Dragon Ball Z Dokkan Battle Wiki

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Dragon Ball Z Dokkan Battle Wiki
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Dragon Ball Z Dokkan Battle Wiki

Explanation about Stack Attack
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 Transdimensional Instinct Goku (Ultra Instinct), who's about to perform his 4th Super Attack.


Steps Value ATK stat for
normal attacks
When performing
a Super Attack
Leader Skills +300% 13654 * 4 =
54616
13654 * 4 =
54616
Passive Skill +150% 54616 * 2.5 =
136540
54616 * 2.5 =
136540
ATK boost from previous Super Attacks +90%
(30% * 3)
136540 * 1.9 =
259426
-
Link Skills +55% 259426 * 1.55 =
402111
136540 * 1.55 =
211637
Ki multiplier 150%
(12 Ki)
402111 * 1.5 =
603166*
211637 * 1.5 =
317456
SA multiplier
(+ ATK boost from previous Super Attacks)
625% - 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. Similarly, Active Skills and Finish Attacks calculates the ATK multiplier separately, allowing boosts that deal Ultimate damage to directly multiply their damage output from Super Attacks that raises the ATK for more than 1 turn.

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.

Stack Attack

INFINITE STACK

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.



GREATLY RAISES ATK
Greatly raises ATK & DEF (+50%) + mega-colossal damage
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Greatly raises ATK & DEF (+50%) + immense damage
Greatly Raises ATK (+50%) + mega-colossal damage
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Greatly raises ATK (+50%) + colossal damage
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Greatly raises ATK (+50%) and raises DEF (+20%) + immense damage
Greatly raises ATK (+50%) + immense damage
Greatly raises ATK & DEF (+50%) + supreme damage
Greatly raises ATK (+50%) and raises DEF (+20%) + supreme 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
Raises ATK (+30%) + mega-colossal damage
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Raises ATK & DEF (+20%) + mega-colossal damage
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Raises ATK (+30%) + colossal damage
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Raises ATK & DEF (+20%) + colossal damage
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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.


QUINTUPLE STACK

Raises ATK & DEF by 30% for 9 turns + supreme damage
Raises ATK for 9 turns (+30%) + supreme damage

QUADRUPLE STACK

Raises ATK & DEF by 50% for 7 turns + supreme damage

TRIPLE STACK

Raises ATK by 30% for 6 turns + immense damage
Raises ATK & DEF for 6 turns (+50%) + supreme damage
Raises ATK for 6 turns (+50%) and raises DEF (+30%) + supreme damage
Raises ATK for 6 turns (+50%) + supreme damage




Raises ATK & DEF by 30% for 6 turns + supreme damage
Raises ATK & DEF by 30% for 5 turns + supreme damage
No -30% penalty on SA Multiplier

DOUBLE STACK

Raises ATK & DEF for 4 turns (+50%) + supreme damage
Raises ATK for 4 turns (+50%) + supreme damage
Greatly raises ATK & DEF for 3 turns (+50%) + mega-colossal damage
No -50% penalty on SA Multiplier Standard -50% penalty for "Stack Attack" cards
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Greatly raises ATK & DEF / Raises ATK & DEF by 50% for 3 turns (+50%) + immense damage
No -50% penalty on SA Multiplier Standard -50% penalty for "Stack Attack" cards
Greatly raises ATK / Raises ATK for 3 turns (+50%) + immense damage
No -50% penalty on SA Multiplier Standard -50% penalty for "Stack Attack" cards
Raises ATK & DEF for 3 turns (+50%) + supreme damage
Raises ATK for 3 turns (+50%) + supreme damage




Raises ATK & DEF by 41% for 4 turns + supreme damage
Raises ATK & DEF by 30% for 3 turns + supreme damage
No -30% penalty on SA Multiplier
Raises ATK & DEF by 30% for 3 turns + supreme damage
Raises ATK for 3 turns (+30%) + supreme damage
No -30% penalty on SA Multiplier
Raises ATK for 3 turns (+67%) + extreme damage
Raises ATK for 3 turns (+50%) + extreme damage
Raises ATK for 3 turns (+50%) + huge damage



Other Stacks

Other methods of raising ATK with a stack.


Per Attack Received


Receive Damage from Enemy for ATK Boost
These characters stack an attack boost every time they are attacked, until they reach their max ATK boost. The boost will remain until the end of the fight, and it only affects their Passive Skill.


ATK boost % per hit taken
Boost Max +80%
40%
Boost Max +300% Max +180% Max +120% Max +90%
30%
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Boost Max +100%
25%
Boost Max +120% Max +100% Max +80% Max +70% Max +60%
20%
Boost Max +90% Max +60% Max +59%
15%
Boost Max +70%
14%
Boost Max +60%
12%
Boost Max +100% Max +70% Max +60% Max +59% Max +50% Max +40% Max +30%
10%
Boost Max +70%
7%
ATK boost % each time guard is activated
Boost Max +80%
16%


Per Attack Performed


Perform Damage to Enemy for ATK Boost
These characters stack an attack boost every time they attack, until they reach their max ATK boost. The boost will remain until the end of the fight, and it only affects their Passive Skill.


ATK boost % per hit given
30% 25% 22% 20% 18% 15% 12%
11% 10% 8% 7% 6% 5% 4%
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ATK boost % per Super Attack performed
30%
20%
10%
ATK boost % per Super Attack performed for 5 turns
25%
ATK boost % per hit given as the 2nd or 3rd attacker in a turn
22%
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ATK boost % per hit given within the same turn
20%


Per Attack Evaded


Evade Attack from Enemy for ATK Boost
These characters stack an attack boost every time they evade an attack, until they reach their max ATK boost. The boost will remain until the end of the fight, and it only affects their Passive Skill.


ATK boost % per hit evaded
30% 20% 11% 10%
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Per Turn


Appear on Rotation for ATK Boost
These characters stack an attack boost every time they appear on the field, until they reach their limit.


ATK boost % per rotation
50% 40% 30%
20% 15% 10%
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When there is a "Pure Saiyans" or "Hybrid Saiyans" Category enemy
30%
With "Ribrianne" or "Kakunsa" in the same turn
22% 10%
With "Piccolo" on the team
20%


Per Enemy


ATK Boost per Existing Enemy
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
30% 20% 15% 10% 8% 7%
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ATK boost + per enemy
7800 7000 6000
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Per Final Blow


ATK Boost per final blow
These characters stack an attack boost with each final blow delivered.


ATK boost % per final blow
20%
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