How to Draw Piccolo Step by Step Easy

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Top Regeneration Team

Table of Contents

  • Team
  • Core - Leader
  • Core
  • Bench
  • Discussion
  • Alternate Core Members
  • Alternate Bench Members

Team

Core - Leader

Critical
1,358
Ki Restore Speed
2,302
  • This Fighter is just an unstoppable force of nature. The switch mechanic alone is a terrifying Ability since allows Goku & Vegeta to be dangerous in any matchup through the Element Advantage swap, but the reason this Fighter is tremendous is not so simple. It's the combination of Offensive Buffs, constant Arts Draw Speed and Ki Regain, incredibly powerful Special Move and anti - Special Cover mechanic that provide essential contribution to make this Fighter so unbelievably good.
  • You'd think that impeccable Offense would be balanced through abysmal durability, but that's not the case. Not only this Fighter can withstand a lot of hits thanks to his Damage Reduction, he's also able to heal himself consistently, making him ideal in protracted battles despite the lack of Last Man Standing Abilities.

Core

Critical
1,509
Ki Restore Speed
2,357
  • He can dominate the early Game through his Dragon Ball stealing capabilities that allow this Team to be significantly ahead of the opponent's in the Rising Rush farming. Typically, this means that the opponent gets to use a RR at least 30-40 counts after Regeneration, which can potentially be game defining.
  • Other than his Rising Rush farming utility,DK Piccolo is just a deadly Strike Damage dealer, who can deal loads of Damage with little to no build up. Permanent Anti-Endurance also makes him a fantastic response to Teams with high star Toppo/Super Saiyan Gohan.

Critical
1,398
Ki Restore Speed
2,381
  • He's an amazing Blast Based Fighter overall, but he needs to wait a bit to reach full potential, which is a common trait for Offensive Fighters on this Team. In fact, even after his Transformation, he needs to wait a bit to get all his Offensive Effects up, but once he does he's pretty hard to stop. Additionally, his Special Move is really strong after an Extra Move, and his Main Ability is a perfect chance to frame-trap and strike down an opponent with a Special Beam Cannon.
  • He's also pretty versatile, as he provides Supportive Effects for his allies, and also some Defensive utility through Damage Reduction.

Critical
1,281
Ki Restore Speed
2,289
  • Zenkai 7 SP Majin Buu: Good GRN 's Healing capabilities are the highest in the whole Game, but there are Fighters such asSP SSJ3 Goku PUR Z7who can deal with him in a single Combo, so he's not as oppressive as he was at release.

  • He's pretty strong Offensively, boasting stackable Offensive Buffs and a really useful Lock-in Mechanic in early Game.

Critical
1,328
Ki Restore Speed
2,289
  • At 3*, Kid Buu is arguably already a Core option for the Team, but at 6* he just seals the deal. He's just a fantastic Offensive Fighter that keeps stacking up Damage Buffs and Arts Draw Speed, mainly thanks to his Extra Move ( which he gets plenty of ). His Special and Ultimate Moves are also huge nukes.
  • He's a Defensive liability, but the fact his Extra Move allows him to restore his Vanish Gauge makes him really tough to catch ( so he can also stall well ), and either way he's on a Tanky enough Team that he doesn't have to worry about getting killed in most cases.

Critical
1,429
Ki Restore Speed
2,432
  • This Fighter is just a constant Offensive menace thanks to the multitude of ways he can pressure opponents to make mistakes with his arsenal of very high Damage Buffs, off-putting debuffs, and very annoying Extra Moves-Special Moves.
  • In particular, his Extra Move is his most annoying tool, as he draws plenty and it constantly allows him to start a Combo with it while Locking the opponent in. It can also be used mid-Combo to chain it with a Rising Rush or a Ultimate Move, which is deadly.

Critical
1,508
Ki Restore Speed
2,514
  • He's still capable of impacting the Game Defensively since his Revive mechanic dwarfs even Endurance in terms of being able to absorb the opponent's Damage with no drawback. That, coupled with his permanent sub Count reduction mechanic pre-Transformation, makes him a constant answer to the opponents' Rising Rush/Ultimate Moves.
  • He's a very solid Fighter all around. Pre Transformation he can hold his own Offensively, but after he just becomes a death machine thanks to his enormous Buffs and his very resourceful Extra Move and Special Move.

Critical
1,387
Ki Restore Speed
2,294
  • He's kind of a slow starter as he requires to get hit to get some of his Buffs, and wait timer counts to get others, but after his Zenkai Ability he's Tanky enough that he'll consistently reach late game in a healthy enough state to take advantage of his peak form.
  • He's just an all around powerhouse when he's fully built up, as he can take advantage of Arts Draw Speed and incredibly consistent Damage output that make him great at comebacks among other things.

Critical
1,360
Ki Restore Speed
2,304
  • Cell is a Fighter that thrives in the Meta at the moment thanks to his Anti-Tag capabilities that make him a natural counter for Saiyans and Hybrid Saiyans. Otherwise, he's just a pretty great option thanks to his all-around Buffs and Arts Draw Speed.
  • While Cell needs to charge up a bit to unlock a big chunk of his Buffs, that's not a big deal as that's quite easy to do, especially by using the Charge-Step tech.

Bench

1
+13% to "Tag: Android" max base Health during battle.
2
+15% to "Tag: Android" max base Health during battle.
3
+18% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.
4
+20% to "Tag: Android" or "Tag: Regeneration" max base Health during battle.

Discussion

Regeneration is a quite balanced Team between Offense and Defense, but it's still insufferably strong since it's amazing at both.

