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MASSIVE Mechikabura & Demon God Pantheon (DBH) Abilities + Resistances | Justifications of Status & Cards

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I put this one off a bit longer so everyone who was needed for edits and changes could pull up and assist without needing to rush through the threads. Now this one took a lot of work to get through, but I think y'all will like it. Same rules as before. This covers the Demon God Pantheon and Mechikabura. I also cover card effect justifications for all of DBH.

The card effect source: https://sdbh.dbz.space/
The 2nd card effect source: https://videogaming.fandom.com/wiki/Super_Dragon_Ball_Heroes:_World_Mission
The 3rd card effect source: http://carddass.com/dbh/cardlist/index.php?search=true

1. Dimensional Despot
Only 1 SP card per team. Prevent enemy attacks. No STA. Attack Effect: When one or more other attackers are on own team, all attackers on own team recover STA. Support Effect: None. Attack Effect can be used twice per battle.
Passive Stamina Recovery for him and his allies. Pretty sure the Attack Prevention and No Stamina thing are game mechanics.

2. Lord of the Dark Empire
Only 1 SP card per team. Prevent enemy attacks. No STA. Attack Effect: When one or more other attackers are on own team, +15000 to own team PWR LV. This increase in PWR LV does not increase Hero Energy. Support Effect: None. Attack Effect can be used twice per battle.
Improved Statistics Amplification of him and allies.

3. Summon Dark Shenron
[You can register only one special card in a team] [Not attacked] [No force] [Attack effect can be activated up to once per battle] Attack effect: When your team has an attacker other than you, No. 1 Unguarded Enemy Attacker Set the power, guard and energy of one to one.
Statistics Reduction of Power, Durability, and Energy.

Old Man Mechikabura Cards:


4A. Cold Super Air Bullet
If you make an attacker after the 3rd round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super-sparking is permanent and will not take power damage. [One time only]
Damage Boost. He has this from absorbing Putine.
4B. Great Opportunity
Combat Power In each battle, the power and guard of allies with less than 100 guards are increased by +5000, and the charge impact speed is slowed down. [Limited to 1 round]
Statistics Amplification for allies + Probability Manipulation. He has this from absorbing Putine.

5. Strong Spirit
When you are attacked, reduce damage by 20% & never stun. [Permanent]
Passive Damage Reduction by 20% and Status Effect Inducement Resistance. Absorbed Putine so he has this.

6A. Destruction Blow
When the Special Move is activated, the damage done to the enemy can be increased. When it bursts super, the hero energy of the enemy team is -1. [every time]
Damage Boost per use of special move.
6B. Opportunity For Obstruction
Combat Power In each battle, if there is a companion with less than 100 guards, the power of all enemy teams is halved and the charge impact speed is increased. [Limited to 1 round]
Statistics Reduction + Probability Manipulation all in one. Absorbed Putine so he's got this.

7. Demon God's Curse
When an attacker, at the end of the Power Level Battle Phase. CI speed of all enemies increases to the rate of the enemy with the fastest CI speed. When a supporter, CI speed of all team members decreases to the rate of the ally with the slowest CI speed. Repeatable.
Probability Manipulation. Absorbed Putine so he got this. Makes the enemy probability as inefficient as the enemy with the worst probability. Does the opposite for the allies.

8. Counterstrike Portent
At the end of the Power Level Battle Phase, if PWR LV enemy team is 15000 or higher, 1.5x PWR and GRD to all members of own team for the round. Repeatable.
Reactive Power Level. It's a passive increase to the stats after each round. Absorbed Putine.

9. Dark God Ryu: A Wish For Destruction
If you become an attacker after the second round, you will enter the Dark God Ryu mode when your team attacks. The Dark God Dragon can make a wish for damage or energy damage. When the power of the wish is maximized, the enemy team's H energy is -2. [One time only]
Whips out Dark Shenron. Lets her get a wish for damage or stamina damage. Absorbed Putine.

Putine Cards:


10A. Demon God Draw
When an attacker from R2 onward, enter Draw Mode during your Attack Phase. Successfully complete action to permanently cancel that enemy's GRD and DMG reduction. Slide more to deal more DMG to enemy & steal more enemy team HP. Once only
Durability Negation + Damage Reduction Resistance + Life-Force Absorption. Absorbed Dabura.

