Board Thread:General Discussion/@comment-25154022-20170410171514





So, Dokkan only ever wants to give me TEQ units. Therefore, I feel that it's natural for me to help ignite the discussion about Mono TEQ, starting with the SUPER side. Now, here's my analysis of the current SUPER TEQ scene. (Note: feedback would be incredibly appreciated, as I'm not incredibly familiar with the JP side of the game.)

S Rank:

SSJ3 Angel Goku (UR) (The SUPER TEQ God. An obvious choice for S rank, and a ridiculously hard hitter.)

SSJ Goku (LR) (LR Goku is good for hitting hard and tanking decently (there are no good SUPER TEQ tanks) with his ridiculously high stats and powerful supers. However, he is very hard to come by, and needs so much grinding.)

SSJ3 Gotenks (UR) (The TEQ God. Like almost every other good TEQ unit, he can hit astoundingly hard and even can tank decently. An all around great unit and a great support for SSJ3 Angel Goku.)

Vegito (UR) (This Vegito is the exception to all the "hard-hitting TEQ units" stereotype. He's the best support unit that TEQ has, with a great passive for buffing ATK & DEF, and a Super that buffs ATK. He supports well with other units with Fused Fighter, and with Fierce Battle applies a lot of well-needed versatility to a TEQ team.)

SSJ Bardock (UR) (This Bardock was awesome before, yet with his brand new Dokkan Awakening has given him even more use than ever. He's LR Goku's best friend, an excellent sealer, orb changer, and with his new Fierce Battle link is a must have for any SUPER TEQ team.)

A Rank:

SSJ2 Angel Goku (UR) (A reasonably hard hitter with a good passive, good link skills, and good stats. An all-around great unit for any TEQ team to have, and a great support for other TEQ units.)

SSJ2 Goku (UR) (This Goku is one of the best support units that TEQ has besides Vegito. He has the ability to support both STR and TEQ units, meaning he'd work very well on a hybrid team, surprising power, and all around great versatility.)

Karoly (UR) (What this unit lacks in link skills, he makes up in power and usability. As a far better stunning alternative to Whis, he gets a constant 80% ATK boost at the start of the turn, and can stun with decent reliability. His leader skill isn't too shabby either, if you need a low-tier TEQ leader.)

Beerus (UR) (Beerus is a good powerhouse when you have some good units to support him, and even gives some surprising use to the stunner Whis. His rage mode, while semi-unreliable at points, can really save you, and perhaps give you a much needed turn to rest.)

SSJ Future Trunks (UR) (With the ability to raise his own attack, and with a passive that gives him great use in Dokkan events, he can find surprising use with his link skills and high power. He also has rather high defense, which can allow him to take hits in a pinch.)

SSB Vegeta (F-S Galick Gun) (UR) (This card is like a less buffing, more powerful, and slightly weaker Link Skill-wise Vegito. Sure, he doesn't have Fierce Battle or Fused Fighter, but with PfB, he's still very viable, and a reasonable character to have on your team.)

SSJ Gotenks (SSR) (Shockingly, this guy gets some actual use on a Mono TEQ team, and even more use now with the introduction of SSJ3 Angel Goku. Firstly, he has some great ki support links, including Prepared for Battle and Fused Fighter, but that's not his main draw. He's an orb changer, and a great one at that, as he changes to rainbow orbs rather than TEQ orbs. This makes him incredibly valuable to SSJ3 Angel Goku, and a great support for SSJ3 Gotenks and Vegito.)

SSB Goku (UR) (If SSJ3 Gotenks was still in charge of TEQ, this guy would probably be more useful. However, due to the changing meta, he's been dropped a bit. His main functionality is changing orbs, but he changes Rainbow to TEQ. This isn't very good in the current meta, as SSJ3 Angel Goku needs those rainbow orbs. You're better off using Bardock, but if you don't have him, use this guy. However, he's incredibly useful if you're using him as a nuker leader, and you're also running...)

SSB Vegeta (FnF Armor) (SSR) (The aforementioned Goku's best buddy. They share a ton of links, and their passives go together like bread and butter. Goku changes orbs, Vegeta nukes. It's a simple idea, and it can hit REALLY hard when you also have the SSB Goku leading, as Vegeta gains +48% ATK for every orb he obtains with one SSB Goku lead, and a whopping +81% with 2. That's a lot of power. If he gets a Dokkan Awakening with Fierce Battle, him and SSB Goku will be unstoppable.)

B Rank:

SSJ3 Angel Goku (UR) (The F2P One) (UR) (Here's the thing about this Goku. One one hand, you cannot use the God SSJ3 Angel Goku and this one at the same time, which is a bit of a bummer. On the other, this guy's passive is crazy if it activates. High chance of +180% ATK is ridiculous, and with rather high stats, and a baby god leader skill to boot, if you don't have God SSJ3 Goku, use this guy.)

SSJ3 Vegeta (UR) (A decently hard hitter with some nice supporting link skills. That's about it, nothing great, nothing terrible. He's very middle-of-the-road, and without Over in a Flash, he can't be incredibly viable. Such a shame.)

SSJ Future Gohan (UR) (I guess this guy can hit decently well if you let him get set up first, and he's got a nice passive. I mean, his extreme modifier does get in the way a little bit, and with some of the rarer link skills, (read: Exp. Fighters/Dismal Future) he's not ridiculously powerful. But, he's a nice cheap Dokkan, and very nice for earlier TEQ teams.)

