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Legends has released another Raid event; this time to coincide with the release of SSJ3 Goku's Zenkai. The raid itself is similar to the previous one vs Trunks, complete with a specific unit boosts and the early completion. But the bigger news is SSJ3 Goku's Zenkai, which brought him from barely usable to one of the top 3 units in the meta.
At Zenkai rank 1, SSJ3 Goku has his timer elapsed buffs gain the (cannot be cancelled) modifier, meaning that they will be permanent factors in the battle. This is huge in a time where every other unit can cancel enemy upgrades. His main ability, while not as big of a factor in this raid event, is also given a ki restoration and damage buff effect, allowing him to always utilize his ultimate card immediately and also deal even more damage with it.
At Zenkai rank 3, he gains 50 ki and +50% to Ki Recovery when he switches in, allowing him to effortlessly build up ki and chain easily off of his allies.
Then at Zenkai rank 6, he gets a free, permanent +40% to damage inflicted. This allows him to rack up over +100% to damage inflicted once only 15 counts have gone by in battle, having him do insane damage when combined with his top tier stats. In addition to that, he also pulls a strike card and gains damage reduction whenever he switches in as long as another Saiyan is an ally, rendering his issues of lower defenses and +0 card draw speed null.

A new raid event has come(and has just gone in less than a day), and along with it a new take on the raid formula from the developers. This time, they basically give only two unit choices for this event by giving them insane stage boosts. Goku Black, who I used for the duration of the raid, gets an immediate +450% damage buff from the event, and Great Saiyaman 1 & 2, who I haven't pulled, gets a +800% combined damage buff. As Goku Black has an element advantage, and GS1&2 have an element disadvantage, Goku Black is doing almost double the damage, making him the best unit to run in the raid by far.
His dominance shows through pretty clearly: once he transforms, a single special move rends close to six health bars off of the Trunks, and a dual RR is a guaranteed win. A dual RR with two transformed Goku Blacks can easily inflict double the Trunks's maximum health in damage, with some people managing to deal over 100M with a perfect dual RR.
Recorded: 2 October 2020

Multiple Hyperdimensional Co-Op mode battles against Great Saiyaman(Advanced). This time around, the boss isn't really too easy or too annoying. He is immune to the first three debuffs, which does affect which units are good vs him, and can reduce your ki every now and then with his green card. He may also every blue moon faint your unit with his main ability buff, but he usually doesn't capitalize on it that well. Apart from that, he's a bog standard boss, who spends most of the fight getting ragdolled around.
The two main picks for this stage - assuming you don't have the new Kid Trunks - are Green Ultimate Gohan and Legends Road Gohan. I usually go for Legends Road Gohan, since he will pick up more damage buffs in the long run. This coincides well with how long it takes to beat down the boss; you can no longer just OKHO him with a dual Rising Rush. On the topic of Rising Rush, they finally updated co-op mode so you can see how many Dragon Balls your buddy has, making dual Rising Rushes far easier to pull off.
Recorded: 19 - 21 September 2020

Multiple Hyperdimensional Co-Op mode battles against DBS Gohan(Advanced). The least stress inducing co-op boss in a long time, this Gohan doesn't do dirty tricks like sealing or destroying cards, reducing ki, or increasing your card cost. He just does honest, hard damage; enough to put dents in type advantage units, if you let him build up too many damage buffs. The best units to run in this stage are the mew Buutenks, DBS Gohan himself, and even extreme Evil Buu from eons ago due to the boost character buffs.
Since I already ran Gohan in the raid event, I decided to show off Buutenks for this co-op boss. He overall does really good damage, but playing him feels like walking on eggshells since he has a Taunt damage buff in one of his uniques. Meaning, if you take even the smallest chip of damage, he loses out on +40% damage, which hinders his damage output throughout the entire rest of the match. He also has time-limited damage buffs, but that is rarely an issue due to him dealing so much damage early on.
Recorded: All in 18 - 19 August 2020

The final stage in the recent raid event(which is now over). Super 13 is by far the best unit to use in this stage, since he not only gains permanent damage buffs early on, but he also deals more damage against SSJ1 enemies. The end result is him being able to cleave off entire health bars with single strike arts. The only drawback he has is that his ultimate takes 25 counts to charge up, which is usually long after his first shield break and often long after the boss gets dual RR'd and defeated.
Recorded: 16 - 18 August 2020

The next step in the raid event, we now face Super Kaioken Goku. He is kind of annoying with his ultimate with a faint chance and endurance giving green card, but overall, it is still a more fun event than normal co-op. I managed to pull DBS Gohan, so I used him in the event. The main strategy with DBS Gohan in co-op is to hold off on using green cards until he transforms, so he can stack up a ton of damage buffs from them, and to try to cover your ally as much as possible to tank hits and in turn gain even more damage buffs. If you build up enough damage, then his blue card is absolutely devastating against the raid boss.
Recorded: All in 13 - 14 August 2020

