Check out the top Dragon Ball Super Fusion decks in FB05 New Adventure meta!
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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.
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 Battle Cards, 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.
Red Goku Daima

















Red Goku Daima can increase the Power of one of your Battle card by +5,000 while reducing the Power of an opponent’s Battle card by -5,000. This could remove a low Power Battle card from play or put them low enough for your attackers to KO. The list is also heavy on Power reduction cards, having Whis, Fuwa, Son Gohan: Adolescence to reduce Power and help control the Battle Area.
Glorio: DA reduces the opponent’s Leader’s Power by -5,000, so if you have multiple attackers lined up, you’ll get more Combo cards from your opponent. Glorio: DA can also attack twice, so you’re going for an extremely aggressive turn with him.
6-cost Son Goku negates the next damage you take, acting as a defensive late-game play. When Attacking, Son Goku reduces the Power of all of the opponent’s Battle cards by 20,000, removing them from play or making them extremely easy to attack and KO.
Blue Zamasu





















Blue Vegito




















Blue Vegito wants to place as many cards in the Drop as possible, giving you access to certain effects that enable your game plan. An Awakened Vegito wants 20 or more cards in your Drop, giving you +20,000 Power on your Leader, turning him into a 40,000 Power attacker, too difficult for your opponent to combo out of a Leader attack.
The list has multiple cards that place cards in your Drop like Hercule, Fortune Teller Baba, and Vegeta, accelerating your strategy and activating their effects.
4-cost FB05 Vegito can be a huge play to slow opponents down, returning one of their 4-cost or less Battle Cards and preventing them from attacking with their 3-cost or less Battle Cards.
5-cost Vegito returns a 5-cost Battle Card to the opponent’s hand, removing a win condition without having to attack it. Additionally, Vegito can switch to Active, meaning we can attack twice with him in one turn.
Since we’re putting a lot of cards in our Drop, 6-cost Vegito prevents us from losing the game even if we fall to 0 cards in our deck. Vegito can switch himself to Active, attacking twice and returning one of the opponent’s Battle Cards to their hand.
Green Goku


















Nameku relies on going down 2 Life cards as early as possible, getting access to powerful effects that will put you ahead of your opponent. It plays aggressively, using many self-damage Battle Cards to quickly awaken and gain the +10,000 Power on your Leader.
1-cost Muri is your best self-damage Battle Card, played in the late game when you need to drop to 2 Life cards and still make meaningful plays during your turn. At the end of your turn, your Leader discards a card from your hand to gain a Life card, making it harder for your opponent to win the game.
This deck has a couple of control cards to keep your opponent from aggroing you down. 3-cost Son Gohan and Full Power! are reliable removal cards but require you to be at 2 Life cards to use them. Son Gohan can still KO a 3-cost Battle Card, but if you’re trying to remove anything higher than that, then your Leader needs to be at 2 Life cards.
When at 2 Life cards, 7-cost Son Goku becomes a 3-cost, an easier win condition to develop on the board, going for a 45,000 Power Double Strike attack that could win you the game or get you close enough to win on your upcoming turn.
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.
Yellow Janemba


















An Awakened Janemba switches 2 of your Energy as Active when it attacks, further giving you more Energy to develop Battle Cards. However, you can use the 2 Energy to draw a card and rest one of the opponent’s Battle Cards, perfect when used defensively to hold an attack or target a Battle Card with your attackers or effects.
3-cost Janemba switches an Energy to Active and switches an opponent’s Battle Card to rested, acting similarly to your Leader and giving you an opportunity to target the now rested Battle Card.
Since we’re capable of resting opponent’s Battle Cards, 4-cost Son Goku, 4-cost Frieza, and 6-cost Frieza are great plays that synergize with your strategy, relying on targeting a rested Battle card to activate their effects.
Red SSJ Goku Daima



















Red Son Goku (Mini): DA (Daima) needs to be built around the DA cards since your Leader effect can give one of your DA Battle Cards +10,000 Power once per turn. It can be activated during your and your opponent’s turns, acting as an aggressive and defensive effect.
The list is full of low-cost DA Battle Cards such as Son Goku: DA, Android 18: DA, and Panzy: DA. This means we want to play aggressively with this list, going for attacks on their Leader and trying to put them low on Life cards.
We have 5-cost Son Goku: DA as a game finisher with his Double Strike keyword. Combined with your Leader effect, it can be tough for your opponent to combo out of the attack. 6-cost Son Goku is too good to pass, acting as a defensive play that buys more time to create a finisher attack.
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.
Black Gogeta

















Glorio: DA can be played for 2 Energy if you have an Energy Marker, saving you Energy to make other plays. Pan: GT requires you to rest one of your Energy to activate her effect, drawing you a card. However, if you remove an Energy Marker to activate her effect, you can then return one of the opponent’s Battle Cards with a cost of 4 or less to their hand, helping you remove a threat from the Battle Area.
Removing an Energy Marker to play 5-cost Son Goku draws you 2 cards, giving you more resources. Additionally, Son Goku lets you discard 1 card from your hand to switch to Active, giving you a second attack with his 30,000 Power.
5-cost Bardock is the game finisher, using his Double Attack to set the stage for a game-winning attack. You can also KO one of the opponent’s Characters if you have 2 or more cards in your Combo Area.
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.