decent ATK and DEF at high HP, a one time auto crit when HP falls
Cons: Defense drops drastically once you lose HP; you can't really control when you get your auto crit; Ultimate Gohan links
Ultimate Gohan
Pros: Basically identical to Ultimate Gohan
Cons: Basically identical to Ultimate Gohan
Chi-chi (Kid)
Pros: Really strong attack if she hasn't been hit; pretty good defense if you're on a team with Kid Goku; high stun chance
Cons: Loses a MASSIVE amount of her offensive presence if she's hit which is bound to happen; stun immunity is everywhere

B-Tier

These cards aren't worthless, but you probably won't be running them if you have any better options
Super Buu
Pros: Heals you a pretty decent amount; can stun
Cons: No offense or defense; will probably lose you more HP than he recovers
Kid Buu
Pros: Heals a decent amount each turn; can be strong with a lot of orbs; Majin links
Cons: A non self sufficient nuker; competes with other Kid Buu units
Frieza (Final Form) (GT)
Pros: Okay stats; massive offensive potential when enemy is Sealed; can stun
Cons: Overwhelmingly average when the opponent isn't Sealed; sealers aren't always the most common on his team (Transforming Angel Frieza is his best friend when he eventually arrives on GLB); plenty of enemies have sealing immunity even if it's not as many as have stun immunity; his stun rarely comes into play
Perfect Cell (GT)
Pros: Basically the same as the above Frieza; can seal instead of stun
Cons: Similar to Frieza, except worse because his full power relies on the enemy being stunned instead of sealed
Future Android 17
Pros: Passable stats; orb changes; changes two types below 70% HP
Cons: Orb changing is from one type to another type, no rainbow generation; the second orb change isn't even to the same type as the first which can make for a really weird field
Future Android 18
Pros: Same as Future 17
Cons: Same as Future 17
Goku
Pros: Leader skill can cheese Super PHY SBR; 20% DEF per orb can add up to a decent amount
Cons: non self-sufficient nuker; nothing else in his passive besides a subpar nuke
Super Saiyan Goku
Pros: Decent ATK & DEF below 77% HP, can stun
Cons: One of, if not the WORST 12 ki multiplier in the game of 115%' terrible stats above 77%; competes with the seemingly never ending cavalcade of Super Saiyan Gokus; stun immunity is an epidemic
Super Saiyan Goku
Pros: Decent ATK and DEF, self sufficient
Cons: Very aged; no Prepared for Battle; competes with the slew of Super Saiyan Gokus
Super Saiyan Gohan (Youth)
Pros: Passable Defense after supering, decent ATK when on rotation with a Goku
Cons: Needs a specific partner, isn't great even with them; shares a name with LR Super Saiyan Gohan (Youth)
Super Saiyan Gohan (Teen)
Pros: Decent ATK output
Cons: Awful defense, competes with other Super Saiyan Teen Gohans
Super Saiyan God Goku
Pros: Stacks attack, isn't too bad on Super
Cons: Has no defense before super, takes a long time to start dealing real damage, competes with LR Super Saiyan God Goku
Super Saiyan God Goku
Pros: Can get a passable amount of defense if you Super Attack consistently
Cons: Same as Super Saiyan God Goku
Super Saiyan Blue Goku
Pros: Best TEQ leader for punching bag nukes
Cons: Turns rainbow ki spheres to TEQ ki spheres which is almost always a downside; no offense or defense
Super Saiyan Blue Vegeta
Pros: Goku except PHY
Cons: Goku except PHY
Super Kaioken Goku
Pros: Alright damage; good links
Cons: Zero defense, sacrifices HP every super attack
Super Saiyan 3 GT Goku
Pros: Okay ATK and DEF
Cons: Literally nothing but passable stats is on this unit
Super Saiyan 3 GT Goku (Golden Great Ape
Pros: Good ATK support; great links; Giant form
Cons: No offensive or defensive presence; doesn't offer DEF or Ki in passive; Giant form
Android 18
Pros: Has a fairly strong nuke on Peppy Gals teams; 6 turn defense boost on Super
Cons: Non self sufficient nuker
[Videl](int)
Pros: Stats are passable on a Peppy Gals team; heals a decent amount if you crit with her; ATK debuffs
Cons: Even with a full Peppy Gals team she won't wow you; many enemies are immune to ATK debuffs; she'll probably lose you more HP than she'll earn you
Bulma (Youth)
Pros: Can heal you a little bit; seals
Cons: Literally everything else
Pan
Pros: Can build up a decent dodge chance; decent stats for 7 turns
Cons: Loses ALL boosts after 7 turns and only functions as a glass jaw dodger from there on out
Mai
Pros: Stuns; decent AGL support; gives Peppy Gals a 10% crit chance
Cons: Stun immunity is an epidemic, monotype teams are very rare; gets shattered by enemy attacks
Hopefully this post, the monster that it was, helps some of you. I didn't order units within tiers, but I tried to let you know which were better within the tiers with my descriptions.
This isn't a message saying "don't get this unit if you want them". This is more of a viability ranking for how the units available perform in game. And of course, if you already have a high ranking unit with several dupes, maybe see who else could benefit from your strips before investing it into them. After all, everyone's box is unique, these are just guidelines.
Anyways, if you managed to stick around until the end, I sure hope that this helps you decide how to spend!
submitted by SSJAncientBeing to DBZDokkanBattle

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