Post by Tomina on Feb 27, 2018 21:12:52 GMT -5
So I’ve been working on this for awhile, and it’s an ongoing project of mine still. But I figured that I should give you a preview of suggestions to some races that I’m going to propose later down the line. I’m giving you a list of what think are the 10 best races to play as on DBU.
The purpose of this list isn’t to encourage people to pick certain races: I just want to highlight the traits of the significant races on here so that people will have a better idea as to what makes a good race. It will also highlight what makes a race easy and hard to play, which is something that will help out newcomers.
I might give some suggestions for tweaks for some of the races on the list (especially the higher ranked ones), but mostly this list is an opinionated introspective from my end. As such, it this list is slightly subjective. That doesn't mean I didn't do research and just slapped races on this list on the fly though. I do have a lot to say about the higher ranked ones on this list though.
Before I go into the list, I’ll explain the factors by which I ranked Each member of the race. The first factor was battle potential (how well they each would do in a fight against members of other races).Although just because one race is higher ranked doesn’t necessarily mean that they have a higher battle potential than everyone below them. The next factor was general support. Some races have positions you can shoot for just by being of that race, and/or have strong factions to RP and ally with. The third was their overall racials in general.
The fourth criteria was how difficult a race was to play as/maintain. Some races have really powerful racials and abilities, but are harder for less experienced RPers to play as. Whether it’s because they require a bit more effort to get strong or have detriments that help balance out their more powerful aspects. I won’t be as harsh towards a powerful race if there are things that balance them out.
The last factor was whether or not the race could be made into a half-breed. Admittedly this part was tricky since some races actually benefit from not being able to have hybrids of. But generally speaking if a race with a really good racial(s) could hybridize, they got a higher placing on this list.
Finally, I have divided each of these races into 3 groups. There will be an explanation as to why I put races together in a particular group before I go into each category. With all that said, here is my list:
This group is the most balanced out of strongest races. While they all have the potential to be placed higher, they don't have it to the degree that the next group does. They can hold their own against the major powerhouses though.
10. Magi: I was originally going to put Magi at #3 on the list. When I was doing my research and compiling information together for this, I came to realize just how powerful they were. But they’ve gone through some changes that balanced them out significantly. They still have the potential to climb up higher, but we have yet to see their fighting potential with the new changes in place.
Magi are still a very versatile race. They’re essentially specialized hybrids, being able to combine with any race (although if they go with a non-hybridable race like Kold Demons, they’ll only get the default racials of +5% extra PL and 10% extra Zeni). So they can go for any position that requires a specific race.
They have two extra stamina points, starting out with 5 and capping out at 7. The fact that they use magic instead of ki means that a scouter or android scanner has to be used to detect their true PL in context.
Their weak point is that techs that rely on melee proficiency are weakened by 25%. While mastering a martial arts school helps, it puts them at a disadvantage since it essentially means that Magi can only inflict significant damage to an opponent on the same level as them by expanding stamina, and are more likely to take hits from melee attacks. Since they no longer have their expand and extend racial, this means that every point of stamina is precious to them. So one has to be very careful with how they spend it.
Despite that though, their possible combinations with the various races makes them a force to be reckoned with. I can easily see them rising higher on this list in the future.
9. Vampires: They’re a very low key solid race. For starters they’re an Earth race, so they can aim for any available position on that planet. They have a fairly good transformation tree which is further boosted by the new LMB/BMM mechanics. They can reach an incomplete version of their final transformation at 400k, which is where the first level of BMM kicks in now.
Vampires also have some very useful racials. Their Bloodsucker ability can help them obtain more PL even after BMM starts hurting them, Blood Magic gives them a free flight and sensing technique. Their shapeshifting racial is admittedly a little less useful, since the gains it gives them don’t get applied when they’re transformed (although I could see slightly buffing vampires by allowing them to be applied in that situation).
In short, Vampires are a very solid race that have quite a bit of potential. Fortunately we have Rukia to fully explore what they’re capable of.
8. Namekians: The green men made it in at number 8. Out of all the races on the list, they have the third best overall support, with not only access to a specific position, but have 3 canon schools to choose from. They’re also very integral to the site as a whole, as some are capable of making and maintaining the two dragonball sets.
Their racials are nothing to scoff at either. They can regenerate, have their own fusion technique, and have a more minor flexibility trait. On top of that, they have 3 different paths to choose from that grant them another racial.
What puts them at number 8 though is that some races higher on this list have better racials (albeit not that many though), and they can be tricky to RP. Depending on the path you choose, Namekians can easily end up being guardians, which makes it harder for them to interact with others. Yet they're still good enough to be the best race of the lowest group on this list.
7. Androids: Androids have some really powerful traits and useful properties, some of which I feel deserve a nerf. They’re extremely versatile and customizable. They can't be sensed by normal means, their Mechanical Superior racial gives them more defensive power on the fly, and can avoid going to the afterlife if they decide to pay the required fee.
