Please check in-game after this character has been added.
Strengths
#1 Many Ways to Draw High-Powered Special Move Arts!
Up to 3 times, draw a Special Move Arts when you enter the battlefield! Landing a Special Move Arts will also let you draw one! Plus, you can boost the power of your next Special Move Arts damage by 50% with the Unique Gauge!
#2 Finish Foes with an Overwhelming Rising Rush!
Vegeta has a 50% boost to Rising Rush damage and, when activating one, will even nullify enemy Endurance effects!
#3 Unique Gauge Excellent for Stopping Combos!
The Unique Gauge charges greatly when Vegeta is hit by an enemy Arts attack! When it fills up, you'll significantly reduce the enemy's Ki to stop their combo!
After hard training, Vegeta has finally reached Super Saiyan 3! Time to seize victory with that new power!
Super Saiyan 3 Vegeta (Mini)
Vegeta Clan, Saiyan, Super Saiyan 3, Kids, DAIMA
DAIMA Saga
Z Ability
At Z Ability Ⅲ, also buff the base Strike Attack of "Tag: DAIMA" characters!
・Base Blast Attack +22%
・Base Blast Defense +22%
Z2: If DAIMA, Vegeta Clan, or Saiyan
・Base Blast Attack +26%
・Base Blast Defense +26%
Z3: If DAIMA, Vegeta Clan, or Saiyan
・Base Blast Attack +30%
・Base Blast Defense +30%
If DAIMA
・Base Strike Attack +15%
Z4: If DAIMA, Vegeta Clan, or Saiyan
・Base Blast Attack +38%
・Base Blast Defense +38%
If DAIMA
・Base Strike Attack +18%
Strike
On activation, damage +15% (15 counts)
Blast
On activation, damage +15% (15 counts)
Special Move
▼On Activation
・Destroy all Special Move Arts
・Special Move damage +40% (3 counts) (uncancellable)
・Special Move Arts cost -5 (uncancellable) (3 times)
Also, when Unique Gauge is full:
・All enemy Health Restoration -50% (15 counts)
▼On Hit
・Draw Special Move Arts next
・All enemy damage received +20% (10 counts)
Special
・Ki +40
・Damage +50% (15 counts) (non-stacking)
・Nullify Special Cover Changes (5 counts)
・Dragon Balls +1 (2 times)
・Cancel Attribute Downgrades/Abnormal Conditions
▼When Unique Gauge Is Full
・Draw Speed +2 (10 counts) (non-stacking)
Ultimate
▼On Activation
・Ultimate damage +30% (3 counts)
・Nullify Endurance (3 counts)
Also, when Unique Gauge is full:
・Nullify Element disadvantages (5 counts)
Main Ability
・Health +30%
・Ki +40
・Vanishing Gauge +100%
・Cancel Attribute Downgrades
*Requirement:
25 timer counts elapsed
Starter Ability
・Damage Guard +250%
・Rising Rush damage +50%
・Ki Recovery +50%
*All uncancellable
Unique Ability
Get a big offensive boost when you draw a Special Move Arts! Since you draw one when you activate a Rising Rush or Overdrive Attack, it has great synergy with those moves as well!
・Draw Special Move Arts next (3 times)
・Health +10%
・Ki +20
・Nullify damage received Element disadvantage (5 counts)
・Remove Rising Rush seal
▼On Strike/Blast Arts Use (1 Time)
*Activations reset on switch
・Draw 1 card
・Nullify Special Cover Changes (5 counts)
▼On Special Move Arts Draw
・Ki +30 (3 times)
・Damage +30% (uncancellable) (3 times)
・Critical Rate +30% (10 counts) (non-stacking)
・Nullify Element disadvantages (5 counts)
▼On Rising Rush or Overdrive Attack Activation (2 Times)
・Destroy entire hand, then draw 1 each of Strike/Blast/Special/Special Move Arts
・Nullify Endurance (3 counts) (uncancellable)
▼When on Battlefield and Enemy Uses Vanishing Step
・Destroy all enemy Strike/Special/Special Move Arts (3 times)
・Seal enemy Rising Rush (3 counts)
▼When on Battlefield and Ally Is Prevented from Switching
・Seal enemy Rising Rush (3 counts)
・Seal all enemy Main Abilities (5 counts) (3 times)
Special Cover Change
[Comboable Into]
Unique Gauge
Remember that Special, Special Move, and Ultimate Arts are all stronger while the Unique Gauge is full!
▼When Unique Gauge Becomes Full
・Health +25%
・Next activated Special Move damage +50% (non-stacking) (uncancellable)
・Ally sub counts -3
・Enemy Ki -60
・All enemy sub counts +2 (2 times)
・Seal all enemy Main Abilities (5 counts)
*Charges:
Greatly, each time when hit by enemy Arts
*Consumed:
Entirely, on Special/Special Move/Ultimate Arts use with full Unique Gauge

