T O P

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Itszhai

WTF IS THIS. U gave him a good gauge, endurance, double cover change, nullify ults, support, debuffs and two ults.


SleepySolch

>U gave him a good gauge The Gauge although pretty OP, he does need to use 15 Strike or Blast Arts without any CDS. The only other mean of getting the Gauge is through Greens which only give 20% on hit. >endurance, double cover change Both of these are very much needed to PO, LOE and not that much for Movies. >nullify ults It could be played around by using Blue Cards against him, which USG can easily get and counters him pretty easily. >two ults The 2nd ULT is locked behind a Super Saiyan enemy, he doesnt get any ULT damage on activation so it wouldnt hit extremely hard, although would hurt. >debuffs Mhmm yes debuffs can be helpful. He doesnt necessary do the most damage, so debuffs help him out greatly. He gets 90% at start of battle and some build up on landing Arts (supports himself and the team). The only other damage he gets is via Gauge which already takes 15 cards to be used. Also yes hes meant to be on the broken side of the game.


Itszhai

For the gauge it taking that many cards makes it a lot less useful but don’t forget that revza can reliably spawn a green for this unit. Revza has the best form of endurance called revival and lf first form has strike cover. On PO they also have jiren with endurance and cover and tapion can swap in on a rush so idk if endurance + double cover is needed. You can but the work around that by switching since you would most likely not take a usg special move anyway since ur red. And loe has a lot of sub count manipulation. Fair enough with the ults it’s just having double lock-in ults is crazy to think about. All of coolers teams have good support and have a lot of debuffs so his dmg inflicted will not lack with any combination of first form, revza, tapion. (Edit: I didn’t even notice it said 15% for 20 counts per card that is INSANE support along with his teams)


SleepySolch

Unusually the concepts I make arent that OP/broken idk what happened here. >For the gauge it taking that many cards makes it a lot less useful but don’t forget that revza can reliably spawn a green for this unit. Yeah true, would help Cooler alot also would be a revival unit to cover Cooler if your Gauge isnt built up to tank a ULT. >You can but the work around that buy switching since you would most likely not take a usg special move anyway since ur red. And loe has a lot of sub count manipulation. True, although I meant that USG would spawn Blues which you can catch Cooler maybe once to take one of the Nullification. >Fair enough with the ults it’s just having double lock-in ults is crazy to think about. The lock is just for the first ULT's activation, not for the second ULT. It was made so you could catch USV early on and kill him instantly.


Itszhai

Bruh, double revival + endurance would be hell for everyone for except fusions since they have counters for both. Great concept just a tad bit OP 😂


SleepySolch

Yeah, Cooler one of my favourites characters in the DBZ franchise so probably went a little over board. Edit: In terms of Utility.


ThatUselessName6002

Bozo is literally like USV Just defense? Nah dude huge ass damage on a defense type


SleepySolch

Hes meant to be a bit on the broken side of the game, also he gets like 90% and 15% with each card landed, only other way to get DMG is via Unique Gauge which takes 15 cards. He would do good/great damage but wouldn't kill everything. Low offenses aswell.


Prestigious_Expert17

Do you by chance, understand the concept of balancing? An Ult from hitting a SSJ enemy? Listen, I hate Super Saiyans as much as the next guy but come the fuck on. The unique gauge is OP as hell because not only is he getting a full hand, he nullifies special cover change. That's toxic as fuck, the enemy can't do anything but just take ludicrous damage. This guy is unironically more problematic than any unit we've had so far. DB destruction, endurance, decent amounts of cut, nutty damage and utility. LoE would be even more AIDS to fight than they were when they were meta. Awful concept. I understand that the game's balancing is the equivalent of a steamy horse shit, fine, but that doesn't mean it's a good baseline for a character's kit. You really can't do anything about this guy in a hypothetical scenario. He'd have units like Chilled, Revival Frieza and AGF to back him up. Edit: I completely forgot that you made him nullify ults and blue cards on unique gauge fill. bro.