11. Dark God Ryu: A Wish For Acceleration
If you become an attacker after the second round, you will enter the Dark God Ryu mode when your team attacks. The Dark God Dragon can make a wish for damage or energy damage. Permanently increase the charge impact speed of all the enemy teams when the power of wish is maximized. [One time only]
Permanent Probability Manipulation. Lets him make a wish that permanently affects the opponent's probability. His wish is either damage or stamina damage. Absorbed Dabura.

12. Burst Attack
When Special Move is activated, damage to the enemy can be increased. [every time]
Passive Damage Boost via Special Moves. Absorbed Dabura.

13A. A Cruel Blow
When Special Move is activated, damage to the enemy can be increased. A super burst reduces the damage reduction effect of the attacked enemy by 50%. [every time]
Damage Reduction Weakening by 50%.
13B. Dark Aura
At the start of the battle, reduce the HP recovery effect of all the enemy teams and the energy recovery amount when you become a supporter.
Passive Regeneration/Healing Reduction + Stamina Recovery Reduction

14A. Cruel Demon King
When ana ttacker, attack the enemy with the highest PWR when attacking. Additionally, win CI to deal STA DMG. Repeatable.
Passive Stamina Reduction. Should have Status Effect Inducement through lowering stamina as it can give the Stun effect. Absorbed Dabura.
14B. Resurrection Unit
Chance of reviving if KO'd by enemy attack. Successfully perform action to revive with 1000 HP.
He can revive himself if he has two allies. Absorbed Dabura.

Dabura Cards:


15A. Genius Draw
When an attacker from R2 onward, enter Draw Mode during your Attack Phase. Succeed for -3000 to that enemy's GRD (permanent). Slide more to deal more DMG to enemy & steal more enemy team HP. Once only
Life-Force Absorption + Permanent Durability Reduction. Absorbed Salsa.
15B. Brilliant Demon God Salsa
When attacking, +2000 DMG to attacks against enemies with higher than own CI speed. Repeatable.
Passive Damage Boost vs opponents affected by probability.

16A. High Speed Counter Rush
If you are an attacker and your team's HP is less than half, cancel the attack of one enemy. Also, attack the counter with card action success. In addition, achieving a perfect rush will make the enemy charge impact speed permanent and fast. [One time only] [One counter rush can be triggered by only one team]
Attack Negation. Absorbed Salsa.
16B. Quit
When you are attacked, make the enemy charge impact speed super fast. [every time]
Passive Probability Manipulation, but it's defensive. Absorbed Salsa.

17. Dark God Ryu: A Wish For Acceleration
If you become an attacker after the second round, you will enter the Dark God Ryu mode when your team attacks. The Dark God Dragon can make a wish for damage or energy damage. Permanently increase the charge impact speed of all the enemy teams when the power of wish is maximized. [One time only]
Permanent Probability Manipulation. Lets him make a wish that permanently affects the opponent's probability. His wish is either damage or stamina damage. Absorbed Salsa.

18. Dokakiki: Agile
If it is an attacker, it will be triggered when there is a team H energy 7 or more & a spirit 25% or more of friends at the end of the team attack. The enemy's guard goes down permanently and gets 75%, and you become persistent and strong. With great success, make the enemy charge impact speed permanent and fast. [One time only]
Probability Manipulation + Statistics Reduction of 75% to Durability. Absorbed Salsa.

19. Coordination
At the end of the first round, your power is increased to the number of players (including yourself) of the same battle type as yours x 2000. Permanent
Passive Statistics Amplification. Absorbed Salsa.

20. A Catastrophe
When Special Move is activated, damage to the enemy can be increased. Super-burst your opponent's team Hero Energy -2. [every time]
Passive Damage Boost. Absorbed Salsa.

Salsa Cards:

21A. Penetrating Super Air Bullet
If it becomes an attacker after the third round, it will enter the parking mode at the end of the attack of the team. Winning the sparking mode deals extra damage to the enemy. In addition, super-sparking deals damage, ignoring enemy guards and damage mitigation effects. [One time only]
Durability Negation + Damage Reduction Resistance
21B. The Magic of The Ability To Stop
Battle Force At the end of the battle, if the enemy team's battle force is less than 7000, seal off the Special Moves of all enemy attackers. [every time]
Passive Power Nullification of all enemies' special moves or techniques. Absorbed Gravy.

22. Ability-Built Defense
When you are attacked and you win the charge impact, the enemy's power is permanent-2000 In addition, with a perfect victory, the enemy's power lasts -4000. [every time]
Passive and Permanent Statistics Reduction. Absorbed Gravy.

