SDBH Universe Mission 2 set review!
UM2-031 Goku (SSJ: Berserk)
CAA: Ultimate Dragon Fist CAA that activates on or after the 2nd round when Goku is in the attack area. Upon success, perform major damage on the enemy with a dragon fist and permanently increases power by 12,000 and decrease Guard by 4,000.
Passive: At the start of every round when Goku's ki is 25% or above, in exchange for losing ki, damage dealt permanently doubles.
Super Attack: Berserk Dragon Fist, costs 8 energy.
I really like the design of this card. He's basically an engine that burns through ki so that he can continuously stack up his damage in addition to getting a massive boost from his CAA in exchange for lower defensive capabilities. Since his Guard stat is already low to start out, and he will be further lowering his Guard through his CAA, you would probably want to save this guy in the support area until you want to try and nuke the opponent with him during round 3+. This Goku is the pure definition of a glass cannon powerhouse and will take significant support for him to be used at his full potential, especially since his super attack costs 8 energy.
UM2-032 Goku: Xeno (SSJ4)
CAA: Ultimate Spirit Bomb CAA that activates on or after the 2nd round when Goku is in the attack area with it dealing more damage the more allies you have with you. Upon great success, permanently reduce the Power of all enemies by 3,000 and increase the speed of their charge impact.
Passive: If attacking an enemy with 15,000 or more Power, deal 3x damage.
Super Attack: 10x Instant Transmission Kamehameha, costs 8 energy.
A pretty good Goku card that can use his CAA as sort of a pseudo-support function while he himself actually acts as a neutralizer for any enemy cards that are heavily reliant on Power. Although this card is nothing special, it's nice to see the addition of more cards that are specific to countering certain strategies because it helps to define the landscape of the metagame by adding more layers to the system.
UM2-034 Vegeta (SSJB)
CAA: Counter Rush CAA that activates when in the attack area, below half health, and being attacked by a single enemy. Upon activation of perfect rush, permanently increase the CI speed of the countered enemy by a super amount.
Passive: When in the attack area during the strategy phase, increase Battle Power by [amount of allies in the attack area x 1500]. But, this additional Battle Power will not grant additional Hero Energy.
Super Attack: Fully-charged Final Flash, costs 7 energy.
While Counter Rush is one of the best CAA's in the game, Vegeta takes it a step further by permanently crippling the attacking enemy through increasing the speed of their CI, which is one of the best debuffs in the game. While his passive does not grant him any additional damage, Power, or Guard, it does provide your team with Battle Power, therefore allowing you to gain an advantage in closing the game out before your opponent. Overall, a decent utility unit that should see some play since his passive ability can be activated without restriction.
UM2-037 Trunks: Future (SSJ Rage)
CAA: Super Slash CAA that activates on or after the 2nd turn while in the attack area. Upon activation of perfect slash, permanently reduce the Guard of the attacked enemy to 1.
Passive: While in the attack area at the end of the round, if your team took at least 3,000 damage during the round, increase the CI speed of all enemies and reduce enemy Hero Energy by 2.
Super Attack: Point-blank Galick Gun, costs 6 energy.
Ultimate Unit Effect: If Trunks is on the same team as Vegeta and Goku, UEE activates. If there are allies on your team that have a lower Power stat than when the match started, restore their Power to what it was at the start of the match, and permanently deal double damage to all enemies. Costs 5 Energy.
This is easily one of my favorite cards of this entire set. What an all-around amazing card. He can break enemy Guard, debuff Hero Energy AND increase CI speed of the enemy, and finally has a great UEE with perfectly usable cards as allies. His passive is extremely easy to trigger as you will almost always take more than 3,000 damage in 1 turn and you can setup your team composition so that your "tank" unit isn't "too tanky" in order to trigger it. A very underrated card in my opinion.
Attack Effect: Increase the CI speed of all enemies by a super amount for 1 round (max of 2 uses).
Support Effect: None
I've never really been a fan of these units unless they were very obviously broken. While her attack effect is very powerful, I'm not sure it warrants essentially leaving your team with only 6 usable characters for the entire match. I guess this can be a specific counter toward rushdown teams to try and make them miss their CI's during the first 2 turns but besides that I just don't see it.
UM2-060 Android 21
CAA: Triple Attack CAA that activates on or after the 2nd round while in the attack area. Upon super triple effect activation, the attacked enemy will no longer be able to increase Battle Power through Ki consumption.
