Another set comes with another set review! Along with UM4, comes 9 new Ultimate Rare cards that were the result of the voting campaign. These 9 new cards represent places 9-10 of the vote and the card that came out at #1 (Ultra Instinct Goku) will be released as an SEC during this set. I will not be covering the other 9 cards simply due to them being pretty much fodder level in terms of power, even though their art is pretty awesome. Just quickly something to note about the 10 cards that are being released as a result of the vote -- they each will hold a special ability called "Top Warrior," which triggers at the beginning of the 3rd round and allows the card with the ability to restore their ki. The effect of the ability is also strengthened the more allies there are with this ability, which implies that they want you to use these cards together on the same team.
On top of that, there is a new CAA being released with this set called "dokabaki" that allows you to break the enemy's Guard as well as bestow additional power upon the unit activating the CAA by a different teammate.
UM4-032 Gohanks: Xeno (SSJ3)
CAA: Counter Rush CAA that activates while Gohanks: Xeno is in the attack position, HP is below 50%, and is being attacked by a single enemy. Upon activation of Perfect Rush, permanently halve the Power of the attacking enemy.
Passive: Move of Resuscitation - At the start of the round, if your team has 50% or less HP remaining, restore the ki of all allies and permanently double the rate at which Battle Power increases from ki consumption.
Super Attack: Super Exploding Fire Slash, costs 7 energy.
UUE: If Goten: Xeno and Vegeta: Xeno are present on the same team as Gohanks: Xeno, UUE activates. Halve the amount of damage sustained by all allies for 1 turn, costs 4 energy.
I think this unit is actually very well designed. This is the first time that we are seeing a passive skill that allows you to amplify your BP at a proportion to the amount of ki consumed. Not only that, Gohanks even restores your ki to help in that regard. I also do not think that being at 50% or less HP is that strict of a condition since that is easily obtainable from round 3 forward. In addition, Counter Rush is one of the best CAAs in the entire game and this guy has the additional effect of essentially permanently crippling any powerhouse the enemy team has by halving their attack. This is an extremely valuable ability to have against cards like Full Power SSJ4 Broly, Masked Saiyan, and Cumber since they all are unable to participate in coordinated attacks therefore forcing them to attack alone. I can see this guy being a major player in certain teams that are designed to last until the later rounds.
UM4-033 Elder Kai
Before I mention what this card does I need to explain that this card is a very unique SP type in that he sort of has his own "stat." This stat is called "Ritual Level" and it is seen nowhere else in the game except for on this card. This is the first time that Elder Kai has been playable as a battle card in DBH and it is possible that we may see extensions of this stat be used later on in the game.
Attack Effect: When Elder Kai is linked with an ally, that ally's Power and Guard is increased depending on their Ritual Level.
Support Effect: Change the Support Area, which restores HP by (amount of ally characters in the support area x 500). Also, increase Ritual Level by 1.
I love the design aspect of this card because it's something that we have never seen before. A card having its own kind of stat is something that is pretty cool and I think it really fits the character well in this case. Just as Gohanks: Xeno was above, I think this guy is really designed to try and drag out the game as long as possible in order to make the most use out of the Ritual Level effect, since he is pretty much useless in the early rounds besides being able to heal. Due to that, it's pretty hard to tell how good this card will be since he is pretty dependent on how fast the meta is but in a slow meta I can see this card being very good.
UM4-043 Goku (SSJB Kaioken x20)
CAA: Dokabaki CAA that activates when in the attack position and when all allies are finished attacking, Hero Energy is at 7 or more, and there is an ally with 25% ki or more. Upon big success, permanently reduce the damage mitigation effects of the attacked enemy by 50%.
Passive: Double-edged Kaioken - At the start of battle, receive no damage from ki effects and permanently increase Power and Guard by 1.5x. But, at the end of the second round reduce own ki by a super amount and decrease Hero Energy by 3.
Super Attack: Super Spirit Bomb, costs 7 energy.