23. Surprise
Combat If you win a battle, attack with the enemy's guard and damage reduction effects disabled. [every time]
Passive Durability Negation + Damage Reduction Resistance. Absorbed Gravy.

24. Power Sapper
When an attacker and Super attack is available, attack locked-on enemy & -2000 to that enemy's PWR. Once only.
Statistics Reduction of Power. Absorbed Gravy.

25. Demon God's Hammer
When performing a Super Attack, deal increased DMG to enemy. Achieve Super Burst to permanently increase CI speed for attacked enemy & -2 enemy team Hero Energy. Repeatable.
Passive Damage Boost + Passive and Permanent Probability Manipulation. Absorbed Gravy.

26A. Quick Draw
When an attacker from R2 onward, enter Draw Mode during your Attack Phase. Successfully complete action to permanently increase that enemy's CI speed. Slide more to deal more DMG to enemy & steal more enemy team HP. Once only
Permanent Probability Manipulation + Life-Force Absorption. Absorbed Gravy.
26B. Cruel Assault
When attacking an enemy with 30% DMG reduction or greater, 5x DMG dealt. Repeatable.
Quintuples damage when attacking someone who has Damage Reduction effects of 30% or more. Absorbed Gravy.

27. Coordination
At the end of the first round, your power is increased to the number of players (including yourself) of the same battle type as yours x 2000. Permanent
Passive Statistics Amplification. Absorbed Gravy.

28A. Dark God Ryu: The Weak Wish
If you become an attacker after the second round, you will enter the Dark God Ryu mode when your team attacks. The Dark God Dragon can make a wish for damage or energy damage. When the power of the wish is maximized, the power of all the enemy teams is permanent -2000. [One time only]
Come on out Dark Shenron and give extra damage or stamina damage. WOO! It also permanently reduces power of all enemies. Absorbed Gravy.
28B. Chance of Interference
At battle battle, if there is a team member with guard less than 100 each time, reduce the power of all enemy teams by half and increase the charge impact speed. [One round only]
Statistics Reduction by half when with a teammate with a helping of Probability Manipulation cause why not. Absorbed Gravy.

Gravy Cards:


29A. Death God Meteor
When an attacker, activate after you Attack Phase. Successfully perform action to deal DMG with G Meteor. Greatly reduce enemy attacker STA next round. Once only. Only 1 G Meteor card active per team.
Stamina Reduction that occurs by hitting someone with a nuke em duke em meteor. Absorbed Shroom.
29B. Dark Empire's Grim Reaper
At the end of the Power Level battle Phase, if there is more Hero Energy on own team than on enemy team, +10000 to own PWR & attack after canceling enemy GRD and DMG reduction for the round. Repeatable.
Passive Statistics Amplification + Durability Negation + Damage Reduction Resistance. Absorbed Shroom.

30A. Dark God Ryu: A Wish For Destruction
If you become an attacker after the second round, you will enter the Dark God Ryu mode when your team attacks. The Dark God Dragon can make a wish for damage or energy damage. When the power of the wish is maximized, the enemy team's H energy is -2. [One time only]
Dark Shenron pulls up with the Wish AK-47 and gives extra damage or stamina damage. Absorbed Shroom.
30B. Quit
When you are attacked, make the enemy charge impact speed super fast. [every time]
Passive Probability Manipulation but it's offensive. Absorbed Shroom.
SH8-SCP14.png


31A. Destruction Draw
If it becomes an attacker after the second round, it will enter draw mode at the time of attack of the team. If successful, the enemy team's H energy is -1. In addition, the more you rub, the more you steal the enemy team's HP and damage the enemy. [One time only]
Life-Force Absorption. Absorbed Shroom.
31B. Ability-Built Defense
When you are attacked and you win the charge impact, the enemy's power is permanent-2000 In addition, with a perfect victory, the enemy's power lasts -4000. [every time]
Passive Statistics Reduction of Power. Absorbed Shroom.

32A. Declaration of Victory
If it becomes an attacker when it can activate a special move, it attacks the locked on enemy and deactivates the enemy's guard and damage reduction effect. [One time only]
Durability Negation + Damage Reduction Resistance. Absorbed Shroom
32B. Action War
If you become a supporter, at the end of the battle the enemy team's energy is halved. [One time only]
Stamina Reduction. He can do the Status Effect Inducement too since he can directly affect stamina. Absorbed Shroom.