In addition, they can upgraded with attachments that save them technique slots, can buy more offensive tier slots, and have very powerful abilities that you can choose between from. You can even convert an existing character into an android if you’re willing to shell out 3k.
So with all of these perks, you’re probably asking yourself “now why would you put them at number 7?” They’re on the bottom half of the list because they're by far the hardest race to RP with on the site. They require dedication and hard work to reach their full potential. If you're going to play an android, be prepared to pour time and cash into them.
For starters, you have to pay Zeni just to unlock their transformations. Now at first glance this might seem really broken since you could in theory buy all the transformations without having to grind to 400k plus PL. But you have to pay for each transformation. Which adds up to 145k Zeni. To put that into perspective, that's just 5k shy of being able to buy 3 unique capsules. If you turn an existing character into an android, you’ll have to buy these transformations regardless of the progress you made before the conversion.
But wait, we’re just getting started! You also have to pay Zeni to unlock each of their features. You also have to choose between buying the High-power and Absorber Modules. So you have to consider carefully what kind of build you want to make before making that choice.
Those Androids also come with hidden fees. You have to pay Zeni for maintenance on some of your purchases. Using cooling agents and overclocking requires for you to fork over Zeni to restore them to full capacity after using them. And all of this is on top of the normal things you have to buy (training weights, ships, etc).
To top it all off, you have to do all of this and RP normally to advance your base PL. Androids are a high risk, high reward race that requires a lot of investment. If at any point you lose you muse for playing them and drop them, then you will have wasted thousands of Zeni for nothing.
But if you're dedicated enough, make good design choices in customization, and put your all into it, then you can get a character who can be right up there with the heavy hitters on the site. I do think a couple of aspects of them need mild adjustments, but the costs to make them strong mostly balance it out. If someone ever gets a really strong android, they’ve earned it.
6. Bio-Androids: Bio-Androids are a strange case. Upon creation they can choose 3 races, and get a specific racial from each of the races that they chose. This makes them arguably the most customizable race on the site. They can also absorb other characters, which gives them a power boost and is essential for them to access their later transformations.
On the one hand, this makes them ridiculously strong. You can combine the racials of three powerful races and get a really nasty fighter on your hands. If you want to see an example of a Bio-Android at their peak, read the Mira vs Nasu or the Mira vs Nakiya and Jarvis threads.
On the other hand they’re not a straightforward race, and someone could always pick a less powerful combination. In addition, if they want to unlock their transformations earlier, then they have to absorb a playable character in a RoD. Which carries inherent risks with it.
They’re probably the next hardest race to manage next to Androids (on this list anyway), but they don't require the level of dedication that their metal counterparts do, which is why they placed higher on this list. Also Bio-Androids aren't higher on this list since they're mainly this high up due to traits from other species.
I think some of the combinations they can get should be tweaked a little bit. I also think that their transformation acquisition needs to be reworked. I agree that there needs to be a way to transform other than absorbing the 3 races you chose, since some races have little to no PC or Ally representation. Being able to write absorbing an NPC is a little too simple though, since it means you can just grind for PL and then write a solo about absorbing a NPC whenever they need to.
Overall Bio Androids aren't the easiest thing to run, but they aren't nearly as tough as an android to run. I think they would be fine with some tweaks to what they can get and if their secondary way of being able to transform was made a little bit more difficult. Then they’d be another high risk, high reward race. Which as I pointed out with Androids, justifies all their powerful perks.
5. Elemi: The middle of the road race of the strong races. Elemi are probably the easiest race to pick up and RP with on this list.They have very simplistic and powerful racials that are passive. A 10% Increase to PL gains in a thread and a 2x to their offensive power level. They are extremely versatile and can be hybridized. Their racial effectively negates the offensive PL penalty that hybrids have (but not the defensive penalty). And they have a very good transformation tree.
Androids and Bio-Androids have a better potential payoff, and would definitely give them the edge in a fight with an Elemi under those conditions. But the simplicity, versatility, and lack of restrictions Elemi have put them above the other races in this group. The only rework I could see warranting is maybe a slight edit to their trans tree so that there's a weaker area of it. Their 10% extra gains does go a long way after all. Although honestly I don't think it's worth changing.
4. Demons: Demons were once the strongest race on DBU, but suffered a series of direct and indirect nerfs that knocked them down a couple of spots. That being said though, they are still a force to be reckoned with. Hell’s blessing gives them two extra techs upon creation, their Makyo power or “demon nuke” as it's sometimes called is a powerful attack booster. They can travel to and from Makaii with Demonic Gateway, and they can hybridize with other races. Plus their transformation tree is very good, making them able to reach their final form before BMM kicks in.
Compared to the rest of the top 4 though, Demons themselves aren't really all that imbalanced as they used to be. I’d personally put them just above Elemi if it was just comparing their standard abilities. Since Demons tend to only reach their full power easier if you only go the evil route with them and get corrupted, they do have to be played a certain way. What pushes them to number 3 though is that they have the best support out of any race on the site.
