To get the most out of Super EZA LR PHY Great Saiyaman 1 & 2 in DRAGON BALL Z DOKKAN BATTLE, run them as a dedicated Slot 3 floater and build them with full Dodge in Hidden Potential. The unit lacks damage reduction, guard, and pre-attack defense, meaning incoming hits before they attack will cause lethal damage in difficult content. Once placed in Slot 3, they fire their Super Attacks safely, trigger their defensive stat boosts, and cycle out while supplying strong team-wide buffs to your main rotations.

Turn Placement and Rotation Strategy

Great Saiyaman 1 & 2 should almost never be placed in Slot 1. Because their defensive passive multipliers activate after launching an attack, they are extremely vulnerable to normal attacks and Super Attacks at the start of a turn.

Floating the unit in Slot 3 resolves this vulnerability while maximizing their team utility:

  • Buff Uptime: Their 18 Ki Ultra Super Attack grants an immense defensive boost to Super Class allies that lasts for two turns. Floating them allows this buff to protect the next rotation's main units.
  • Low Attack Exposure: Slot 3 typically receives fewer enemy attacks than the first two slots, allowing the unit's post-Super defense and dodge chance to handle residual attacks.
  • Ki Stabilization: Their passive Ki and defensive support helps Ki-hungry main rotation units reach their 18 Ki Ultra Super Attack thresholds consistently.
Slot PlacementViabilityRole and Risk Assessment
Slot 1UnviableExtremely high risk. The unit lacks guard, damage reduction, and pre-attack defense.
Slot 2SituationalUsable only in lower-difficulty fights or when Slot 1 absorbs all incoming attacks.
Slot 3OptimalLets the unit attack before taking hits, applies team buffs, and minimizes boss target exposure.

Hidden Potential Build and Skill Orbs

Prioritize Dodge first, followed by Additional Attack. As a free-to-play Friend Point LR, their primary value is utility and team survival rather than raw damage output.

  • Primary (Dodge Level 15–20): High-end boss Super Attacks will overwhelm the unit's raw defense. Maximum Dodge investment provides an essential defensive check against lethal attacks in modern stages.
  • Secondary (Additional Attack Level 6–11): Launching an additional Super Attack applies an extra turn of defense and triggers their secondary debuffs.
  • Tertiary (Critical Hit): Keep Critical Hit at base levels. Offensive investment yields low returns compared to defensive consistency.

For Skill Orbs, equip Bronze, Silver, and Gold equips that supply flat Defense, extra Dodge, and Additional Attack.

Super Attack Effects and Utility

Managing Ki collection determines which utility effects Great Saiyaman 1 & 2 bring to the turn:

  • 12 Ki Super Attack (Justice Combination): Deals colossal damage, raises defense, seals the enemy's Super Attack, and lowers enemy attack. Prioritize this attack in events where the boss can be debuffed.
  • 18 Ki Ultra Super Attack (Justice Flash): Deals mega-colossal damage and grants an immense defensive buff to Super Class allies for two turns. Target 18 Ki whenever your team needs defensive padding across the following turn.

Team Compositions and Stage Matchups

The unit provides universal Ki and stat buffs to Super Class allies, making them easy to slot into several major categories:

  • Earth-Bred Fighters and Movie Heroes: Float Saiyaman 1 & 2 behind established Slot 1 tanks. They bridge Ki gaps for heavy damage dealers while keeping the team's defensive floor high.
  • Defenders of Justice and Special Pose: In mission-restricted stages like Super Battle Road or Ultimate Clash, they activate key defensive links like Hero of Justice and Signature Pose alongside Gamma units or other Great Saiyaman cards.

Boss Matchup Checks

  • Debuffable Encounters: Stages where bosses are vulnerable to sealing and attack lowering are ideal matchups. A single 12 Ki Super Attack neutralizes the threat of enemy Super Attacks.
  • Status-Immune Bosses: When status conditions are disabled, the unit relies strictly on its post-Super defense, passive dodge chance, and team defensive buff.
  • Pre-Attack AoE Bosses: Bench Great Saiyaman 1 & 2 on stages where bosses launch Area of Effect (AoE) attacks before Slot 1 acts. Because the unit must attack to raise its defense, an unmitigated AoE attack will deal catastrophic damage. Replace them with units that possess unconditional start-of-turn guard or damage reduction.
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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.