Board Thread:Awakening Ideas/@comment-37179647-20190822000615/@comment-37179647-20190822013756

KyookiNoKage wrote: TEQ Bulma is absolutely broken beyond belief. She will heal for about 100k per turn, and she will take take 0 damage close to every time because her 100% damage reduction is way too easy to activate. So as long as you have a proper team, which wouldn't be difficult since Dragon Ball Seekers is one of the best teams in the game, you will always be able to heal faster than you get damaged. She would become the number one unit in the game, and a must add to any team that has 1 or more DBS units even if she doesn't get anything from the leader skill. The fact that she has 100% damage reduction means she doesn't need defence, and she doesn't do much damage anyways, so she can just be there as the best healer/tank in the game.

PHY Bulma is basically a full heal every turn. 2 Rainbow Orbs is not that unusual, and a constant 40% heal is insane.

And as Zenoluzione said; TEQ Bunny Bulma is actually pretty balanced. Although I'd chage it to +50% DEF if the enemy is in DEF Down status instead of 50% ATK. Thank you both for your criticism. Changed both EZAs to heal 7% on Super, removed TEQ Bulma’s additional damage reduction and made her real much less with Rainbow Orbs. I also changed Bunny Bulma to get DEF instead of ATK for lowering DEF, I really liked this idea and I think it works much more. If these cards are still too op please let me know, feedback and constructive criticism is appreciated