While Makaii isn't the impenetrable fortress it used to be, it's still a dimension that is tricky for non-demons to enter. Makaii itself has 3 positions. The sorcerer who can cast the Majin Mark, the Demon ruler position, which gives access to cursed water among other things. And the Demon God can bestow villainous mode on someone at a moments notice, and grant access to a slightly weaker and riskier time chamber. That's 3 different sources of corruption, which demons need to access some of their transformations.
The King and Queen of the Demon realm also each have a school that they can teach others. Although it’s important to note that neither of those schools are canon. Still, siding with Nakiya and Heizen doesn't hurt your chances on learning said schools.
Honestly not that much needs to be done about demons themselves. Makaii just provides insane support for them. I don’t know if anything else needs to be done about Makaii since it had gone through a lot of changes recently. It just honestly goes back to it being its own dimension and having 3 different positions there.
3. Majins: Majin and Bio-Androids function similarity. They both are beings who get stronger by absorbing others. However while they don’t have the diversity that Bio-Androids do, the fact that a Majins racials are set in stone means that they're going to have really strong properties regardless of who picks up and plays them. Unlike Bio-Androids, whose potential lies in large part as to what traits are picked for them. So Majins are the more newbie friendly between the two races.
Majin’s are essentially U7 tanks. They have regeneration that is superior to the Namekian’s, which works as long as they aren't absorbed or vaporized. Their magical body and durability give them even more defensive capabilities (the former at the cost of one offensive point). They have two slightly different branches in their transformation tree that allows them to focus either more on offense or defense, so they can be run effectively with several fighting styles/strategies effectively.
They have the same absorption ability as Bio-Androids, which also unlocks things on their transformation tree. Only it’s even better since you don’t have to absorb specific PC characters to get all the benefits. And on top of all that, they have a free offensive technique simply known as Magic Skill.
Let me take a moment to talk about the Magic Skill. It’s one of the most broken things on the site. It’s basically a better Devil’s Spit. Which is an ultimate. And Majins just get this technique for free upon creation. Both the Magic Skill and the Devil’s Spit are instant kills if they hit. Kind of. Demon spit has a cap where if the opponent is too strong above them, it just weakens them. Magic Skill is an instant kill regardless of the opponent strength. If you thought Nasu hated Majin in context before, wait until he dies after being hit by this technique while he's in his SSJB form.
Devils Spit can't be charged or combined with other attacks, but is twice as fast. Magic Skill on the other hand is treated as a normal OT-3. You can charge it, combine it with other attacks, and pour stamina into it during a beam struggle. If Liari and Isabella both charged their Magic Skill in the fight against Carvaand fired at the opportune moment, he would have died instantly. If a Majin made it into round 2 in the Top (a tournament that gives them the opportunity to absorb a bunch of strong opponents by the way). They could combine their attack with someone else's at the right moment and hit Buck Riddle in his God form and that would be that. If it was combined with a chaser then he can't even dodge it. And there’s nothing he can do about it if he doesn't have a fair amount of stamina.
I would have issue with this attack if Nakiya and the other users of Demon Arts had this as their ultimate. But at least it would be the ultimate of one of the central antagonists of the site. Majins shouldn't just have an attack better then the ultimate attack of the Demon Queen. She had to pay for the dojo and school and write out the threads to master it. Majins get Magic Skill the moment their app gets approved. Getting a free ultimate is not okay.
There are a few things that are preventing Majins from being higher on this list. While easier to play then Bio-Androids, they are still not easy to play due to their personalities being a bit limiting. Like Bio Androids, they need to take a great risk to get their transformations faster, which can lead to an early death (see Liari vs Suusao). They also cannot be hybridized and don't have good support specifically for them.
In regards to making them a little more balanced, there are a few things that can be done. Their regeneration either needs to be nerfed slightly, or regeneration for others need to be buffed to be the same. Cell could regenerate from a single cell, so there's no reason for a Namekian’s regeneration to be inferior to a Majins. I would prefer the buff to other races personally. Buffing is a bit less controversial and doesn't detriment a specific group.
Absorption in general needs to be reworked slightly so that it only works once a thread, regardless of whether or not it succeeds (like the Vampires Bloodsucker ability), like with Bio-Androids, I think the absorbing a NPC to obtain transformations is too easy and needs reworking. and their Magic skill.... at the very least it should be made into the ultimate of a canon school. Majins as they are right now have a ridiculous amount of potential and could easily become #2 or #1 on this list at some point in the future.
2. Anubians: Anubians are basically a broken fusion between Kold Demons and Elemi. Their Legendary Potential racial gives them 15% extra PL gains in a thread (it does have a “drawback” but we'll get to that in a bit.) They can breathe in space, meaning they can blow up a planet from a distance if they're strong enough. And they gain a 10% PL boost AND a 2x offensive PL modifier in RoDs. They’re fairly straightforward to run and don't have any drawbacks the way Majins or demons do.
