*This content is still under development and is subject to change.
Please check in-game after this character has been added.
An attacker that gets buffs as you gain Dragon Balls! LEGENDS LIMITED "Demon King Piccolo" joins the fight!
Strengths
#1 Super-powered Rising Rush!
Gain 2 Dragon Balls on activation and reduce your opponent's by 3! Plus, you'll even penetrate enemy Endurance!
#2 Gain Dragon Balls easily!
Your Dragon Balls will be protected for 50 timer counts from the start of battle! Unleash a super-powered Rising Rush fast!
#3 "Dragon Ball Type" Unique Gauge!
Every time you gain a Dragon Ball, the Unique Gauge will charge and when on the battlefield, Demon King Piccolo will get a damage boost! When you charge the gauge fully, get a big boost to Special Move and Ultimate damage inflicted!
Strike fear into your enemy's heart with LEGENDS LIMITED "Demon King Piccolo"!
Element: PUR
Character Tags: Regeneration, Namekian, Powerful Opponent, DB
Episode: Dragon Ball Saga
Z Ability
Z Ability Ⅱ buffs "Tag: DB", "Tag: Regeneration", and "Tag: Powerful Opponent"!
At Z Ability Ⅲ, also buff the base Strike Defense of "Tag: DB" characters!
Ⅰ: If "Tag: DB"
・Base Strike Attack +22%
・Base Blast Defense +22%
Ⅱ: If "Tag: DB", "Tag: Regeneration", or "Tag: Powerful Opponent"
・Base Strike Attack +26%
・Base Blast Defense +26%
Ⅲ: If "Tag: DB", "Tag: Regeneration", or "Tag: Powerful Opponent"
・Base Strike Attack +30%
・Base Blast Defense +30%
If "Tag: DB"
・Base Strike Defense +15%
Ⅳ: If "Tag: DB", "Tag: Regeneration", or "Tag: Powerful Opponent"
・Base Strike Attack +38%
・Base Blast Defense +38%
If "Tag: DB"
・Base Strike Defense +18%
Strike
Has armor, so charge in without fear of enemy Blast Arts! Plus, the enemy's damage received will be increased on activation!
Strike (Impact)
On activation, enemy damage received +10% (10 counts)
*Blast Armor when charging forward
Blast
Like Strike Arts, the enemy's damage received will be increased on activation!
Blast (Impact)
On activation, enemy damage received +10% (10 counts)
Special Move
On hit, inflict sub counts on the enemy! One time only, you'll even reduce their Dragon Balls by 1!
Massive Damage (Explode)
▼On Activation
・Special Move damage +30% (3 counts)
▼On Hit
・Enemy Dragon Ball -1 (1 time)
・All enemy sub counts +3
*Blast Armor when charging forward
Special
Nullify enemy Special Cover Changes and cancel your Attribute Downgrades and Abnormal Conditions!
・Draw 1 card
・Ki +50
・Damage +20% (15 counts)
・Nullify Special Cover Change (5 counts)
・Cancel Attribute Downgrades/Abnormal Conditions
・All enemy sub counts on switch +3 (15 counts)
Ultimate
If the Unique Gauge is full, then you'll destroy your opponent's entire hand and cancel their Attribute Upgrades and Buff Effects!
Massive Damage (Explode)
▼On Activation
・Ultimate damage +30% (3 counts)
・Penetrate Endurance (3 counts)
Also, when Unique Gauge is full:
・Destroy entire enemy hand
・Cancels enemy Attribute Upgrades/Buff Effects
*Blast Armor when charging forward
Main Ability
Protect your hand from being destroyed and nullify Attribute Downgrades and Abnormal Conditions! Use this ability when you're ready to go on the offense!
・Draw Ultimate Arts next
・Health +20%
・Ki +50
・Protect hand (20 counts)
・Nullify Attribute Downgrades/Abnormal Conditions (20 counts)
*Requirement
25 timer counts elapsed
Starter Ability
Protect your Dragon Balls from being reduced for 50 timer counts after battle starts! It'll be easier to build up your Rising Rush!
・Damage +270%
・Damage Guard +130%
・Ki Recovery +50%
・Draw Speed +1
・Strike/Blast Arts costs -5
・Protect Dragon Balls (50 counts)
*All uncancellable
Unique Ability
Unleash a super powerful Rising Rush! Gain 2 Dragon Balls and reduce the enemy's by 3 on activation! You'll even penetrate Endurance!
When you have all 7 Dragon Balls, sub counts will be reduced by 10, so even if an ally gains the last one, you'll be able to quickly swap in Demon King Piccolo to launch a Rising Rush!
▼On Battlefield Entry
・Draw up to 2 cards if hand has 3 or fewer
・Ki +30
・Nullify Special Cover Changes (5 counts)
・Dragon Balls +1 (1 time)
・Destroy 1 enemy card
Also, if Unique Gauge is full:
・Nullify Element disadvantages (5 counts)
・Enemy Strike/Blast Arts costs +10 (5 counts)
▼When on Battlefield and Dragon Balls Held Reaches 7
・Health +10%
・Ki +10
・Damage +20% (15 counts)
▼When on Standby and 7th Dragon Ball Is Gained
・Sub counts -10
▼On Rising Rush Activation (1 Time)
・Destroy entire hand, then draw 1 each of Strike/Blast/Special/Special Move Arts
・Health +20%
・Rising Rush damage +40% (uncancellable)
・Penetrate Endurance (3 counts) (uncancellable)
・Dragon Balls +2
・Ally sub counts -10
・Enemy Dragon Balls -3
▼When Hit by Enemy Arts (1 Time)
*Activations reset on switch
・Enemy Strike/Blast Arts costs +10 (10 counts)
▼When Ally Is Defeated (1 Time)
・Dragon Balls +1
・Damage +20% (uncancellable)
・All enemy Health Restoration -30% (15 counts)
・All enemy Draw Speed -1 (15 counts)
▼When on Battlefield and Enemy Activates Ultimate/Awakened Arts or Rising Rush (3 Times)
・Ally sub counts -10
・Cancel enemy Buff Effects
Special Cover Change
Has a Special Cover Change against Strike Arts attacks!
[Effective Against]
・Strike Arts
[Comboable Into]
・Special Move Arts
Unique Gauge
When you fill up the Unique Gauge, you'll get a big boost to Special Move and Ultimate damage! You'll even get Dragon Ball Protection again!
Dragon Ball Type
▼When Unique Gauge Becomes Full
・Health +50%
・Special Move/Ultimate damage +50% (uncancellable)
・Health Restoration +20% (uncancellable)
・Special Move Arts cost -10 (uncancellable)
・Protect Dragon Balls (50 counts) (uncancellable)
*Charges:
Each time 1 Dragon Ball is gained while not defeated