Characters that can raise their ATK to great heights.
Click on "Expand" for an in-depth explanation of how the "Stack Attack" mechanic actually works.
Testing shows that ATK boosts for normal attacks and Super Attacks are calculated differently, so don't be fooled by the ATK stat increase at the start of turn. Here's how it actually works.
When performing a normal attack: Base ATK > Leader Skills > Passive Skills > ATK increase from previous Super Attacks > Link Skills > Ki Multiplier
When performing a Super Attack: Base ATK > Leader Skills > Passive Skills > Link Skills > Ki Multiplier > SA Multiplier (Damage Multiplier + Hidden Potential boost + ATK increase from previous Super Attacks + ATK increase from current SA)
Note: all units that raise their ATK for 3 or more turns start off with a lower SA Multiplier, so that they cause increased damage only starting from their second Super Attack. Also, some Passive Skills activate after the Ki Multiplier, such as the ones that activate "when performing a Super Attack", or "with each attack received/performed".
Here's an example with , who's about to perform his 4th Super Attack.
SA multiplier (+ ATK boost from previous Super Attacks)
317456 * 6.25 = 1984100**
* Normal Attack
** Super Attack
As you can see, the damage calculation is not: 603166 * SA Multiplier, which would amount to over 3 million. As soon as the unit super attacks, the boost literally moves to the SA Multiplier, causing less damage than expected. They probably didn't want these units to be too overpowered. Still, it's a good mechanic to have, and it does increase damage output.
Damage output is calculated the same way with units that raise their ATK for a limited number of turns, and also with units that increase allies' ATK through Super Attack. Those boosts are never added to Passive Skills, they only affect either normal attacks or SA Multipliers.
Counterattacks are calculated with their own boost which replaces the SA Multiplier, meaning that they benefit from SA boosts the same way normal attacks do, by having a separate multiplier increasing the overall damage.
Main ATK boosts:
Massively raises ATK: +100%
Greatly raises ATK: +50% (rarely +67%)
Raises ATK: +30%
Raises ATK & DEF: +20%
Raises ATK & DEF for 1 turn: +30%
Raises ATK for 9 turns: +30%
Raises ATK for 3 or 6 turns: +50%
Note: this icon indicates that the character needs an Extreme Z-Awakening to obtain the ability, while this icon indicates that a Transformation needs to take place.
Hidden Potential (Stack Attack)
The chance of an additional attack being a Super Attack is 50%.
If a character gets an additional Super Attack from the Combo Attack skill, their ATK will be raised twice.
Each attack has a separate chance to proc a Hidden Potential additional attack, so characters with built-in additionals or counterattacks will have a higher chance to activate an additional Super Attack from the Hidden Potential.
These cards increase their attack when they perform a Super Attack and have a limit of 99 turns, but for all intents and purposes, it can be considered infinite.
MASSIVELY RAISES ATK
Massively raises ATK (+100%) + supreme damage
GREATLY RAISES ATK
Greatly raises ATK (+50%) + immense damage
Greatly raises ATK (+50%) + supreme damage
Greatly raises ATK (+67%) + extreme damage
Greatly raises ATK (+50%) + extreme damage
Greatly raises ATK (+67%) + huge damage
Raises ATK (+30%) + mega-colossal damage
Raises ATK & DEF (+20%) + mega-colossal damage
Raises ATK (+30%) + colossal damage
Raises ATK & DEF (+20%) + colossal damage
Raises ATK (+30%) + immense damage
Raises ATK & DEF (+20%) + immense damage
Raises ATK (+30%) + supreme damage
Raises ATK & DEF (+20%) + supreme damage
Raises ATK (+30%) + extreme damage
Raises ATK & DEF (+20%) + mass damage (11 Ki Super Attack)
Raises ATK & DEF (+20%) + extreme damage
These cards increase their attack when they perform a Super Attack and have a turn limit.
Turns in which they're not on the field also count, and because these cards also start off with a lower SA Multiplier (see explanation above), they'll cause increased damage starting from their second Super Attack.
Raises ATK & DEF by 30% for 9 turns + supreme damage
Raises ATK for 9 turns (+30%) + supreme damage
Raises ATK for 6 turns (+50%) + supreme damage
Raises ATK & DEF by 30% for 6 turns + supreme damage
These characters stack an attack boost for every enemy present on the field. The maximum amount of enemies is 5 in regular events, and 7 in World Tournaments.
ATK boost % per enemy
ATK boost + per enemy
Per Final Blow
ATK Boost per final blow
These characters stack an attack boost with each final blow delivered.
ATK boost % per final blow
RAISE ATK FOR 1 TURN
These characters increase their ATK for 1 turn when performing a Super Attack, then it resets back to normal once the turn is fully over. It is possible to create a stack with an additional Super Attack, as long as the card doesn't have multiple Super Attacks.
MASSIVELY RAISES ATK FOR 1 TURN
Massively raises ATK & DEF for 1 turn (+100%) + mega-colossal damage (18+ Ki Super Attack)
Massively raises ATK for 1 turn (+100%) + colossal damage (12-17 Ki Super Attack)
Massively raises ATK for 1 turn (+100%) + immense damage (11 Ki Super Attack)
Massively raises ATK for 1 turn (+100%) + supreme damage
These characters have a chance to launch a different Super Attack with increased ATK. It can stack if the boost lasts for more than 1 turn, but only within the same phase of a battle. However, in most cases it just resets right away, and even with an additional Super Attack the boost wouldn't stack.
LAUNCHES SUPER ATTACK WITH SUPREMELY BOOSTED POWER
Supreme damage with supremely boosted power (+90%)
ATK boost lasts 3 turns within the same phase of a battle
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