The “penalties” on the Legendary Potential aren't really that detrimental. Let's assume for a moment, that all the positions listed are taken and have active players (which has not been the case at some points on the site). Villainous mode is only a 2x boost. Which they basically have with their racials anyway, so its not like they need that. Majin Mark is only a very mild temporary power boost. Unlock Potential, Sacred and Cursed waters are good for boosting power for weaker beings, but in the long term that 15% boost is much more valuable.The only thing on this list that is kinda a downside is the cursed water, since it does give out a lot of perks. But other then that, pretty much everything else is just superficial boosters that Anubians don't need.
Their 15% boost still works for the more relevant power boosters. Which are heavy weighted clothing, gravity chambers, dojos, and the time chamber. While the last one is a little more situational, that 15% boost combining with time chamber gains is just evil. And this has happened. So the penalty for legendary potential is basically meaningless.
The only determinants they have is that they cannot hybridize and their rarity racial only let's 12 Anubians exist at one time. This means that they can't make allies that are Anubians. Which basically means that 5 other PC Anubians have to exist in order for an Anubian to acquire False God. But that's a detriment they don't have to worry about until they reach 600k. They also don't have an insane amount of specific support.
I think that either their Legendary Potential should include ALL power boosters, or be weakened by 5% The former means that things like weighted clothing would not work Also they shouldn't be able to breathe in space. Them having that kind of makes playing a Kold Demon pointless. Plus if Anubians can breathe in space, then we might as well give Saiyans that too. Since Goku fought Beerus in space. There are other moments where Beerus is breathing in space too, but I suspect that has to do with being a God of Destruction and not due to his racial biology. So the reasons for Anubians on DBU to be able to breath in space are rather iffy. Plus it's just a really powerful perk on top of their already powerful racials.
Anubians are a very powerful, easy to play race that can become strong rapidly. They just have too many good perks to them with little drawback to them. The reason they're above Majins are the same reasons why Elemi are above Bio-Androids. Anubians are very powerful and straightforward to run. The entities of destruction need to be cut down a peg.
1. Saiyans: I don't think anyone is surprised by this. Saiyans are without a doubt the best race on the site (in regards to U7 anyway). They have multiple transformation paths, all of which are good in their own ways.
The traditional path is a good, balanced safe path with good transformation throughout it. The alternate path is slightly more risky since you need your tail for it, but it has a better payoff. And the Legendary Super Saiyan path is the best midgame trans, despite having a weaker end trans. Dominating the mid game is significant though since most people are on that level.
In addition, their Warriors Spirit allows them to pour in 15% more power into a technique (10% for hybrids), and they get an additional use of this every 80k PL indefinitely. Their Zenkai is a very huge PL boost, especially if a Saiyan pulls it off when they're really strong.
They also have the great ape transformation, which also gets various boosts depending on which path you take. While it is rendered useless if you don't have a tail and relies on the lunar cycle, it's important to note that a Saiyan can regrow their tail 3 times, and a school exists whose ultimate allows them to turn into great ape regardless of whether or not the conditions are right.
They also have the second best support out of all the races on DBU. There are two Saiyan specific factions, each of them headed by two of the strongest characters on the site. They have access to no less than seven schools between various groups, a good majority of which are tailor made to benefit Saiyans specifically. And to top it all off, they can hybridize with other races.
The only two determinants Saiyan have are their tails are vulnerable and are very important, and a hybrid who isn't dominantly Saiyan won't have access to a fair chunk of the perks of being a Saiyan. The former isn't too much of an issue though since they can learn a PT that negates the tail weakness, and they can regrow it 3 times.
So is it any wonder that 7 out of 10 of the ToP contestants for U7 are Saiyans or Saiyan hybrids? Honestly the Saiyans deserve their own topic to be discussed as to how to balance them better. But I’ll go over a few quick suggestions here. Their warrior spirit should have a cap as to how many they can get, and/or should be weakened by 5%. So 10% for full Saiyans and 5% for hybrids. 5% might seem harsh, but keep in mind they can combine their racials with other species like demons, so they still would be really strong.
I know I'm not the first person to say this, but Zenkai is stupid as it is. However after a conversation with some of the staff, I’ve reluctantly agreed that nerfing it in U7 would actually be more harmful to newer players, since it would make it harder for them to catch up to the stronger characters on the site. So in regards to U7 it's too late to do anything about it. Although we can nip this problem in the bud in U6.
Also their transformation trees are the most versatile out of all the races, and are all really good. I personally think that they need some adjustments to be made fairer, especially the LSSJ path. Dominating the mid game is just unfair for people who play other races.
So there are my thoughts on what I think are the top 10 races of DBU. Keep in mind that this list was based on active races. I do intend on making a list suggesting buffs tof weaker races, but I'm holding off on that one cause two of the races I was going to suggest buffs be given to are being reworked right now. I also intend on doing a U6 version of this list, but I'm waiting until near the end of the ToP for that, as it will help me place Metalman and Canidites on that list.