Passive: During the 3rd round only, the enemy team cannot raise their Battle Power higher than 15,000. Also reduce the Ki of all enemies.
Super Attack: Absolute Release Ball, costs 5 energy.
UEE: If Android 16 and Android 18 are on the same team as Android 21, UEE activates. When KO'd by the enemy team, activate "Revival Chance" that gives you a chance to perform certain actions as shown on the screen in order to revive with 1,000 HP remaining. Costs 7 Energy.
While I think the best part of this card is the UEE, having to use Android 18 and Android 16 on your team with this card is not very practical. Also, Triple Attack is mediocre at best and her Passive is only really effective against very specific team compositions. Not really a huge fan of the direction they went with this card.
UM2-SEC2 Golden Cooler
CAA: Lockon Burst CAA that activates when in the attack area and it is possible to launch SA. The locked on enemy's Guard drops to 1 and their CI speed is increased by a super amount for that turn only.
Passive: At the end of every round, restore Ki and increase Battle Power by 2,000. Also, if your team's HP is lower than the opponent's, this effect is increased.
Super Attack: Golden Super Nova, costs 7 energy.
This guy is probably the first mediocre SEC card we've seen in a while. His CAA is phenomenal but his Passive does not supply any additional damage, Power, or Guard. I do not think this card is bad by any means since he will be able to consistently restore his Ki and increase his Battle Power, therefore allowing him to remain in the attack area for multiple rounds in a row if needed while substantially crippling an enemy with his CAA. But, for an SEC card I would expect him to do a little more.
UM2-SEC Goku (Ultra Instinct)
CAA: Time-space Delivery CAA that summons Vegeta on or after the 2nd round when your Hero Avatar is on the team and Goku is in the attack area. Deal major damage to the enemy and if Hero Energy is 7 or higher, the amount of damage dealt is increased by a super amount.
Passive: At the end of the round, if HP is below 40%, restore all Ki and permanently deal 5x more damage to the enemy. (1 time only).
Super Attack: Ultra Instinct, costs 8 energy.
Very powerful SEC. While I don't think this guy is as broken as the Ultra Instinct Goku from UM1, he is still pretty nuts. His CAA is excellent with the only downside being that you have to wait until the 3rd round to use it. If his passive activates he will pretty much be the hardest hitting card in the entire game. The only problem is that once the opponent sees that this guy is on your team, they will try and time their damage so that they get you from 50% to 0% health in a single turn so as to never activate the passive. Therefore, while you want to drop below 40% health, I think it's more important to prioritize utilizing support characters that buff Guard and damage reduction abilities so that you aren't bursted too quickly. If you are able to do that I think that this guy is beyond broken.
UM2-SEC3 Evil Saiyan
CAA: Ultimate Burst CAA that activates when SA is launched. Upon activation of super burst MAX, permanently halve the Guard of the attacked enemy and deal super powerful Ki damage.
Passive: Cannot participate in a coordinated attack, but cannot be stunned. When the enemy's Hero Energy is 8 or more and Evil Saiyan wins a CI, permanently double the damage dealt to the enemy and reduce enemy Hero Energy to 0.
Super Attack: Désastre Claw, costs 8 energy.
Insane, busted card. Essentially makes it so that your enemy cannot ever be at 8 Hero Energy or above. Great CAA and nearly flawless Passive. The only tripe I have with this card is that he is entirely dependent on winning the CAA, which is why I didn't rank Mai even lower than I did, because she can pair up well with this guy. Also, since his SA costs 8 energy, it might be difficult to get it off since every damn team will probably have this guy on it, and therefore lock you out from ever getting 8 energy. Other than those little things I really think this card will be dominant for a long time. Also, 9500 base Power stat is monstrous along with the ability to resist being stunned. Nuts.
Another set in the books. I really like this set because it shows that the developers are focusing on creating really good cards without necessarily making them all about doing a billion damage or being unbreakable walls. They are considering other alternatives to what makes cards good such as Ki usage, Battle Power, and CI speed. That's why I think the best card in the entire set is Evil Saiyan due to his ability to literally permanently disable the entire enemy team. Same goes for Trunks. Although a little disappointed in how Golden Cooler turned out, I'm looking forward to seeing similar design strategies in future sets.