With FB05 release in the Dragon Ball Super Fusion World card game, there are five new Leaders and their supporter cards! Blue Vegito, Black Gogeta, Yellow Janemba, Red Son Goku (Mini): DA, and Green Son Goku are joining the game, looking to shake up the FB04 meta.
I’ll showcase an early build for the new Leaders to get you started! There is room for improvements to the lists as the FB05 meta develops.
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 Son Goku
The Ramp Son Goku uses cards like Krillen, Trunks: Future, and Nappa to put more cards in your Energy, accelerating your strategy to make bigger plays on your upcoming turns. Although we have a couple of Ramp cards, this list isn’t heavy on high-cost Battle Cards, focusing more on winning the mid-game and going for aggressive attacks.
When Awakened, Leader Son Goku gains +10,000 during your turn, becoming a 30,000 Power attack to help you control the Battle Area or go for aggressive attacks on the opponent’s Leader. Additionally, Son Goku is capable of gaining a Life card by discarding a card from your hand and placing the top card in your deck in your Life Area. This makes it harder for your opponent to close out the game, buying you time until your late-game cards can carry the game. However, to activate Leader Son Goku’s effect, you need to have 2 or less Life cards and 7 or less Energy at the end of your turn.
Son Gohan: Future and Son Gohan: Childhood are great plays in the mid-game to help establish a board presence or remove one of the opponent’s attackers, weakening their presence in the Battle Area.
7-cost Son Goku is the win condition alongside your high Power Leader attacks. 7-cost Son Goku has Double Strike, making him perfect as a finisher if your opponent is down to 2 Life cards. Moreover, Son Goku can be played for 4 Energy instead of 7 if your Leader is down to 2 Life cards and you don’t have another 7-cost Son Goku in play. This makes it easier for you to play Son Goku and still have the Energy to make other plays.
5-cost Unlock Ability is a crazy play in the late-game, giving one of your Battle Cards +15,000 Power and gaining 2 Life cards on your Leader, putting out of range from losing the game and gaining extra resources.
Red Son Goku (Mini: DA)
Red Son Goku (Mini): DA 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.
Yellow Janemba
This Janemba list can go wide on the field using Ginyu and Recoome to cheat out Battle Cards with <Ginyu Force> or <Frieza Army> traits. This lets you play aggressively, which puts your opponent on a defensive game plan. 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.
Black Gogeta
An Awakened Gogeta gives you an Energy Marker, which allows you to activate some of your Battle Cards effects.
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.