Special thanks to Heizen for looking this over and giving out suggestions for edits. It made doing this considerably easier.
The purpose of this list isn’t to encourage people to pick certain races: I just want to highlight the traits of the significant races on here so that people will have a better idea as to what makes a good race. It will also highlight what makes a race easy and hard to play, which is something that will help out newcomers.
I might give some suggestions for tweaks for some of the races on the list (especially the higher ranked ones), but mostly this list is an opinionated introspective from my end. As such, it this list is slightly subjective. That doesn't mean I didn't do research and just slapped races on this list on the fly though. I do have a lot to say about the higher ranked ones on this list though.
Before I go into the list, I’ll explain the factors by which I ranked Each member of the race. The first factor was battle potential (how well they each would do in a fight against members of other races).Although just because one race is higher ranked doesn’t necessarily mean that they have a higher battle potential than everyone below them. The next factor was general support. Some races have positions you can shoot for just by being of that race, and/or have strong factions to RP and ally with. The third was their overall racials in general.
The fourth criteria was how difficult a race was to play as/maintain. Some races have really powerful racials and abilities, but are harder for less experienced RPers to play as. Whether it’s because they require a bit more effort to get strong or have detriments that help balance out their more powerful aspects. I won’t be as harsh towards a powerful race if there are things that balance them out.
The last factor was whether or not the race could be made into a half-breed. Admittedly this part was tricky since some races actually benefit from not being able to have hybrids of. But generally speaking if a race with a really good racial(s) could hybridize, they got a higher placing on this list.
Finally, I have divided each of these races into 3 groups. There will be an explanation as to why I put races together in a particular group before I go into each category. With all that said, here is my list:
10-8
This group is the most balanced out of strongest races. While they all have the potential to be placed higher, they don't have it to the degree that the next group does. They can hold their own against the major powerhouses though.
10. Magi: I was originally going to put Magi at #3 on the list. When I was doing my research and compiling information together for this, I came to realize just how powerful they were. But they’ve gone through some changes that balanced them out significantly. They still have the potential to climb up higher, but we have yet to see their fighting potential with the new changes in place.
Magi are still a very versatile race. They’re essentially specialized hybrids, being able to combine with any race (although if they go with a non-hybridable race like Kold Demons, they’ll only get the default racials of +5% extra PL and 10% extra Zeni). So they can go for any position that requires a specific race.
They have two extra stamina points, starting out with 5 and capping out at 7. The fact that they use magic instead of ki means that a scouter or android scanner has to be used to detect their true PL in context.
Their weak point is that techs that rely on melee proficiency are weakened by 25%. While mastering a martial arts school helps, it puts them at a disadvantage since it essentially means that Magi can only inflict significant damage to an opponent on the same level as them by expanding stamina, and are more likely to take hits from melee attacks. Since they no longer have their expand and extend racial, this means that every point of stamina is precious to them. So one has to be very careful with how they spend it.
Despite that though, their possible combinations with the various races makes them a force to be reckoned with. I can easily see them rising higher on this list in the future.
9. Vampires: They’re a very low key solid race. For starters they’re an Earth race, so they can aim for any available position on that planet. They have a fairly good transformation tree which is further boosted by the new LMB/BMM mechanics. They can reach an incomplete version of their final transformation at 400k, which is where the first level of BMM kicks in now.
Vampires also have some very useful racials. Their Bloodsucker ability can help them obtain more PL even after BMM starts hurting them, Blood Magic gives them a free flight and sensing technique. Their shapeshifting racial is admittedly a little less useful, since the gains it gives them don’t get applied when they’re transformed (although I could see slightly buffing vampires by allowing them to be applied in that situation).
In short, Vampires are a very solid race that have quite a bit of potential. Fortunately we have Rukia to fully explore what they’re capable of.
8. Namekians: The green men made it in at number 8. Out of all the races on the list, they have the third best overall support, with not only access to a specific position, but have 3 canon schools to choose from. They’re also very integral to the site as a whole, as some are capable of making and maintaining the two dragonball sets.
Their racials are nothing to scoff at either. They can regenerate, have their own fusion technique, and have a more minor flexibility trait. On top of that, they have 3 different paths to choose from that grant them another racial.
What puts them at number 8 though is that some races higher on this list have better racials (albeit not that many though), and they can be tricky to RP. Depending on the path you choose, Namekians can easily end up being guardians, which makes it harder for them to interact with others. Yet they're still good enough to be the best race of the lowest group on this list.
7-5
These are the middle of the pack. The ones in this group have the potential to match (and maybe even surpass) the races in the top group 7. Androids: Androids have some really powerful traits and useful properties, some of which I feel deserve a nerf. They’re extremely versatile and customizable. They can't be sensed by normal means, their Mechanical Superior racial gives them more defensive power on the fly, and can avoid going to the afterlife if they decide to pay the required fee.