Showing off Android 16's new Zenkai in the events that mark the return of the raid format. Android 16's Zenkai, even at just rank 1, is super fun to use. Ramp up damage by soaking up a bunch of hits, charge up green cards, then end the battle in a boom that defeats the boss even if they have around 7 health bars left. That is, if the boss even lasts that long; this new raid format has a toned down difficulty compared to the recent co-op mode stages. I'm not sure if this is due to there being only one set difficulty or what, but it does help a lot in making the mode less stressful. The only thing they need now is a fix for buddies disconnecting mid-battle - replacing them with an AI partner is an easy fix, which they have shown is already possible.
Recorded: All in 10 - 12 August 2020

Multiple Hyperdimensional Co-Op mode battles against Metal Cooler(Advanced). Arriving back from my near month absence, I come alongside a new co-op season. This season has quite a bit of changes hidden underneath the obvious: loading times are much quicker, matchmaking for co-op feels a lot smoother, and matches tend to not lag as badly(though, instead, they can sometimes insta-dc). Along with those, comes the release of Zenkai Scouter Vegeta, who is honestly a pretty decent - though not super strong - Zenkai unit. He relies on waiting for his time-gated buffs and using his Special Move to super boost his blast card damage, but doesn't have much else going for him. This co-op stage gives him several hefty buffs that let him deal insane damage after a while.
Recorded: All in 26 - 27 July 2020

Multiple Hyperdimensional Co-Op mode battles against Perfect Cell(Advanced). You read that title correctly. This season, a new Yamcha unit is one of the best to use against the co-op boss! This Yamcha's damage output usually decreases a lot once his allies start to get defeated, but, luckily, his damage is preserved in the form of a Boost Character buff that grants him +100% damage for the stage. In terms of strategy; his main doesn't really do anything, but his green card does give a good damage buff if you stockpile a lot of strike cards. You'll see me hold off on using strikes when a green card is in my hand -- that's the reason why.
For those wondering about Zenkai Youth Trunks; I did end up bringing him to Zenkai rank 7, but the increase in damage felt too minor to make a video on. Before I could even decide on whether to make a video or not, the season ended. I'll probably only do Zenkai rank 1, 3, and 7 for those units from now on, so the jumps in power can be more easily seen.
Recorded: All in 1 July 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). This rank is probably single most important rank in the entire grind. The unique he gets from it grants him a chunky +40% damage just by staying alive, and also supplies some bulk before and a bit after the transformation. The unique lines up with his main ability really well, allowing him to fire off +70% damage boosted special moves as soon as he pops it, or combine it with the smaller boosts from using strike and blast cards to deal massive damage with an RR. The last rank is mainly a means to boost his team; granting him the coveted Zenkai Ability IV.
Recorded: All in 22 - 25 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). Like with Zenkai rank 2, this rank is more of a mid point towards rank 6 in terms of potency. Still, it grants a boost to his Zenkai ability, which gives a nice boost to his team's stats in PvP - assuming you run Legends Road, of course.
Recorded: All from 17 - 19 June 2020

The events of the story from Part 7, going from Book 6 Chapter 10 to the very end of Book 7. While the events are mostly as they are in the game, some of the battles are streamlined to lead more naturally back into the story cutscenes, and some filler is taken out to save on time; all with the help of a little editing magic.
I would add a spoiler alert, but the devs literally put SSJG Shallot on the title screen of the game, so I feel like there's really no point in doing so.
Recorded: All in 16 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). During this rank of Zenkai, my co-op matches started to jump down in time tremendously. This isn't due to the rank up(though that does help a bit in terms of damage output), but more so due to a change in my tactics. The biggest damage spike in a match is the dual Rising Rush: one of those bad boys can deal around 18M damage even without a perfect. By the time you get your first Rising Rush, Android 17 will more than likely be around 17M health(funnily enough). So I just stand in place for my ally to pop their Rising Rush, so I can connect with a dual Rising Rush, ensuring that the battle is ended then and there - as long as we aren't guessed, of course. If you are having issues with your co-op matches taking too long, then try to sit and wait for a synced up Rising Rush as soon as you get yours.
Recorded: All in 14 June 2020

A kind of a guide on getting over 80,000,000 damage on this stage to complete the challenge rush and get the titles. Using the power of Zenkai Trunks, we were able to completely pass 80,000,000 RR damage and almost reach 100,000,000(which should be easily surpassed if he were Zenkai 7). The basic procedure is to get Trunks to transform, stall time for his second main ability to be ready, then switch to Bardock, wait down Trunks's substitution counter, then switch to Mai, have her use all of her green cards(including the one she pulls from her main ability), switch to Trunks, pop his main, and finally RR. I tried to also get Hercule's health down to as low as possible, but my units do so much damage that he can be left with a bar or two. This method more than ensures an above 80,000,000 damage RR, since the worst of the 2% damage variance still lands you cleanly above 90,000,000.
Recorded: 14 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). One of the big jumps in power for this Trunks. His Zenkai rank 3 unique allows him to gain damage buffs every time he lands a strike or blast arts card, which lets him build up a ton of power in co-op. The fights with him are starting to barely last 2 minutes, and eventually I can see them dwindling down to less than one and a half minutes. The next really big jump in power will be at Zenkai rank 6, though the increases from rank 3 to 4 and rank 4 to 5 aren't to be taken lightly, especially with the Zenkai Ability boost he gets at rank 5.
Recorded: All in 12 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). A slight damage boost from Zenkai rank 1, in no small part due to me not completely soul boosting his first panel during rank 1. While this rank is a bit minor in terms of what it actually grants, it is the step right before rank 3, which will be giving him the unique that will severely up his power in co-op.
Recorded: All in 11 June 2020