UUE: If Vegeta and Trunks: Future are on Goku's team, UUE activates. Permanently nullify all enemy damage multiplying effects. But, do not nullify amplification effects related to Burst CAAs. Costs 3 energy.
While the first 2 cards covered in this review are almost exclusively designed for long, drawn out games this guy is the polar opposite. He wants to end the game as soon as possible, which is pretty bizarre considering his passive ability focuses more on defense than offense. Although being completely immune to ki damage is clearly an amazing ability, having only a 1.5x multiplier to the Power stat is nothing special and really leaves Goku in an awkward spot with his monstrously high Power stat pretty much being the only thing going for him. On the other hand, Dokabaki definitely seems like one of the better CAAs in the game and his UUE is extremely useful. So while not the worst card ever, you definitely would need to build a team around this guy to expect him to really do anything spectacular.
UM4-046 Trunks: Future (SSJ3)
CAA: Super Energy CAA that activates on or after the 2nd round when Trunks is in the attack position. Upon big success, permanently increase the attacked enemy's CI speed by a super amount and reduce Power by 5,000.
Passive: Super Saiyan 3 of Hope - While in the attack position alone, reduce damage taken by 80% and increase Hero Energy by 1 (once only).
Super Attack: Full Charge Burning Attack, costs 4 energy.
UUE: If SSJ Goku and SSJ Vegeta are on Trunks's team, Super Unit Effect activates, costs 10 energy.
I think this card, while there are many better options, is extremely powerful. Being able to nullify damage by 80% is invaluable and allows your team to inch closer and closer to being able to launch that Super Unit Effect, which is designed to end the game. Not only is he able to tank well, he also debuffs an enemy with his CAA, allowing you to buy more and more time as you rack up Hero Energy as fast as you can. Not the best unit of all time but great at what he's designed to do.
CAA: Sparking CAA that activates on or after the 2nd round while Hatchiyack is in the attack position. Upon Super Sparking activation, permanently reduce the Guard of the attacked enemy by 5,000.
Passive: Super Hatred Amplification Device - The more damage Hatchiyack's team sustains, increase the amount of damage dealt by his Super Attack by a super amount (1 time only).
Super Attack: Full Power Revenge Cannon, costs 9 energy.
One of the worst CAAs, bland passive, and a 9 energy requirement on his Super Attack. Not impressed. Although his passive has the potential to be pretty powerful, it is only able to activate once per battle, and you don't really want to be taking that much damage at once anyway.
UM4-066 Majin Ozotto
CAA: Draw CAA that activates on or after the 2nd round while Majin Ozotto is in the attack position. Upon success, permanently nullify the ability of the attacked enemy to increase Battle Power through ki consumption.
Passive: The Majin Engulfed in Mystery - At the beginning of every round, decrease the amount of Battle Power increased through ki consumption by both teams. Also, if the enemy team activated an Ultimate Unit Effect, nullify any UUEs that may otherwise activate on or after the next turn.
Super Attack: Ignite Vision, costs 6 energy.
The ultimate niche card. This card is insanely hard to judge since his effects are so wild that I have no idea what kind of team you would put him on. The most I know that is this guy would fit on a team that does not make use of UUEs at all and doesn't rely on ki to boost their Battle Power. I am sure that there are some extremely powerful things you can do with this card that I just can't think of right now since he has some effects that we have never seen before. Hard to call but ultimately this card gets outshined by someone coming later on in the review.
UM4-067 Ozaru Cumber (or Kamba)
(Able to participate in coordinated attacks with other giant characters)
Attack Effect: Upon winning CI, launch Super Attack.
Support Effect: Reduce the ki of the 3 enemy attackers that have the most ki.
Super Attack: Disaster Compress
A pretty interesting card since this is one of the only cards in the game that can actually participate in coordinated attacks with other giant characters such as Great Apes, Cell X, Lord Slug, etc. I think he is quite good since, although he seems rather vanilla at first, his ability to lower the ki of up to 3 enemy attackers essentially makes your opponent weary of who they move out to the attack position. Also giant characters tend to have slower CI speeds, which will allow Cumber to launch his Super Attack quite easily.