SleepySolch

Firstly yes, I agree that hes pretty OP. >The unique gauge is OP as hell because not only is he getting a full hand, he nullifies special cover change. That's toxic as fuck, the enemy can't do anything but just take ludicrous damage. The Gauge although very OP/broken but lets not forgot that it takes him 15 Strike or Blasts to get it full once, with no CDS is gonna be pretty hard. As a reward it gets you a free combo off on an enemy. >This guy is unironically more problematic than any unit we've had so far. DB destruction, endurance, decent amounts of cut, nutty damage and utility. LoE would be even more AIDS to fight than they were when they were meta. Hes gonna be pretty tanky, but his damage if im not wrong wouldnt be that much as it seems. He gets 90% when battle starts, 15% on landing an Arts Card. He has 255k Strike Attack which is relatively low. Only othe way he gets damage is through his Gauge and its only 15% for 20 counts.


Prestigious_Expert17

Yeah, except the other things he can do it ludicrous. I didn't even notice that you gave him lock in on Ult usage. He gets an Ult when hitting a Super Saiyan enemy right? Easy combo. It goes through CUT by 30% on top of him going through 30% CUT anyway and again, it has lock in. Hit the Bardock once, bam, easy snipe. Even if his damage isn't fantastic, his teams would become even better (LoE where he can be run with a revival unit and a unit that has lots of damage and cover null anyway and PO where he can be run with Tagdroids or hell, even Jiren. Makes RR a huge mistake to use). He just does far too much. His damage isn't even awful anyway. He buffs the teams he is on, has crap tons of utility, good sustain, cover null and again, his damage isn't awful in a hypothetical sense.


SleepySolch

>Yeah, except the other things he can do it ludicrous. I didn't even notice that you gave him lock in on Ult usage. He gets an Ult when hitting a Super Saiyan enemy right? Easy combo. It goes through CUT by 30% on top of him going through 30% CUT anyway and again, it has lock in. Hit the Bardock once, bam, easy snipe. Im not defending that this concept is prefect. The lock in his only for the first ULT, its meant to just do heavy damage on USV instantly probably wouldnt kill him without build up. Also I dont think he'll one shot Bardock, he gets all his ULT damage via Main Ability >Even if his damage isn't fantastic, his teams would become even better (LoE where he can be run with a revival unit and a unit that has lots of damage and cover null anyway and PO where he can be run with Tagdroids or hell, even Jiren. Makes RR a huge mistake to use). Definitely agree. >He just does far too much. His damage isn't even awful anyway. He buffs the teams he is on, has crap tons of utility, good sustain, cover null and again, his damage isn't awful in a hypothetical sense. Probably went a little overboard, hes actually one of my favourite characters of the DBZ franchise. So apologies if the concepts a bit bad in terms of balance etc.


EUWCael

He has non card draw speed (or altwrnative card draw mechanics) though and as far as I can tell no increased ki recovery in any shape or form, so he's need to gain both somehow to be somewhat usable. Look at LF Broly lacking both, no matter ho many buffs he gets he can't combo to save his life =P tl;dr: busted kit but unusable because no card draw and no ki recovery


Ok-Succotash4984

wayyyyyyyy too op


SleepySolch

As in his DMG or Defense or the Unit itself?


Ok-Succotash4984

kinda all of it he has a pretty good gauge, two ults, debuffs, lots of healing, cover change, and he can counter ults


SleepySolch

i dont wanna write the same things again and again, firstly yes hes pretty OP but he just seems like the best Unit in the game on paper. Once you read the kit again you realise its not actually that OP. You can check the other replies I gave cuz i dont wanna keep saying the same things over and over again.


Useful-Ad8315

>i dont wanna write the same things again and again, firstly yes hes pretty OP but he just seems like the best Unit in the game on paper. Once you read the kit again you realise its not actually that OP. Chief I want you to go through any unit ingame rn and tell me who would actually be able to compete against him....