Shroom Cards: https://imgur.com/a/Yfq3Pvu


33. Attack Reflection
He absorbed Salsa who can do this:
Goku Fires A Kamehameha
Salsa Reflects It
Goku Confirms It's Attack Reflection

34. Wind Manipulation
He absorbed Salsa who can do this, in fact, wind is one of his specialities:
Salsa Plays Tornado Tag

35. Transformation/Statistics Amplification Nullifcation + Stamina Drain/Paralysis Inducement
He absorbed Shroom who can do this:
Shroom Gets A Tiny Cut On Gohan
Detransforms Gohan and Wrecks His Stamina, Paralyzing Him
Shroom Explaining That Gohan Shouldn't Even Have Strength To Talk Due To Soul Reaping

36. Danmaku
He unleashes an abundance of ki arrows that rain down on the Time Patrol.
Mechikabura Wants His Money

37. Summoning + Resurrection
He literally uses the Demon God Summoning Ritual to bring his fallen allies back to life and summons them to his location, keep in mind these same allies were in different histories within Hell Gates. He could bring these allies back if he wanted to and have them fight for him again. This is a combat-applicable summoning as he literally shows in these scans. Shroom had been killed by Gohan as we saw nothing left of him when Gohan finished him off. It's implied Salsa had been killed by Goku: Xeno (In character for him to be honest).
Mechikabura Demon Summoning Ritual
Mechikabura Summons His Fellow Gods And Revives Them Too
Mechikabura Summoning Towa As A Meat Shield
Towa Gets Nailed

38. Statistics Stealing
He absorbed Dabura who has this:
Power Drain
When the Special Move is activated, the damage done to the enemy can be increased. When it bursts super, it takes 1000 power of the attacking enemy. [every time]
He can straight up steal power from the enemy.
HJ1-39.jpg


39. Regeneration Negation (High-Mid)
Absorbed Shroom who cut Janemba in half. Janemba after having his Dark Dragon Ball removed was unable to regenerate from the wounds he received from Shroom despite only being cut to pieces. Whether it's because of Shroom's reaping ability or not doesn't change the fact that Janemba couldn't regenerate from the damage and was instead lying on the floor with the typical Dragon Ball dead blank eyes. It takes place across several panels and even a few pages. Janemba simply could not regenerate.
Shroom Whooping Dark Janemba
Janemba Still A Pile Of Limbs
Janemba STILL A Pile Of Limbs

40. Soul Energy Absorption
Shroom harvests not only souls but the energy of said souls as the Grim Reaper. Mechikabura should have this Post-Absorption.
The Soul Energy Statement

41. Summoning via Reality Warping
Old Man Mechikabura was able to utilize the anomalies caused by Sealas to perform some wacky reality bending shenanigans like summoning all the Dark Dragon Ball influenced characters to fight the Time Patrol. He does this easily in his Old Man form. Stands to reason he could use the reality warping shenanigans of others to do ridiculous stuff since that's literally what he did here. I know he already has this listed, but it adds more onto what he can do with it and shows he can use it via reality warping events of others.
Mechikabura Pulls Up With The Squad

The Mechikabura Ability List
-Passive Stamina Recovery for him and his allies
-Passive and Active Statistics Amplification of him and his allies
-Passive and Active Statistics Reduction [Power, Durability, Stamina]
-Passive and Active Probability Manipulation [He can also make the enemy probability as inefficient as the enemy with the worst probability. Does the opposite for the allies]
-Passive Damage Reduction
-Improved Reactive Power Level (x1.5 Power and Durability to whole team every round)
-Summoning [Dark Shenron (Specifically for enhancing damage or stamina damage), Putine, Gravy, Dabura, Salsa, Shroom, Towa]
-Passive and Active Durability Negation
-Life-Force Absorption
-Passive and Active Damage Boost
-Can reduce enemy's Damage Reduction by 50%, I would call this Damage Reduction Weakening.
-Passive Regeneration/Healing Reduction
-Passive Stamina Recovery Reduction
-Status Effect Inducement with Unconventional Resistance Bypassing [Should work against those with little to no stamina even with resistance just on the reality of how stamina loss affects anyone in battle. If the bypassing isn't accepted the Status Effect Inducement should still be accepted]
-Resurrection [Needs at least 2 allies to use this, but can also revive his allies on his own]
-Attack Negation
-Passive Power Nullification [Of special moves and techniques when against people with significantly less power than him]
-Attack Reflection
-Wind Manipulation
-Transformation/Statistics Amplification Negation
-Stamina Drain
-Paralysis
-Danmaku
-Statistics Stealing
-Regeneration Negation (High-Mid)
-Soul Energy Absorption
-Summoning via Reality Warping
-All of Towa's powers, with special focus on the following:
  1. Passive Statistics Stealing
  2. Portal Creation
  3. BFR
  4. Dimensional Travel (Which includes to places like the Crack of Time)
  5. Darkness Construct Creation
  6. Meteor Summoning
  7. Limited Fire Manipulation via Burning God Meteor
  8. Limited Ice Manipulation via Extremely Cold God Meteor (Likely Absolute Zero scaling up from Demigra's Ice Manipulation)
  9. Active Power Nullification [Can seal enemy's powerful techniques or abilities]
  10. Active Damage Reduction