The second Challenge Battle for this event. Once again, I aimed to complete all the challenges at once for the stage. This stage requires you to have a Zenkai Awakened Youth Trunks, so make sure you have already gotten him to rank 1 before even attempting this mission.
This boss is actually pretty tough compared to the others we've had in the past, at least in terms of sheer defenses. Combine that with his ability to heal himself with his green card, and he is basically immortal against basic attacks. The good part is, you just have to stack your buffs to be good to go when you land the rush.
Recorded: 10 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). The first Zenkai rank for this Trunks only buffs his current uniques, which have no function in co-op(since your buddy doesn't activate ally conditions). Despite that, the boosts to his green card, stats, and especially his main ability still make it much easier to rend through the co-op boss's health. The Zenkai rank 1 Trunks used in this video isn't fully Soul Boosted, so a properly maxed out Zenkai rank 1 Trunks will actually be dealing a good bit more damage.
Recorded: 10 June 2020

Multiple Hyperdimensional Co-Op mode battles against Android 17(Advanced). The very beginnings of the Zenkai grind. They've added a couple of extra measures this time to make the grind more bearable. The first change is to the Zenkai banner itself, where they added the option to spend CC for a multi: this one isn't such a good change because everyone and their grandma is saving whatever CC they can get for the anniversary summons. The second change is giving certain units a unique that boosts the rate of ticket drops per battle, one unit being this Trunks himself: this change is much better, since it eases the bulk of the grind and guarantees ~15% - 20% better rewards depending on how many boost units you have. That aside, this video serves as both a starting mark for my own grind and a constant to show just how much better each rank of his Zenkai makes him.
Recorded: All in 9 June 2020

A couple days ago, the developers of Dragon Ball Legends gave out 130 tickets after the playerbase reached the social media posts event's goal for three days straight. I summoned with them immediately, and got a couple of good multis and a couple of bad multis. How'd your guys' summons go?
I will also post my 2nd anniversary summons, but that will be all in one video after the banners end.
Recorded: 3 June 2020

A small video to pass the time. My first go at the Challenge Battle at the end of the Legends Road: Trunks event. I aimed to complete all the challenges at once, which is why I used only LR Trunks and didn't use my Rising Rush. Once his Zenkai comes out, expect a lot of videos on me grinding him up through the ranks, just like how I did with Kid Goku.
Recorded: 2 June 2020

Multiple Hyperdimensional Co-Op mode battles against SSJB Kaioken Goku(Advanced). This Zamasu is, surprisingly, not as OP for this mode as I thought he would be. His delayed damage buff severely cuts down on his early game power; otherwise, he would absolutely shred this stage. Still, he is one of the best units you can use by far, since he starts to really stack on his damage after he gets his damage buff and card draw buff.
For anyone summoning on the anniversary banners, I hope you have great luck on them. Still no Vegito Blue on my end, but there was a influx of CC today, and there will be a big influx of CC next week.
Recorded: All in 31 May 2020

As a reward for completely grinding Omega Shenron into dust and throwing him to the wind, the devs dropped an event that allows us to pair up with Vegito Blue in a co-op match. This in turn lets you see what his kit is like, and in this case, his Legendary Finish as well.
Less than 17 hours remain before the anniversary; I hope everyone who is summoning gets the units they want.
Recorded: 30 May 2020

Multiple battles against the Omega Shenron Raid boss. This Vegeta is actually extremely powerful against Omega. Emptying your hand, then pulling a new set of cards grants you insane damage buffs, and doing it over and over just builds up the damage to insane levels. In one of the matches, just one of my special moves took out around four of his health bars. Certainly a powerhouse in co-op battles; now only if he got a damage buff by pulling green cards and blue cards as well, then he would be insane in PvP as well.
Also, this will be the last video on this raid boss in particular, because he was already defeated within 15 hours of the event coming out.
Recorded: 27 May 2020

Multiple battles against the Omega Shenron Raid boss. As was the case with red element co-op bosses, Android 21 completely decimates Omega. The defense debuffs on every arts card used stacks heavily, and supplies both her and the buddy's unit with increased damage output. The end result is his health dropping by three-fourths of a bar per hit. Two individual rising rushes can nearly ko him, and a dual rising rush can completely drain his health.
A thing to note is that Omega's total health is already almost halved by the time this is uploaded; not even twelve hours into the event's release.
Recorded: 27 May 2020

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Created 4 years, 1 month ago.

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Category Gaming

I post mainly Dragon Ball Legends content, since I've noticed that there aren't many videos of it on the site. I may post some other mobile game gameplay eventually, but we'll see.