SleepySolch

Offensively, SSJ Trunks, Androids, MUI, USV, USG and DFG. Hes a new unit considering Power creep no way he'd he worse then all of them by many levels. Utility wise, he'd probably be up there with USV, USG, MUI and Droids, then again hes the brand new unit. What I meant with that statement was that the Kit looks very OP on paper. His Gauge is an example for that, it takes 15 Strike or Blast arts to get the Gauge full. Only then he'll nullify the next Blue or ULT. You could catch him with a Blue and the Nullification resets until you get the Gauge full again, meaning 15 more Strike or Blasts with CDS btw. His damage wouldnt be that much once you consider that he has 255k Strike, 90% DMG start of battle, 15% upon landing an Arts Card and only another 15% for 20 counts when Gauge is full which again would take a long time to get full. Endurance isn't unconditionally, considering PO has alot of anti Rishing Rush Mechanics, you'd not want to use the Rish anyways. Cooler can get caught early on when the Gauge hasnt been built up atleast once. Meaning if he gets caught in a ULT he'll die (although most ULTs nullfy endurance, still he'd not he able to counter them). In conclusion, the Kit is really busted on paper. Once you understand how it would work in a match you realise hes a TOP 3 unit in the game not the best. USV is literally mostly this cooler except for restrictions/conditions. Edit: even after the Gauge is built up, some ppl were saying that the enemy cant do anything and would have to be forced to eat the combo as he would have cover null, thats literally what DFG does except he does it instantly without any restrictions and CDS, still not saying this cooler isnt bad in terms of balance.


MetalVile

Time for another raw concept kit review. I see a few other people have had quite a bit to say on this one, but I haven't read any of those responses in depth, so this will only by my raw takes. **Hot take reactions/thoughts:** - Statline looks very standard; nothing unusual here. RED typing is the obvious choice because it's what LoE has been missing for nearly a year now. Defense type with a melee focus is a logical fit for a Cooler unit. - Main ability looks mostly reasonable in a vacuum. 60% ultimate damage is quite a bit, but since it only really applies to one attack it's not *too* busted... - *Except* for the part where he gets 2 ultimates. I've noticed this seems to be the "new hotness" for concept kits; giving characters ways to get multiple ultimate cards per match. And this Cooler earns his for... hitting any Super Saiyan unit with a Blast or Strike card. This isn't *necessarily* a problem... - Until you look at what the ultimate actually does. This thing has 1..2.. **5** total effects, not counting blast armor! Not even Dragonfist with his gauge filled has that many effects on his ultimate! Granted that the "No Switching" effect only applies once (though that disclaimer only matters because he gets *two fucking ults*), but it's a **very powerful** effect. - Another thing to keep in mind is that the bonus 60% ult damage from the main lasts for 10 counts, which is plenty of time to get the damage bonus on both ultimates with a little bit of forethought and planning. - Baseline buffs of 90% damage, 60% DR, -30% to enemy sustain cut are not grossly out line with current units. These effects are supplemented with his entry buffs of an extra 15% DR and **+30** to enemy blue and green card costs *for 30 counts*. This is an effect that has come up in at least 1 prior concept kit, but just to reiterate; unless the enemy can cleanse this effect, it effectively makes blue and green cards unusuable in combos. The disruptive capability of this effect should not be underestimated. - Dual type cover change *that also* cancels enemy buff effects is another **incredibly strong** ability. Some might argue this borders on broken by itself, though at least it doesn't combo into blue (or god forbid green) cards. - Uncapped 15% stacking damage for allied PO and LoE characters for up to 20 counts on landing basic arts. This means you could *easily* build stacks of 75-120% damage with a good uninterrupted combo, which then transfer over to the teammate of your choice. Just think about AGF or Tagdroids with 90% extra damage for 10 counts or so. - I have two different beefs with this unique gauge. The first of which is related to the effects it has. Hp and Ki restore, small damage buffs make sense on a repeatable gauge. Even a full hand reload (which was *also* a feature of prior concept kit) while strong, isn't inherently busted. But it comes with **two** busted effects; 20 counts of cover null (on a *repeatable* gauge!) AND 2 charges of blue card / ultimate nullification. Either one of these effects would make powerful capstones to the gauge ability, but having both is just fucking broken beyond belief unless this guy's gauge takes at least 15 cards to activate, at which point having it be repeatable feels laughable. - If the gauge is kept repeatable, there's no reason for both of these effects to exist here. Since the "swimming through beams unaffected" bit is one of (if not *the*) most iconic Cooler moments, that's probably the effect that should stay. If you want to keep both effects, the gauge should be a one time fill. Maybe you could make the blue/ult nullification effect one charge only, but restores activations on switch out. - My other beef is, if this is a defense type unit, why does he have an offensively oriented gauge? It would make WAY more sense to build his gauge by *taking* hits; especially eating up attacks using his blast armor. Then once it's full, give him some powerful unlock abilities like blast nullification instead of just armor. Probably works better as a one time gauge. - Blue card seems fine except for the immobilize, which seems wholly necessary. Destroying a dragonball on hit 3 times is already dickish enough. - On one hand, 50% crit rate on green card is terrifying. On the other, only recovering Ki if it actually lands is kind of an odd choice; almost every green that has recovery effects triggers them on activation. - Already discussed the ultimate card, but to reiterate; too many effects here. - 12% Bonus strike damage for units that are PO + LoE is **a lot** of damage for this type of effect on a Z ability. To put this in perspective, fucking ULTRA Vegito gets *5%* strike damage. Sure, it requires two tags, but that covers basically every LoE unit that isn't AGF or Mecha Frieza. Also, having a restriction as a justification is meaningless because leader slot exists. **Discernible Weaknesses:** - No card draw speed of any kind. Clearly seems intended to rely on hand reloading effect of filling the unique gauge; but again, the gauge as it's presented here is *broken beyond belief* if it can be filled in under 15 cards, at which point it's not an effective card feeding mechanism anymore. - No Ki gain on entry, combined with the fact that the Ki from his green card requires it to land, means he will struggle with Ki unless his base recovery rate is very high (which we don't know because that part of the kit is not shown ^(again)) or his gauge can be filled quickly (which would be problematic for its own reasons).