Whis (SSR) (Oh boy. I used this Whis for a long time on my TEQ team, and it is one of the most unreliable stunners in the game. That's not saying Whis is bad, no, far from it. He can stun on basic attacks, which is nice, but that stun is very uncommon. He's a good debuffer, but he hurts enemies like a mild papercut. Confusing, as he is the strongest being in Universe 7. Supposedly. Hopefully when his Rebirth/Dokkan comes around he'll get better.)

SSJ Teen Gotenks (SSR) (Huh. Almost forgot about this card. Good links, good passive, good super attack, all-around a good card. So why is he so low? The only problem is that nearly nobody uses him because nearly nobody HAS him. He was only around for one summon, and hasn't come back since. If he comes back with a Rebirth, he might be viable again.)

Ultimate Gohan (WT) (SSR) (Actually pretty nice. Stunner, nice passive, if limited, and a solid set of link skills. Sure, he's nothing special, but he might find some unexpected use. Though a Rebirth would serve him well.)

SSJ Goku (WT) (UR) (He's just not bad. A good buffer, and a nice semi-F2P unit. Solid link skills, and some nice stats too. All-around good unit to have.)

Great Ape Bardock (SSR) (He's OK. Giant ape-ness helps him out a good bit, and his passive actually gives him a good amount of power behind his strikes. He's not bad, but you can do better.)

Gohan (& Icarus) (SSR) (This Gohan can come in handy in a pinch. A decent stunner, and a passive that can probably save your rear end when the going gets tough. Not bad to have around if you're not sure you'll last too long against a certain foe.)

SSJ2 Goku (Anniversary Edition) (UR) (A decent support unit, and a semi-decent stunner. Sure, he's not as good as the summonable SSJ2 Goku, but he's a decent F2P alternative.)

Jackie Chun (SSR) (Ooh, a Super Strike unit at long last! And a good one too! Despite his... less than stellar link set, he's got some good sealing power to him, and is very useful to seal if you need a low-cost unit. Still a nice card.)

Bunny Bulma (SSR) (Like Jackie Chun, except with a bit more support to other teammates. Good enough, but good luck finding good link partners for her.)

Gotenks (Skinny) (SSR) (Oh, the Super Strike TEQ leader. Not bad, I must say. Nice baby god leader, premier super, mini nuker, and some decent links. Not bad if I do say so.)

Pikkon (SSR) (This card is just kinda forgettable. He's got a decent passive, can lower attack pretty well, and has some decent stats. But, you can't get far in this world if you're not a Saiyan and/or not a villain in terms of link skills. He's got Shocking Speed, which is nice, but that's about all. Not bad, but not great either.)

C Rank:

SSJ GT Trunks (SRR) (Um... he's... passable? I mean, he would love a Dokkan/Rebirth, as he has potential. He's got an interesting leader skill, which if fully utilized, would actually probably be useful, but for now, he's pretty useless for most teams. We need nearly every card to get a Dokkan at some point, huh?)

SSJ GT Goku (SSR) (A mini nuker awakened from an SR. A rather nice set of link skills, but that's about it. Not much to say here that hasn't been said before in other cards. He's just kinda unremarkable.)

Beerus (SSR) (Very very meh. He Dokkans from an SR meaning he already has almost nothing going for him, and has some very uncommon link skills, low ATK boosting passive, and a small DEF dropping SA. So, he's not terrible. Just very, very meh.)

SSJ Cabba (SSR) (Ok, he's not awful, but he could be better. If his passive were higher, he might actually be viable. However, he is a nice early game SSR, so don't underestimate his use.)

Piccolo (Super Strike) (SSR) (A decent support for Super Strike, with lowering defense, premier super, and a semi-decent set of link skills. He's not bad, but really could stand to be better.)

SSJ GT Vegeta (SSR) (Ew. He needs a rebirth and FAST. Sure, he's not absolutely abysmal... okay he's close, but still. His passive is just too low for him to ever be viable, and that needs to be changed. Come on, let this guy be good, he's one of the only WT rewards I have!)

SSJ2 Teen Gohan (SSR) (Ouch. This Gohan. He's... really really take it or leave it. SSJ2 Goku has his passive beat, he's a WT exclusive, and his link skills are pretty bad. He needs a rebirth. BADLY.)

Future Trunks (SSR) (Huh. This guy. He's just used for Super Strike. That's it. He's pretty useless otherwise, and outclassed by most other units similar to him.)

Mighty Mask (SSR) (See Trunks above. He's a little bit worse than Trunks, as his passive isn't as useful to his class. Just used for Super Strike, that's it.)

Great Saiyaman 2 (SSR) (Um... does anyone actually use this unit that has anything better? Poor links, a kinda meh passive, the only thing going for her is her SA lowering DEF and her Leader Skill. Best for Super Strike, not much else.)

Arale (SSR) (Huh. This card... exists. Not bad links, and a nice passive, but poor stats and a meh super keep her from getting higher.)

Piccolo (The F2P one) (The Piccolo from Baba/Summon Sprint. I mean, he's not BAD, but there's just so many better cards. However, this Piccolo actually finds some unexpected use on a TEQ team when you're grinding for SSJ3 Gotenks medals. All in all, not useless, but not viable either.)

Yamcha (SSR) (Not... unusable? I mean, cheap cost, lower ATK Super, and a kinda meh passive make him at least passable for an F2P unit.)

MAX Power Master Roshi (TEQ) (Oh my lord... at least the AGL one supported his teammates, this one is just awful. Bad links, bad super, bad stats, man, this unit is just flat-out absolutely useless.

Yamcha (Ded) (UR) (Hahahahahahahahaha no.) 