UM4-SEC Goku (Ultra Instinct)
Has the special "Top Warrior" effect that I mentioned in the first paragraph of this post.
CAA: Counter Rush CAA that activates while Goku is in the attack position, HP is below 50%, and is being attacked by a single enemy. Upon activation of Perfect Rush, increase the CI speed of the attacked enemy by a super amount and reduce the enemy Hero Energy by 2.
Passive: Work of The Gods - When in the attack position and being attacked, reduce the damage of any attack that would do over 1,000 damage to 0 (one time only).
Super Attack: Ultra Instinct, costs 8 energy.
Remember Cell: Xeno from SDBH set 2? Well, he is one of the most utilized tanks in the game and he has pretty much the exact same passive as this goku except he can only utilize it during turn 1. This Goku, on the other hand, can make use of his passive whenever he feels like it. The insane part is you can use both of these units on the same team and pretty much stall the game out completely by throwing out Cell: Xeno during round 1, and then this guy during round 2. That will all but guarantee that you will enter round 3 with full health and the rest of your team will have full ki. Not to mention, this guy also has an 8,000 Power stat, which is absolutely insane. I foresee this guy being used in most teams that are trying to draw out the game to the later rounds because he all but guarantees that it will. (Oh and by the way he has the best CAA in the game).
UM4-SEC2 Omega Shenron: Xeno
CAA: Change CAA that activates on or after the 2nd round while Omega Shenron: Xeno is in the attack position. Upon success, lose the ability to participate in coordinated attacks but perform a Super Attack without being restricted by Hero Energy and permanently increase Power by 10,000.
Passive: Shadow Dragon of Darkness - If Omega Shenron: Xeno's Change CAA is successful, at the end of the Battle Power calculation phase, reduce the ki of all enemies and ignore Guard and damage mitigating abilities while attacking, (Every time)
Super Attack: Ultimate Minus Energy Power Ball, costs 6 energy.
While this guy's passive might look fairly generic and his stats might seem underwhelming for an SEC, let me be the first to assure you that this guy is far from weak. The buffs that he receives from his Change CAA are actually insane and pretty much place him in a club with very few other cards who can completely ignore the Hero Energy mechanic of the game. Also, since his CAA increases his Power by a set amount and not by some multiplier, it allows him to continue being extremely powerful even if the enemy team consists of units that debuff Power. I think this guy can pretty much fit on any team you want and he is an extremely well balanced card. He can be used in early, mid, or late game teams and even lowers enemy ki.
UM4-SEC3 Super Fu
CAA: Super Slash CAA that activates on or after the 2nd round when Fu is in the attack position. Upon activation of Perfect Slash, increase the CI speed of the attacked enemy by a super amount and reduce enemy Hero Energy by 3.
Passive: The Angry Researcher - At the beginning of every round, decrease the amount of Battle Power increased through ki consumption by the enemy team. Also, if there is a giant character on the enemy team, this effect increases.
Super Attack: Surprise Blade, costs 4 energy.
Well, looks like Majin Ozotto was powercrept even before he had a chance to show us what he could do. This guy is essentially the same card as Majin Ozotto except there are no negative effects toward your own team, which makes this guy insanely powerful. Literally just having this guy on the field even in the support area merits an inclusion on a lot of different teams. Most aggro teams depend on getting an early lead in Battle Power to end the game during rounds 1 or 2. But with this guy around, its possible that an enemy aggro team won't even be able to launch their Super Attacks because they didn't have enough Hero Energy due to their Battle Power being so low. There are a lot of crazy things you can do with this guy, especially considering he decreases Hero Energy by 3 when performing his CAA, which is, again, insane.
That will do it for this review. Overall I really like a lot of the design choices the developers made, especially with the Elder Kai SP card and this new ability to reduce the amount of BP obtained through ki consumption. Shaking things up in a game like this is always healthy and I also liked that they didn't make just 1 SEC obscenely powerful and the other ones just moderately strong. All of the SECs in this set are definitely worthy of a team being built around each one and I'm excited to see what will come in the next set.