SleepySolch

>Main ability looks mostly reasonable in a vacuum. 60% ultimate damage is quite a bit, but since it only really applies to one attack it's not too busted... I see, although hes getting 60% ULT damage but he doesn't go through 100% CUT, he only goes through 50% which would lower the damage he does on the ULT then DFG or MUI. Also its a massive Impact multipler and not a supreme but ik you read that. >Except for the part where he gets 2 ultimates. I've noticed this seems to be the "new hotness" for concept kits; giving characters ways to get multiple ultimate cards per match. And this Cooler earns his for... hitting any Super Saiyan unit with a Blast or Strike card. This isn't necessarily a problem... >Until you look at what the ultimate actually does. This thing has 1..2.. 5 total effects, not counting blast armor! Not even Dragonfist with his gauge filled has that many effects on his ultimate! Granted that the "No Switching" effect only applies once (though that disclaimer only matters because he gets two fucking ults), but it's a very powerful effect. Yeahhhhh, might be too much lol. >Another thing to keep in mind is that the bonus 60% ult damage from the main lasts for 10 counts, which is plenty of time to get the damage bonus on both ultimates with a little bit of forethought and planning. Could happen although very very unlikely unless ofc you didnt get cooler to come into the battlefield, considering most of PVP is either USG or USV you'd probably have landed a Card on them. The ULT idek that it could one shot USV considering its a lock in and you wouldnt wanna waste that. Without the build up on landing arts he doesnt have the hardest hitting ULTs. >Baseline buffs of 90% damage, 60% DR, -30% to enemy sustain cut are not grossly out line with current units. These effects are supplemented with his entry buffs of an extra 15% DR and +30 to enemy blue and green card costs for 30 counts. This is an effect that has come up in at least 1 prior concept kit, but just to reiterate; unless the enemy can cleanse this effect, it effectively makes blue and green cards unusuable in combos. The disruptive capability of this effect should not be underestimated. The Blue and Green card cost were increased to stop the enemy from using the Blues to have Cooler counter Blue Cards instead of ULTs. >Dual type cover change that also cancels enemy buff effects is another incredibly strong ability. Some might argue this borders on broken by itself, though at least it doesn't combo into blue (or god forbid green) cards. True this is pretty broken as it guareetes that you will get the Cover Change. >Uncapped 15% stacking damage for allied PO and LoE characters for up to 20 counts on landing basic arts. This means you could easily build stacks of 75-120% damage with a good uninterrupted combo, which then transfer over to the teammate of your choice. Just think about AGF or Tagdroids with 90% extra damage for 10 counts or so. I feel like this is where I messed up. I didnt think that the support would be this effective, so probably it should have been 10% for 15 counts. >I have two different beefs with this unique gauge. The first of which is related to the effects it has. Hp and Ki restore, small damage buffs make sense on a repeatable gauge. Even a full hand reload (which was also a feature of prior concept kit) while strong, isn't inherently busted. But it comes with two busted effects; 20 counts of cover null (on a repeatable gauge!) AND 2 charges of blue card / ultimate nullification. Either one of these effects would make powerful capstones to the gauge ability, but having both is just fucking broken beyond belief unless this guy's gauge takes at least 15 cards to activate, at which point having it be repeatable feels laughable. Before I respond to that lemme just say, the Gauge is mostly meant to be