In addition, they can upgraded with attachments that save them technique slots, can buy more offensive tier slots, and have very powerful abilities that you can choose between from. You can even convert an existing character into an android if you’re willing to shell out 3k.
So with all of these perks, you’re probably asking yourself “now why would you put them at number 7?” They’re on the bottom half of the list because they're by far the hardest race to RP with on the site. They require dedication and hard work to reach their full potential. If you're going to play an android, be prepared to pour time and cash into them.
For starters, you have to pay Zeni just to unlock their transformations. Now at first glance this might seem really broken since you could in theory buy all the transformations without having to grind to 400k plus PL. But you have to pay for each transformation. Which adds up to 145k Zeni. To put that into perspective, that's just 5k shy of being able to buy 3 unique capsules. If you turn an existing character into an android, you’ll have to buy these transformations regardless of the progress you made before the conversion.
But wait, we’re just getting started! You also have to pay Zeni to unlock each of their features. You also have to choose between buying the High-power and Absorber Modules. So you have to consider carefully what kind of build you want to make before making that choice.
Those Androids also come with hidden fees. You have to pay Zeni for maintenance on some of your purchases. Using cooling agents and overclocking requires for you to fork over Zeni to restore them to full capacity after using them. And all of this is on top of the normal things you have to buy (training weights, ships, etc).
To top it all off, you have to do all of this and RP normally to advance your base PL. Androids are a high risk, high reward race that requires a lot of investment. If at any point you lose you muse for playing them and drop them, then you will have wasted thousands of Zeni for nothing.
But if you're dedicated enough, make good design choices in customization, and put your all into it, then you can get a character who can be right up there with the heavy hitters on the site. I do think a couple of aspects of them need mild adjustments, but the costs to make them strong mostly balance it out. If someone ever gets a really strong android, they’ve earned it.
6. Bio-Androids: Bio-Androids are a strange case. Upon creation they can choose 3 races, and get a specific racial from each of the races that they chose. This makes them arguably the most customizable race on the site. They can also absorb other characters, which gives them a power boost and is essential for them to access their later transformations.
On the one hand, this makes them ridiculously strong. You can combine the racials of three powerful races and get a really nasty fighter on your hands. If you want to see an example of a Bio-Android at their peak, read the Mira vs Nasu or the Mira vs Nakiya and Jarvis threads.
On the other hand they’re not a straightforward race, and someone could always pick a less powerful combination. In addition, if they want to unlock their transformations earlier, then they have to absorb a playable character in a RoD. Which carries inherent risks with it.
They’re probably the next hardest race to manage next to Androids (on this list anyway), but they don't require the level of dedication that their metal counterparts do, which is why they placed higher on this list. Also Bio-Androids aren't higher on this list since they're mainly this high up due to traits from other species.
I think some of the combinations they can get should be tweaked a little bit. I also think that their transformation acquisition needs to be reworked. I agree that there needs to be a way to transform other than absorbing the 3 races you chose, since some races have little to no PC or Ally representation. Being able to write absorbing an NPC is a little too simple though, since it means you can just grind for PL and then write a solo about absorbing a NPC whenever they need to.
Overall Bio Androids aren't the easiest thing to run, but they aren't nearly as tough as an android to run. I think they would be fine with some tweaks to what they can get and if their secondary way of being able to transform was made a little bit more difficult. Then they’d be another high risk, high reward race. Which as I pointed out with Androids, justifies all their powerful perks.
5. Elemi: The middle of the road race of the strong races. Elemi are probably the easiest race to pick up and RP with on this list.They have very simplistic and powerful racials that are passive. A 10% Increase to PL gains in a thread and a 2x to their offensive power level. They are extremely versatile and can be hybridized. Their racial effectively negates the offensive PL penalty that hybrids have (but not the defensive penalty). And they have a very good transformation tree.
Androids and Bio-Androids have a better potential payoff, and would definitely give them the edge in a fight with an Elemi under those conditions. But the simplicity, versatility, and lack of restrictions Elemi have put them above the other races in this group. The only rework I could see warranting is maybe a slight edit to their trans tree so that there's a weaker area of it. Their 10% extra gains does go a long way after all. Although honestly I don't think it's worth changing.
4-1
Now we come to the top 4, what I think are the best races on DBU (as far as U7 goes). These races are in a class of their own and have abilities that put them head and shoulders above the other races (save for one, which is up here for reasons outside of its own attributes in large part). These races need definite adjustments to balance them out, in my opinion. So without further delay, here they are:4. Demons: Demons were once the strongest race on DBU, but suffered a series of direct and indirect nerfs that knocked them down a couple of spots. That being said though, they are still a force to be reckoned with. Hell’s blessing gives them two extra techs upon creation, their Makyo power or “demon nuke” as it's sometimes called is a powerful attack booster. They can travel to and from Makaii with Demonic Gateway, and they can hybridize with other races. Plus their transformation tree is very good, making them able to reach their final form before BMM kicks in.
