Board Thread:General Discussion/@comment-32944249-20171127111702/@comment-32944249-20171127152914

Interesting... After reading (e.g. sj3 goku on main rotation for super STR instead of trunk gt, Syn shenron is not a floater on Shadow team) I realised another rule that maybe somewhat relevant to the above:

The strategy of having 4 main attackers + 3 buff floaters (i.e. 4 dmg dealers + 3 buffs, Super AGL team is a classic example),

is actually the same as the strategy of having 2 main attackers + 2 main buffs + 3 attacking floaters (i.e. 5 dmg dealers + 2 buffs)

Because on every rotation, there will be always 2 attackers + 1 buff

And in fact it is better to have 5 dmg dealers + 2 buffs because that means more damage output while having buffs/sealer activating all the time!

However having 5 dmg dealers right now in a team is not that possible yet due to lack of hard hitters. (I think only  Shadow  Dragon  team somewhat has it for now: SJ4 Gogeta, SJ4 Vegeta, Omega x2 and Trunk GT (or Syn). That makes Pan GT & Syn (or Trunks) buffs, but can be put on main rotation, and it makes the Dragon team strongest on global atm)

Oh well... atm the game is easy and we don't need that perfection. It's just that the new Janemba is annoying me because he dodges so much. It made me wondering whether my strategy of 4 attackers + 3 floaters is not the best, and I need to put more attackers on the team/switch to different position strategy