The Resistances
-Status Effect Inducement
-Damage Reduction
-Time Manipulation [Is implied to be beyond Chronoa's temporal abilities and Demigra himself went out of his way to wish for a hax that could specifically defeat Mechikabura from Dark Shenron. The power granted was the Power of Light rather than anything temporal. The combination of the Power of Time, Power of Darkness, Power of Light, and Power of Gods was needed just to seal him. Is vastly stronger than all lesser Demon Gods and has absorbed them all and so should have this resistance regardless. Absorbed Towa who easily in base broke out of Chronoa's Freeze technique]
-Paralysis Inducement [Scales vastly above and absorbed Gravy who broke out of Chamel's Imprisonment Ball]
-Statistics Reduction (Absorbed Towa)

Extra Resistance Notes

1. Time Manipulation

The Squad Jumps Mechikabura
Towa Too Fine For Time

2. Paralysis
Chamel Using Finger Eleven Paralyzed
So Gravy Started Blasting Thunderstruck By AC/DC

Keep in mind he should also have all of Towa's powers and resistances as well, so any powers from the thread I made for her should be put on his page too. Overall, this man is STACKED. Dragon Ball's Yhwach now has a finished profile for now. As for the keys, you would put the Mechikabura Heroes cards under his base, and his Summoning & Danmaku under Dark King. Everything else is Time Power Absorbed. Those abilities that come from other characters should obviously be uploaded to the profiles of those characters too. Should be easy to tell to whom those abilities to go based off the cards alone. I'll probably be doing more elaborate individual CRTs for the Demon Gods later depending on how my findings check out. Salsa and Putine would be a lot stronger these days Post-Mechikabura. I should also add that Putine seems to specialize in Ice abilities among the Demon Gods, so it's likely that she too has the Absolute Zero Ice Manipulation especially considering the scaling that she gets from being beyond Base Demigra who has it. This should satisfy the palette for now though.

[[Justifying Status Effect Inducement with Unconventional Resistance Bypassing]]

Now is the part where I justify the Status info. I also wanted to add a question on whether we can get an update to CC Goku's profile on the Status Effect Inducement, it should have the Unconventional Resistance Bypassing against those with little or no stamina. The reason for this is as Ss3Micah puts it:
"Even if a character resists status ailments, if they have no stamina then they are LOGICALLY going to be in a state where they simply cant fight nor defend themselves. Its common knowledge in all things real life and fictional. So if someone resist status ailments then logically speaking they cant be stunned but at the same time if they have no stamina then they are still gonna be under status conditions that reflect being stunned

If that is the case then should we treat stun as a status condition that bypasses resistances and activates automatically once you have little or no stamina or do we treat it not as a status ailment but an inevitable natural side effect that automatically occurs as a result of losing most or all your stamina"

Vietthai96 puts it like this:
"Alright after a really long, long time (lol) of studying the whole premise of Status Effect Inducement with Limited Resistance Bypassing against foes with little to no stamina. At first the Limited Resistance Bypassing is confusing me to no end, but after researching the final result of it will be:
- Status Effect Inducement and Unconventional Resistance Negation/Bypassing
Oke, so why we have Unconventional, let me explain:
- In DBH, when you lost all stamina you get stun, can't do anything when in this state, and it fit Status Effect Inducement cause it place a "status effect" of being stun, unable to do anything on opponent. Now come to the Resistance Bypass, normally when you resist Status Effect Inducement then a Status Effect Inducement skill will do nothing, in order to bypass it you need feat of bypassing it resistance. This will lead to Unconventional part, in DBH, in order to stun, you blow-up all of your opponent stamina, but we all known that it is very common among all fiction that you can't do anything when you lost all of stamina, so DBH Status Effect Inducement is, rather than conventionally stun opponent, it choose the alternative/unconventional way to stun by "blow-up" stamina directly rather than "put a spell on opponent head" and make him/her paralyze. So this is the reason for Resistance Negation/Bypassing, rather than straight-up "punch" the resistance, it choose the different path/route, like a loop hole to pass. This is my explaination, anyone else have other opinion??"

