Team Builder
How these numbers are computed
Power Level adds up every party member at max-boosted stats (14★, Soul Boost and Arts on, top Zenkai EX rank) — the same figure each character page shows at those settings — then scales the total by how many you bring: full weight up to three, then a discount (×0.77 at four, ×0.625 at five, ×0.5 at six). Abilities, Leader and role never move it. Worth knowing: past three members the discount grows faster than a weak member adds, so a weak fourth can pull the total down. The game does that too.
Ability Bonus is every ability percentage that lands on any of the 6 party members: Z-Abilities, Zenkai Abilities (when their condition matches), the Z-Ability a Legends Limited or LEGEND card carries, the leader rule and Equipment. A bonus that reaches only your bench still counts here, exactly as in game — but those three never fight, so it buys nothing in battle. The breakdown lists those separately. Equipment lines that are not a stat — Damage inflicted, Special Move and Ultimate damage, Damage taken, Health restored, Ki recovery — count too, at face value, just as the game adds them. They have no before/after because they multiply nothing, so the breakdown lists them under each member instead of in the stat grid. Abilities are always whole percents; decimals mean Equipment is landing.
Leader rule: the leader gives its Z-Ability to everyone and receives every Z-Ability, tags ignored. Zenkai Abilities are never shared by the leader — they only land when their condition matches.
These numbers model a regular-mode party. In a Buddy battle the leader only receives (it does not give); Tournament of Power, Guild Battle and Co-Op teams have no Leader slot at all.
Under PROUD Rules there is no bench: all six fight, Team 1 in the first round and Team 2 in the second, so nothing here is ever “bench-only” and every one of the six can wear equipment. The Leader is still one, and gives its Z-Ability to the three who fight alongside it.
The party is a flat 3 + 3: any character can take a bench slot, and Z and Zenkai Abilities are active from anywhere in the party. One thing is not: the Z-Ability a Legends Limited or LEGEND card carries (+10% to everyone’s base attack and defense) only counts while that card is one of the 3 fielded — benching it throws it away.
Role decides how much one point of each stat is worth when Auto Select and Auto Equip score a candidate. It starts from the character’s own Battle Style and you can change it per slot. Gold stat in the breakdown = full weight. The exact weights:
| Build | Strike ATK | Blast ATK | Defenses | HP |
|---|---|---|---|---|
| Strike | 1 | 0.5 | 0.85 | 1.85 |
| Blast | 0.5 | 1 | 0.85 | 1.85 |
| Defense | 0.65 | 0.65 | 1 | 1.65 |
| Defense Striker | 1.35 | 0.3 | 1.35 | 1.8 |
| Defense Blaster | 0.3 | 1.35 | 1.35 | 1.8 |
| Support | 0.3 | 0.3 | 1 | 1.65 |
HP weighs more than the main stat on every build because it is the one stat you never get back during a match. Critical weighs 0: it is a random multiplier, not a stat you keep. Build focus multiplies this profile (Defense, Full Defense and HP push the defensive columns further); Defend against narrows the defense weight to the chosen hit type.
Base and pure multiply. Abilities raise the base stat; conditional lines on Equipment multiply on top of it: final = base × (1 + base%) × (1 + pure%). With base bonuses already near +300%, one point of pure is worth about four points of base — that is why pure-heavy pieces win so often. Pure effects with no stat (damage inflicted, Special and Ultimate damage, damage guard, heal, Ki recovery) are converted with estimated weights.
Equipment values are max rank, best roll, Awakened versions included. Auto Equip tries every eligible set of three — over a million combinations — re-checks the best against the full engine, and lists the runners-up in the breakdown, one click away.
Random…
Ability breakdownbench ranking · equipment scan · per-member stats
PvP season boosts: Emperor's Duel — ends 7 Oct 2026, 13:00 JST
These tiers come from the game, not from us, and they are not a power ranking: the game hands the biggest bonus to the characters it expects to see least. Tier Z gets the most help, Tier C gets none.
| Tier | Not Zenkai Awakened | Zenkai Awakened |
|---|---|---|
| Featured | Inflicted Damage UP +20% Damage Guard UP +10% If LEGENDS LIMITED and ★0 – ★3, +15% to base Health, base Strike/Blast Attack, base Strike/Blast Defense, and base Critical +15% If LEGENDS LIMITED and ★4 – ★1+, +12% to base Health, base Strike/Blast Attack, base Strike/Blast Defense, and base Critical +3% If LEGENDS LIMITED and ★2+ – ★7+, +9% to base Health, base Strike/Blast Attack, base Strike/Blast Defense, and base Critical +3% | Inflicted Damage UP +10% |
| Tier Z | Inflicted Damage UP +150% Damage Guard UP +120% | Inflicted Damage UP +80% Damage Guard UP +30% |
| Tier S | Inflicted Damage UP +100% Damage Guard UP +90% | Inflicted Damage UP +50% Damage Guard UP +20% |
| Tier A | Inflicted Damage UP +60% Damage Guard UP +50% | Inflicted Damage UP +20% Damage Guard UP +10% |
| Tier B | Inflicted Damage UP +20% Damage Guard UP +10% | Inflicted Damage UP +10% |
| Tier C | — | — |
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