Check out the top Dragon Ball Super Fusion decks in FB04 Ultra Limit meta!
Blue Goku
Blue Son Goku is a defensive Leader, switching one of the opponent’s Battle Cards to rested, preventing from attacking, and giving your Leader +10,000 Power if you have 7 cards or less in your hand. You can only activate this ability once during your opponent’s turn but can shut down two attacks with it.
This list is heavy on <Satan City> trait cards, synergizing with one another to give you access to more draw value potential. Great Saiyaman 2 can cheat out a Great Saiyaman from your Drop, developing two 4-cost Battle Cards in one turn.
4-cost Son Gohan: Adolescence can place two of the opponent’s Battle Cards with a cost of 3 or less to the bottom of the deck, putting them behind on the board. 6-cost Vegito prevents you from losing the game if you fall to 0 Life cards, and with his self-mill effect, that could happen. When you’re at 0 cards in your deck, Vegito gains +10,000 Power, becoming a 50,000 Power attacker. Additionally, through Vegito’s effect, you can set him as Active during your turn, which means you can attack with him twice, and you can return 1 Battle Card to the opponent’s hand.
Red Beerus
Red Beerus goes for aggressive early attacks, using his Critical attack and 20,000 Power to discard opponent’s Life cards. Once awakened, Beerus can reduce the Power of an opponent’s Battle Card by -10,000, making it easier for you to attack and KO it or combo it with another Power reduction to remove the Battle Card from play.
Whis and Son Gohan: Adolescence are early Power reducers, playing perfectly into your gameplan and can reactivate them every turn. The list also has multiple cards to KO the opponent’s Battle Cards through their abilities. 5-cost Beerus and 5-cost Rumsshi are tools to shift the game in your favor and can be devastating for some decks, slowing them down immensely.
6-cost Son Goku is a great option to control the board and slow down opponent’s aggression. However, 5-cost Son Goku is the game finisher, giving one of your opponent’s Battle Cards -20,000 Power and going for a Double Attack to win the game if your opponent is at 2 Life cards.
Yellow Majin Buu: Evil
This deck can attack multiple times with an Awakened Majin Buu: Evil and can discard opponent’s cards, bleeding them from valuable resources. An Awakened Majin Buu: Evil’s ability lets you switch him or one of your Energy cards as Active whenever a Battle Card with <Majin> or <Evil Wizard> is KO’d. This lets you go for aggressive attacks or make more plays during your turn.
So we want to KO our own Battle Card during our turn to activate Leader ability. Battle Cards like 3-cost Majin Buu: Evil and 3-cost Majin Buu: Kid can KO your own Characters, triggering Leader Buu’s ability to either gain Active Energy or go for an extra attack.
5-cost Majin Buu: Kid is your late-game win condition, letting you cheat out a Battle Card with a cost of 4 or less and has the trait <Majin> or <Evil Wizard>. Majin Buu: Kid also has Double Attack, perfect to close out the game when your opponent is at 2 Life cards.
Green Android 17
Green Android 17 is a ramp deck, using Dr. Gero’s Lab to put <Android> cards from your Drop to the Energy and ramp up to make bigger players on earlier turns. 4-cost Android 17/Android 18 is another ramp option to speed up your strategy.
You have 6-cost Android 17/Android 18 and 7-cost Son Gohan: Childhood to help you control the board and slow your opponent down from aggroing you down. This can be a complete shutdown for the opposing player, especially when 8-cost Broly: BR drops, KOing one of the opponent’s Battle Cards and going for two attacks in one turn.
8-cost Cell deramped, but KO’s two of the opponent’s Battle Cards and gives you an extra Life card. It is ideal if your opponent is running out of steam and your main goal is to survive longer.
Black Baby Vegeta
Black Baby Vegeta uses combo Power to its advantage, having multiple Battle Cards that activate their effects when used as Combo plays. Additionally, Awakening Baby Vegeta to Super Baby 2 unlocks your Leader ability, allowing you to use rested Battle Cards as combo plays. This gives you more defensive power, especially if your opponent is trying to close out the game, and you can still activate certain Battle cards’ abilities.
Baby: Possessed Boy Form, Son Goten: GT, Trunks: GT, and Bulla: GT are low-cost Battle Cards that activate their abilities when used as Combo plays from the field.
This deck relies on Energy Marker to activate certain effects. For example, If your opponent has an Energy Marker, Glorio: DA becomes a 2-cost Battle Card and draws you a card when he’s played. Son Goku: GT gives you an Energy Marker when he attacks if you don’t have one, and will then draw you a card if your Energy Marker is removed.
5-cost Bardock is the win condition, going for a Double Attack to get you the win if your opponent is at 2 Life cards. Additionally, Bardock can KO one of the opponent’s Battle Cards if you have 2 cards or more in your Combo Area.
Red Jiren
Red Jiren needs to fall to 3 Life cards to awake, and from there, he becomes a 25,000 Power Leader, difficult for your opponents’ attacks to go through. This is usually what you’re aiming for with Jiren, awaken as early as possible, and get access to your Leader effect, getting damaged will draw you a card from the deck.
So for every damage you take, you’re adding 2 cards in your hand instead of 1. Technically, you can only take 2 damage at 3 Life cards, giving you 2 extra cards in your hand. However, 4-cost Jiren damages your Leader to activate his draw effect and then adds the top card in your deck to your Life area.
5-cost Rumsshi is one of your strongest control cards to KO a 30,000 Power or less Battle Card. You can combine him with a Power reducer like Whis to KO a higher-power Battle Card.