Compared to the rest of the top 4 though, Demons themselves aren't really all that imbalanced as they used to be. I’d personally put them just above Elemi if it was just comparing their standard abilities. Since Demons tend to only reach their full power easier if you only go the evil route with them and get corrupted, they do have to be played a certain way. What pushes them to number 3 though is that they have the best support out of any race on the site.
While Makaii isn't the impenetrable fortress it used to be, it's still a dimension that is tricky for non-demons to enter. Makaii itself has 3 positions. The sorcerer who can cast the Majin Mark, the Demon ruler position, which gives access to cursed water among other things. And the Demon God can bestow villainous mode on someone at a moments notice, and grant access to a slightly weaker and riskier time chamber. That's 3 different sources of corruption, which demons need to access some of their transformations.
The King and Queen of the Demon realm also each have a school that they can teach others. Although it’s important to note that neither of those schools are canon. Still, siding with Nakiya and Heizen doesn't hurt your chances on learning said schools.
Honestly not that much needs to be done about demons themselves. Makaii just provides insane support for them. I don’t know if anything else needs to be done about Makaii since it had gone through a lot of changes recently. It just honestly goes back to it being its own dimension and having 3 different positions there.
3. Majins: Majin and Bio-Androids function similarity. They both are beings who get stronger by absorbing others. However while they don’t have the diversity that Bio-Androids do, the fact that a Majins racials are set in stone means that they're going to have really strong properties regardless of who picks up and plays them. Unlike Bio-Androids, whose potential lies in large part as to what traits are picked for them. So Majins are the more newbie friendly between the two races.
Majin’s are essentially U7 tanks. They have regeneration that is superior to the Namekian’s, which works as long as they aren't absorbed or vaporized. Their magical body and durability give them even more defensive capabilities (the former at the cost of one offensive point). They have two slightly different branches in their transformation tree that allows them to focus either more on offense or defense, so they can be run effectively with several fighting styles/strategies effectively.
They have the same absorption ability as Bio-Androids, which also unlocks things on their transformation tree. Only it’s even better since you don’t have to absorb specific PC characters to get all the benefits. And on top of all that, they have a free offensive technique simply known as Magic Skill.
Let me take a moment to talk about the Magic Skill. It’s one of the most broken things on the site. It’s basically a better Devil’s Spit. Which is an ultimate. And Majins just get this technique for free upon creation. Both the Magic Skill and the Devil’s Spit are instant kills if they hit. Kind of. Demon spit has a cap where if the opponent is too strong above them, it just weakens them. Magic Skill is an instant kill regardless of the opponent strength. If you thought Nasu hated Majin in context before, wait until he dies after being hit by this technique while he's in his SSJB form.
Devils Spit can't be charged or combined with other attacks, but is twice as fast. Magic Skill on the other hand is treated as a normal OT-3. You can charge it, combine it with other attacks, and pour stamina into it during a beam struggle. If Liari and Isabella both charged their Magic Skill in the fight against Carvaand fired at the opportune moment, he would have died instantly. If a Majin made it into round 2 in the Top (a tournament that gives them the opportunity to absorb a bunch of strong opponents by the way). They could combine their attack with someone else's at the right moment and hit Buck Riddle in his God form and that would be that. If it was combined with a chaser then he can't even dodge it. And there’s nothing he can do about it if he doesn't have a fair amount of stamina.
I would have issue with this attack if Nakiya and the other users of Demon Arts had this as their ultimate. But at least it would be the ultimate of one of the central antagonists of the site. Majins shouldn't just have an attack better then the ultimate attack of the Demon Queen. She had to pay for the dojo and school and write out the threads to master it. Majins get Magic Skill the moment their app gets approved. Getting a free ultimate is not okay.
There are a few things that are preventing Majins from being higher on this list. While easier to play then Bio-Androids, they are still not easy to play due to their personalities being a bit limiting. Like Bio Androids, they need to take a great risk to get their transformations faster, which can lead to an early death (see Liari vs Suusao). They also cannot be hybridized and don't have good support specifically for them.
In regards to making them a little more balanced, there are a few things that can be done. Their regeneration either needs to be nerfed slightly, or regeneration for others need to be buffed to be the same. Cell could regenerate from a single cell, so there's no reason for a Namekian’s regeneration to be inferior to a Majins. I would prefer the buff to other races personally. Buffing is a bit less controversial and doesn't detriment a specific group.
Absorption in general needs to be reworked slightly so that it only works once a thread, regardless of whether or not it succeeds (like the Vampires Bloodsucker ability), like with Bio-Androids, I think the absorbing a NPC to obtain transformations is too easy and needs reworking. and their Magic skill.... at the very least it should be made into the ultimate of a canon school. Majins as they are right now have a ridiculous amount of potential and could easily become #2 or #1 on this list at some point in the future.