As the Status Effect Inducement and Unconventional Resistance Negation/Bypassing has already been accepted I just want to make sure this is included here as well. According to the recent threads I've put it's been accepted that all DBH characters can inflict the Stun status effect so they all should have this as they all directly damage both the enemy and the enemy's stamina levels in battle. This is also to explain and cover any questions or concerns people may have on the matter of the status effect. Finally, the card effect sources have been posted above in the beginning of this CRT so check those out if you want more information or justification for how they work. The Stun Status Effect prevents you from attacking, defending, or even using your abilities. Another important thing though is that logically in battle if you have little to no stamina it should still be capable of affecting you despite your resistance as that's just how stamina works both in real life and in fiction. If you don't have the stamina to keep in the fight you aren't nearly as competent.

[[Justification For Card Effects]]
The card effects of DBH have appeared in the anime thus establishing that the DBH cast do use these abilities outside of a video game setting, and as such these abilities are NOT game mechanics.
Trunks Using A Game Ability: Chronoa Freeze
In the above scan God Trunks pulls up with Chronoa who uses her Freeze ability to Time Stop the rampaging Broly. This is actually a very common DBH card effect. Multiple characters and multiple versions of those characters have this effect. So Trunks using it is definitely proof that these game abilities apply. Observe:

Exhibit A.
SH1-47.png


Exhibit B.
SH2-54.png


Exhibit C.
SH7-51.png


Exhibit D.
SH5-46.png


This proves that the anime considers these abilities to be canon outside of just game mechanics. Before someone says yes but it's in a game world, that's exactly what DBH is by their own in-character lore. Trying to use the argument of It's a game world of course they'd be able to use a game mechanics ability but in a real fight they can't doesn't work as the lore of DBH still shows them using abilities like this in the anime, said anime does not strictly follow the "actual game mechanics" of DBH. The game world's abilities apply to the characters as actual hax. I think this pretty much covers everything I said I would cover, thanks for coming in to check it out everyone. ^_^
 
Well done. I agree with this

Now I just need to re-add HDE and and faster absorbtion later and Mechi's the most haxed character in SDBH lol
 
First off, to save having to repeat this for several dozen abilities: we have no reason to assume that Mechikabura got any abilities from absorbing the Demon Gods, and it shouldn't be on his page in the first place.

1. Attack Prevention and No Stamina are indeed game mechanics.

2. While it is Statistics Amplification, Heroes' "Power Level" stat doesn't really translate well to this wiki. Despite what the name may evoke, it's basically to decide which team attacks first that round (plus it has some other uses that also don't apply to the wiki).

3. Technically correct but it's Dark Shenron doing it, not Mechikabura.

36. Yes.

37. It's not Resurrection (it seems to be Healing; old Mechikabura does a similar thing in the arcade to bring them all back to full strength) and he already has it.

41. I... guess so, yeah.
 
Most of you guys didn't read the OP and only commented Agree... Agree as well
 
I'm just messing around so don't pay attention to me 👀
 
Passive power null of techniques against weaker opponents

Yoo this sounds nutty. So in a match up where Mechi has AP advantage, will he be able to nullify all the attacks of hi enemies? Ie mind manip, soul manip, etc...?
 
I mean, the op himself says Mechi will have power null. He absorbed dabura as well, whom in turn absorbed salsa.
 
Ah, okay then.

Still, salsa should have it, and I assume he's decently high into 2A like the other dbh characters?
 
Last edited:

SUPER DRAGON BALL HEROES (SDBH) card list ...

https://cardotaku.com › collections › super-dragon-ball-he...

Hey Yugara and everyone else, I just struct Fools Gold, its a massive compendium of Cards spanning from Dragon Ball Heroes Dark Demon Realm Saga to current Big Bang Mission Saga. It even has the young, dark king and time power unleashed versions of Mechikabura. Only one problem though, the text are in Japanese so you would need to use a translator of sorts to know what the effect actually does.
 
