LL Super Saiyan 3 Vegeta (Mini) Abilities

01/13/2026 UTC Characters


*This content is still under development and is subject to change.
Please check in-game after this character has been added.

Overpower opponents with Special Move Arts and Rising Rushes! LEGENDS LIMITED "Super Saiyan 3 Vegeta (Mini)" joins the fight!

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

Z Ability Ⅱ buffs "Tag: DAIMA", "Tag: Vegeta Clan", and "Tag: Saiyan"!
At Z Ability Ⅲ, also buff the base Strike Attack of "Tag: DAIMA" characters!
Z1: If DAIMA
・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

Has armor, so charge in without fear of enemy Blast Arts! Get a boost to damage on activation!
Strike (Impact)
On activation, damage +15% (15 counts)

Blast

Get a boost to damage on activation!
Blast (Impact)
On activation, damage +15% (15 counts)

Special Move

Get a permanent reduction to Special Move Arts cost on activation—up to a total reduction of -15! Draw a Special Move Arts on hit!
Massive Damage (Impact)

▼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

Gain a Dragon Ball and, if the Unique Gauge is full, boost your Draw Speed by +2!
・Draw 1 card
・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

Nullify Element disadvantages if the Unique Gauge is full!
Massive Damage (Impact)

▼On Activation
・Ultimate damage +30% (3 counts)
・Nullify Endurance (3 counts)

Also, when Unique Gauge is full:
・Nullify Element disadvantages (5 counts)

Main Ability

Restore the Vanishing Gauge by 100% and cancel Attribute Downgrades!
・Destroy 1 card, then draw Ultimate Arts next
・Health +30%
・Ki +40
・Vanishing Gauge +100%
・Cancel Attribute Downgrades

*Requirement:
25 timer counts elapsed

Starter Ability

Get a 50% boost to Rising Rush damage!
・Damage +320%
・Damage Guard +250%
・Rising Rush damage +50%
・Ki Recovery +50%

*All uncancellable

Unique Ability

Remove Rising Rush seal on entering the battlefield! Aim for a KO with a powerful Rising Rush that nullifies Endurance!

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!
▼On Battlefield Entry
・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

Has a Special Cover Change against Strike Arts!
[Effective Against]

[Comboable Into]

Unique Gauge

The Unique Gauge charges greatly when you're hit by an Arts attack! When it fills up, you can stop an enemy's combo by reducing their Ki by 60 while also getting a damage boost for the next Special Move Arts you activate!

Remember that Special, Special Move, and Ultimate Arts are all stronger while the Unique Gauge is full!
Sustained Damage Type

▼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