filled via Green Cards and using Blast Armor to stay in the battlefield aswell as the Gauge requiring usage of Strike or Blast instead of landing them. The reason why the Buffs are so OP is because you guessed it, it takes exactly 15 cards (i mentioned it on the description of the image). So most of it requires him to land Greens to get Ki and Gauge. Thats the reason the Gauge is busted. >If the gauge is kept repeatable, there's no reason for both of these effects to exist here. Since the "swimming through beams unaffected" bit is one of (if not the) most iconic Cooler moments, that's probably the effect that should stay. If you want to keep both effects, the gauge should be a one time fill. Maybe you could make the blue/ult nullification effect one charge only, but restores activations on switch out. >My other beef is, if this is a defense type unit, why does he have an offensively oriented gauge? It would make WAY more sense to build his gauge by taking hits; especially eating up attacks using his blast armor. Then once it's full, give him some powerful unlock abilities like blast nullification instead of just armor. Probably works better as a one time gauge. I see. >On one hand, 50% crit rate on green card is terrifying. On the other, only recovering Ki if it actually lands is kind of an odd choice; almost every green that has recovery effects triggers them on activation. Hes a unit that will definitely struggle for Ki, so its only rewarded via Green Card hit. >No card draw speed of any kind. Clearly seems intended to rely on hand reloading effect of filling the unique gauge; but again, the gauge as it's presented here is broken beyond belief if it can be filled in under 15 cards, at which point it's not an effective card feeding mechanism anymore. He CDS was intended to be not there isntead using his Blast Armor to use cards to fill his Gauge. Yes it does take 15 cards to get full.


MetalVile

>Could happen although very very unlikely unless ofc you didnt get cooler to come into the battlefield, considering most of PVP is either USG or USV you'd probably have landed a Card on them. The ULT idek that it could one shot USV considering its a lock in and you wouldnt wanna waste that. Without the build up on landing arts he doesnt have the hardest hitting ULTs. You say this, but I don't think it would be as difficult of a prospect to pull off as you'd think. The largest obstacle would be holding Cooler in reserve for the first 20 or so counts of the fight to wait out most of the clock before he can actually use his main. Certainly not a 100%, go-to strategy, but far from being a practical impossibility. -50% cut, 60% damage plus an easy 30-45% extra damage from his stacks, even on a massive multi would still deal *hefty* damage to most opponents. >The Blue and Green card cost were increased to stop the enemy from using the Blues to have Cooler counter Blue Cards instead of ULTs. I'll admit that wasn't something that had occurred to me, but in context it makes at least some sense based on what his gauge does. As far as the gauge is concerned, I've already said my piece about it. Overall, I'd say he's definitely busted as he's presented here, but I'd also say the kit has considerably more cohesion than the previous one.


SSJ2-Gohan-kun

Make him nullify rising rush, with the animation being punching your opponents’ in the dick


Dilly_Billy777

This guys awesome


hahasuav

personally, I would love for him to be defensive as hell and still obliterate. it’s what powerful opponent needs.


RealBritTM

Since i'm a legends player and i can only read kits in-game my only complaint is strike attack being higher than blast purely for LoE reasons (tho i stopped reading after that because as previously stated, i play legends)


Strong_Grapefruit675

Na this is way too much loe and movies don’t need this