Okay I'm back, I'll first address the abilities for Mechikabura including new ones I've found since the absorption giving him Demon God abilities seems to be contentious. Can't keep me down homies!
Here's my newest source: https://www.carddass.com/dbh/sdbh_bm/cardlist/index.php?search=true

1A. Dark King Draw
If you make it an attacker after the second round, you will enter draw mode when your team attacks. If successful, the enemy's charge impact speed will be permanent and super fast, and Miracle Perfect will be permanently sealed. Furthermore, the more you rub, the more HP of the enemy team will be stolen and the more damage will be done to the enemy. [One time only]
Life-Force Absorption still applies regardless.
1B. Book of Darkness
When the strategy was decided as a supporter, the guards of all enemy attackers were permanently -2000. Also, the special moves of all enemy attackers whose special move required energy is higher than the enemy team's H energy will be sealed only in that round. [every time]
Statistics Reduction + Power Nullification. Still applies.
UM11-047.png


2A. Dark Shenron: Wish For The End
If you make it an attacker after the second round, you will enter the Shinryu / Dark Shinryu mode when your team attacks. You can ask the Dark Shenron for damage or energy damage. When the power of wishes is maximized, the damage dealt by all enemy teams is permanently reduced by 25%. [One time only] [Only one Shinryu / Dark Shinryu can be activated by a team]
Summoning of Dark Shenron for enhanced damage or stamina damage, so this still applies.
2B. Those Who Bring Chaos
When deciding the strategy to be an attacker, the charge impact speed of all enemy attackers is permanently increased, and the H energy of the enemy team is reduced by the number of fellow supporters. [every time]
Passive Probability Manipulation applies regardless.
UM9-SEC3.png


3A. Cold Super Air Bullet
If you make an attacker after the 3rd round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super-sparking is permanent and does not take power damage. [One time only]
This is Putine's card ability. Take that as you will, pretty sure non-demon god characters have this one though, so I'll keep looking to see if there's more proof of him having the powers of the other Demon Gods. Regardless just keep this one in mind.
3B. Devil's Hand of the Dark Empire
At the start of the second round, the power of all enemy teams is permanently -1000.
Passive Statistics Reduction
3C. Calm Gaze
At the end of the round of attackers, all enemy attackers lose their energy. Also, "the number of enemy supporters x 2000", your power will be permanently increased. [every time]
Stamina Reduction and as a result Status Effect Inducement with Unconventional Resistance Bypassing, plus Passive Statistics Amplification. Still applies as a result.
UM12-DCP9.png


4A. Diffuse Energy Wave of Decay
If you make an attacker after the second round, you will enter the diffuse energy wave mode at the end of your team's attack. The more successful the card action, the more damage and energy damage caused by the diffuse energy wave. In addition, when the full charge is achieved, the enemy's guard is permanent-3000. [One time only]
More Statistics Reduction
4B. Strongest Invincible Ability
At the beginning of the second round, your energy is fully restored, and the rate of increase in combat power due to power, guard, and energy consumption is permanently doubled.
Passive Stamina Recovery + Passive Amplification Increase. Still applies regardless.
4C. The Realm of The Strong
If you make it an attacker, the energy of all the attackers of the enemy team will be greatly reduced. [One time only]
Significant Stamina Reduction
SBPSJ2-04.png


5A. Super Energy of Pain
If you make it an attacker after the second round, you will enter super energy mode when your team attacks. Causes great damage to enemies with a bullet. The more H energy your team has, the more damage you get. If it succeeds, it will do 1.5 times more damage with this super energy, ignoring the damage reduction effect of the enemy. [One time only]
Damage Boost + Damage Reduction Resistance. Still applies.
5B. Overflowing Dark Energy
At the beginning of the battle, the energy of all enemies is reduced, and the fixed damage increase effect of the ability is permanently halved. Also, at the start of each round, if your team's HP is 50% or more, the hero energy of the enemy team will not increase due to the ability effect. However, if there is an enemy with TAA "Key Sword Lock", this ability will not be activated.
Passive Stamina Reduction + Passive Damage Boost Reduction.
UM12-SEC2.png
 
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Okay I'm back, I'll first address the abilities for Mechikabura including new ones I've found since the absorption giving him Demon God abilities seems to be contentious. Can't keep me down homies!
Here's my newest source: https://www.carddass.com/dbh/sdbh_bm/cardlist/index.php?search=true