The first thing that makes this Team so hard to beat is SP Majin Buu GRN, the "oldest" Fighter on the Team. The reason is simple: his Defensive utility is 100% fool proof, as his combination of 5 seconds switch Lock and 3 seconds Strike Cards Lock are going to affect your Offense and there is nothing you can do about it. Also, his huge Healing capabilities, both for himself and for the Team, make this Build one of the most durable in the Game in general. He's also very important Offensively ( although his Damage isn't the greatest anymore ), as his switch Lock allows the Team to select which Fighter to hit with a Rising Rush.

SP DK Piccolo YEL makes an amazing duo with him, as they generate immense Rising Rush pressure on the opponent through the latter's Dragon Ball stealing, and Buu's lock. The fact DK Piccolo can also ignore Endurance makes the whole dynamic unfair, as it allows Regen's Rising Rush to score a kill in 99% of the cases if it's not guessed. LF Cell is a very good addition to the mix since he synergizes withDK Piccolothrough Dragon balls disruption and Strike focused Damage output.

However, you can also useSP Piccolo YEL to have a more balanced Build: the son of the king of Demons can't match his father's early game pressure, but he brings much more stability for the whole Game in general. Him being Blast Based makes him a great fit alongsideSP Revive Cell RED andSP DK Piccolo PUR.

Blue Android #21 is a good and balanced Fighter for the Team, thanks to her Support, Durability, and decent Damage output, but Regeneration only hits its ceiling when a reasonably high starsKid Buu is on the Team. This guy is flat out one of the best Offensive Fighters in the Game, he can pretty much solo Matches if he's used well, and having that kind of firepower in a Team as consistent as Regeneration is truly wicked.

Zamasu is kind of the same, although depending on the starsRevive Cell can be a better option than him.Zamasu brings a lot of disruptive Effects to the table for Regeneration, when he's on the Team it's a headache for the opponent to keep track of everything Regeneration can affect your playstyle with, and his Damage ceiling ( especially at 6* and higher ) is comparable to Kid Buu's.

This Team is just perfect, and a contender for the Top Meta Team spot.

Alternate Core Members

Critical
1,435
Ki Restore Speed
2,428

He's one of the best Offensive Supports in the Game, and as such he works best when paired with Fighters that are both great at obtaining constant priority, and deal huge Damage by themselves.Zamasu andKid Buu fit the description perfectly, and when Buffed by Piccolo they can quickly end Matches.

Critical
1,458
Ki Restore Speed
2,540

He's a fine replacement for Cell and Zamasu as he's a very Defensive Fighter that makes a really annoying couple with Majin Buu, due to their obnoxious Tankiness and Healing capabilities.

Critical
1,423
Ki Restore Speed
2,382

He's a very good Support and a decent Tank, but he just can't directly replace Fat Buu on this Team. He makes Regeneration more dangerous Offensively, but that's about it.

Critical
1,426
Ki Restore Speed
2,504

She's a pretty good Support and her raw stats make her decent all around as well.

Critical
1,353
Ki Restore Speed
2,283

Just like Zamasu, he's a slow starter as his Transformation's loading process is one of the slowest in the game, but he's not nearly as Tanky as him pre-transformation so he can easily receive huge blows in that time span. Still, he can have great impact on Matches thanks to his Damage Buffs and Card Draw mechanics.

Alternate Bench Members

1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+26% to "Tag: Regeneration" base Strike & Blast Attack during battle.
4
+28% to "Tag: Regeneration" base Strike & Blast Attack during battle.

1
+19% to "Tag: Android" base Strike & Blast Attack during battle.
2
+24% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack during battle.
3
+30% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack
and +15% to "Tag: Girls" base Blast Defense during battle.
4
+35% to "Tag: Android" or "Tag: Regeneration" base Strike & Blast Attack
and +18% to "Tag: Girls" base Blast Defense during battle.

1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+26% to "Tag: Regeneration" base Strike & Blast Attack during battle.
4
+28% to "Tag: Regeneration" base Strike & Blast Attack during battle.

1
+17% to Tag: Regeneration base Strike Defense during battle.
2
+20% to Tag: Regeneration base Strike Defense during battle.
3
+22% to Tag: Regeneration base Strike & Blast Defense during battle.
4
+25% to Tag: Regeneration base Strike & Blast Defense during battle.

1
+17% to "Tag: Regeneration" base Blast Defense during battle.
2
+19% to "Tag: Regeneration" base Blast Defense during battle.
3
+22% to "Tag: Regeneration" base Strike & Blast Defense during battle.
4
+25% to "Tag: Regeneration" base Strike & Blast Defense during battle.

1
+19% to "Tag: Regeneration" base Strike Attack during battle.
2
+22% to "Tag: Regeneration" base Strike Attack during battle.
3
+23% to "Tag: Regeneration" base Strike Attack & Defense during battle.
4
+25% to "Tag: Regeneration" base Strike Attack & Defense during battle.

1
+19% to "Tag: Regeneration" base Strike & Blast Attack during battle.
2
+21% to "Tag: Regeneration" base Strike & Blast Attack during battle.
3
+30% to "Tag: Regeneration" or "Episode: Frieza Saga (Z)" base Strike & Blast Attack during battle.
4
+38% to "Tag: Regeneration" or "Episode: Frieza Saga (Z)" base Strike & Blast Attack during battle.

1
+19% to "Tag: GT" base Strike Attack during battle.
2
+21% to "Tag: GT" or "Tag: Regeneration" base Strike Attack during battle.
3
+28% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle.
4
+32% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle.

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About the Author(s)

I'm a Dragon Ball Legends' writer who also consistently ranks in top 500-100 in the game's PVP.  I'm not part of the Kefla bandwagon.

How to Draw Piccolo Step by Step Easy

Source: https://gamepress.gg/dblegends/top-regeneration-team

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