It's more addictive than it initially seems, and battles rarely last so long that the system wears itself out, but it is a lot to take in.
What you've got, then, is a tactical shuffle dance where you determine which cards should go in what row for the best effect, always with an eye to what might happen on the next turn.
Oh, and some enemies automatically reduce your Power Meter to 0 at the beginning of every turn, completely screwing up your planning and forcing you to think on your toes. Why? Because they're all already on the front, and if you move them back, then your Power meter actually goes down. the opposing team, you're left with an exhausted set of cards that won't add to your Power meter on that turn. If you fail a Charge Impact sequence (more on that in a minute) or you've completely depleted your stamina meter, that card is prone to being stunned, which means it can't attack or do anything and has to be placed in the Support area.Īll of this is what you take into consideration before actually engaging in combat, and you get about 30 seconds to make your movement choices.Īs much as it seems like loading all of your heavy-hitters onto the front-line would be a good idea (since it means lots of Hero Energy, which leads to everyone landing a special attack), it's not a very good idea after the tutorial missions.įor one thing, if you don't manage to K.O. You usually start each battle with about one or two bars in your Stamina meter, and it depletes after each round. Stamina is an important factor in SDBH, because once it's gone, your team can very easily be incapacitated. Instead, they are there to recover their stamina after it's been depleted, and many cards have special skills that activate in the support area to provide bonuses of another kind to your team. However, units in the support area actually lower your Power meter. Each card has one, and the Hero Energy required for each varies as you would expect, it's higher for stronger attacks. The Hero Energy meter is what your cards draw on for their special attacks. For every extra 3,000 points added to your Power meter, your Hero Meter increases by one. For example, putting your cards further up on the field boosts your Power number. That itself is a metric that depends on the power of your chosen cards and where you place them. Your attack power each turn and who gets to go first are determined by your Power number. The battlefield is divided into four horizontal sections - the front three for attack, and the bottom blue one for support and recovery. These cards are all on the playing field at the same time, and the main action involves each side pounding the sand out of the other until one team loses all its energy or a set number of rounds has passed. Instead, Super Dragon Ball Heroes sees you build a deck of seven cards, each representing a different character or form from the expansive Dragon Ball franchise.
However, SDBH takes a rather different approach to the tactical card genre.įor one thing, you don't pit one super-powered card from your massive deck against your opponent's equally powerful or more powerful card and let their various stats, attributes, and hidden bonuses determine the outcome. That probably brings to mind games like Yu-Gi-Oh or even the Pokemon Trading Card Game. Super Dragon Ball Heroes, as you may have heard, is a tactical card game.
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Yet for series fans or those willing to overlook its blemishes to enjoy the meat of the game, there's still a good deal of fun to be had here. However, the rest of the game suffers from some issues, including the story mode, which should have either received more attention or just been cut out completely. The combat system it uses is much more detailed than it initially appears, and it ends up being a well-crafted, engaging affair. It sees you combine decks of cards representing countless characters from the Dragon Ball franchise, then take on various opponents, either in the game-world of Super Dragon Ball Heroes or against other human players.