1A. Dark King Draw
If you make it an attacker after the second round, you will enter draw mode when your team attacks. If successful, the enemy's charge impact speed will be permanent and super fast, and Miracle Perfect will be permanently sealed. Furthermore, the more you rub, the more HP of the enemy team will be stolen and the more damage will be done to the enemy. [One time only]
Life-Force Absorption still applies regardless.
1B. Book of Darkness
When the strategy was decided as a supporter, the guards of all enemy attackers were permanently -2000. Also, the special moves of all enemy attackers whose special move required energy is higher than the enemy team's H energy will be sealed only in that round. [every time]
Statistics Reduction + Power Nullification. Still applies.
UM11-047.png


2A. Dark Shenron: Wish For The End
If you make it an attacker after the second round, you will enter the Shinryu / Dark Shinryu mode when your team attacks. You can ask the Dark Shenron for damage or energy damage. When the power of wishes is maximized, the damage dealt by all enemy teams is permanently reduced by 25%. [One time only] [Only one Shinryu / Dark Shinryu can be activated by a team]
Summoning of Dark Shenron for enhanced damage or stamina damage, so this still applies.
2B. Those Who Bring Chaos
When deciding the strategy to be an attacker, the charge impact speed of all enemy attackers is permanently increased, and the H energy of the enemy team is reduced by the number of fellow supporters. [every time]
Passive Probability Manipulation applies regardless.
UM9-SEC3.png


3A. Cold Super Air Bullet
If you make an attacker after the 3rd round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super-sparking is permanent and does not take power damage. [One time only]
This is Putine's card ability. Take that as you will, pretty sure non-demon god characters have this one though, so I'll keep looking to see if there's more proof of him having the powers of the other Demon Gods. Regardless just keep this one in mind.
3B. Devil's Hand of the Dark Empire
At the start of the second round, the power of all enemy teams is permanently -1000.
Passive Statistics Reduction
3C. Calm Gaze
At the end of the round of attackers, all enemy attackers lose their energy. Also, "the number of enemy supporters x 2000", your power will be permanently increased. [every time]
Stamina Reduction and as a result Status Effect Inducement, plus Passive Statistics Amplification. Still applies as a result.
UM12-DCP9.png


4A. Diffuse Energy Wave of Decay
If you make an attacker after the second round, you will enter the diffuse energy wave mode at the end of your team's attack. The more successful the card action, the more damage and energy damage caused by the diffuse energy wave. In addition, when the full charge is achieved, the enemy's guard is permanent-3000. [One time only]
More Statistics Reduction
4B. Strongest Invincible Ability
At the beginning of the second round, your energy is fully restored, and the rate of increase in combat power due to power, guard, and energy consumption is permanently doubled.
Passive Stamina Recovery + Passive Amplification Increase. Still applies regardless.
4C. The Realm of The Strong
If you make it an attacker, the energy of all the attackers of the enemy team will be greatly reduced. [One time only]
Significant Stamina Reduction
SBPSJ2-04.png


5A. Super Energy of Pain
If you make it an attacker after the second round, you will enter super energy mode when your team attacks. Causes great damage to enemies with a bullet. The more H energy your team has, the more damage you get. If it succeeds, it will do 1.5 times more damage with this super energy, ignoring the damage reduction effect of the enemy. [One time only]
Damage Boost + Damage Reduction Resistance. Still applies.
5B. Overflowing Dark Energy
At the beginning of the battle, the energy of all enemies is reduced, and the fixed damage increase effect of the ability is permanently halved. Also, at the start of each round, if your team's HP is 50% or more, the hero energy of the enemy team will not increase due to the ability effect. However, if there is an enemy with TAA "Key Sword Lock", this ability will not be activated.
Passive Stamina Reduction + Passive Damage Boost Reduction.
UM12-SEC2.png
NO JOKE I was just starting translate those very same cards :ROFLMAO::ROFLMAO::ROFLMAO: . I was posting links and translations as well but God damn you beat me too it by a long shot. Well done on your part 👍👏
 
alot to take in
Yeah so even if peeps decline him having the abilities of all the Demon Gods he still has Passive Probability Manipulation, Damage Boost, multiple Statistics Reduction, Statistics Amplification, Damage Reduction Resistance, Passive Stamina Recovery, etc. Still a pretty significant upgrade.
 
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