2. Anubians: Anubians are basically a broken fusion between Kold Demons and Elemi. Their Legendary Potential racial gives them 15% extra PL gains in a thread (it does have a “drawback” but we'll get to that in a bit.) They can breathe in space, meaning they can blow up a planet from a distance if they're strong enough. And they gain a 10% PL boost AND a 2x offensive PL modifier in RoDs. They’re fairly straightforward to run and don't have any drawbacks the way Majins or demons do.
The “penalties” on the Legendary Potential aren't really that detrimental. Let's assume for a moment, that all the positions listed are taken and have active players (which has not been the case at some points on the site). Villainous mode is only a 2x boost. Which they basically have with their racials anyway, so its not like they need that. Majin Mark is only a very mild temporary power boost. Unlock Potential, Sacred and Cursed waters are good for boosting power for weaker beings, but in the long term that 15% boost is much more valuable.The only thing on this list that is kinda a downside is the cursed water, since it does give out a lot of perks. But other then that, pretty much everything else is just superficial boosters that Anubians don't need.
Their 15% boost still works for the more relevant power boosters. Which are heavy weighted clothing, gravity chambers, dojos, and the time chamber. While the last one is a little more situational, that 15% boost combining with time chamber gains is just evil. And this has happened. So the penalty for legendary potential is basically meaningless.
The only determinants they have is that they cannot hybridize and their rarity racial only let's 12 Anubians exist at one time. This means that they can't make allies that are Anubians. Which basically means that 5 other PC Anubians have to exist in order for an Anubian to acquire False God. But that's a detriment they don't have to worry about until they reach 600k. They also don't have an insane amount of specific support.
I think that either their Legendary Potential should include ALL power boosters, or be weakened by 5% The former means that things like weighted clothing would not work Also they shouldn't be able to breathe in space. Them having that kind of makes playing a Kold Demon pointless. Plus if Anubians can breathe in space, then we might as well give Saiyans that too. Since Goku fought Beerus in space. There are other moments where Beerus is breathing in space too, but I suspect that has to do with being a God of Destruction and not due to his racial biology. So the reasons for Anubians on DBU to be able to breath in space are rather iffy. Plus it's just a really powerful perk on top of their already powerful racials.
Anubians are a very powerful, easy to play race that can become strong rapidly. They just have too many good perks to them with little drawback to them. The reason they're above Majins are the same reasons why Elemi are above Bio-Androids. Anubians are very powerful and straightforward to run. The entities of destruction need to be cut down a peg.
1. Saiyans: I don't think anyone is surprised by this. Saiyans are without a doubt the best race on the site (in regards to U7 anyway). They have multiple transformation paths, all of which are good in their own ways.
The traditional path is a good, balanced safe path with good transformation throughout it. The alternate path is slightly more risky since you need your tail for it, but it has a better payoff. And the Legendary Super Saiyan path is the best midgame trans, despite having a weaker end trans. Dominating the mid game is significant though since most people are on that level.
In addition, their Warriors Spirit allows them to pour in 15% more power into a technique (10% for hybrids), and they get an additional use of this every 80k PL indefinitely. Their Zenkai is a very huge PL boost, especially if a Saiyan pulls it off when they're really strong.
They also have the great ape transformation, which also gets various boosts depending on which path you take. While it is rendered useless if you don't have a tail and relies on the lunar cycle, it's important to note that a Saiyan can regrow their tail 3 times, and a school exists whose ultimate allows them to turn into great ape regardless of whether or not the conditions are right.
They also have the second best support out of all the races on DBU. There are two Saiyan specific factions, each of them headed by two of the strongest characters on the site. They have access to no less than seven schools between various groups, a good majority of which are tailor made to benefit Saiyans specifically. And to top it all off, they can hybridize with other races.
The only two determinants Saiyan have are their tails are vulnerable and are very important, and a hybrid who isn't dominantly Saiyan won't have access to a fair chunk of the perks of being a Saiyan. The former isn't too much of an issue though since they can learn a PT that negates the tail weakness, and they can regrow it 3 times.
So is it any wonder that 7 out of 10 of the ToP contestants for U7 are Saiyans or Saiyan hybrids? Honestly the Saiyans deserve their own topic to be discussed as to how to balance them better. But I’ll go over a few quick suggestions here. Their warrior spirit should have a cap as to how many they can get, and/or should be weakened by 5%. So 10% for full Saiyans and 5% for hybrids. 5% might seem harsh, but keep in mind they can combine their racials with other species like demons, so they still would be really strong.
I know I'm not the first person to say this, but Zenkai is stupid as it is. However after a conversation with some of the staff, I’ve reluctantly agreed that nerfing it in U7 would actually be more harmful to newer players, since it would make it harder for them to catch up to the stronger characters on the site. So in regards to U7 it's too late to do anything about it. Although we can nip this problem in the bud in U6.
Also their transformation trees are the most versatile out of all the races, and are all really good. I personally think that they need some adjustments to be made fairer, especially the LSSJ path. Dominating the mid game is just unfair for people who play other races.
So there are my thoughts on what I think are the top 10 races of DBU. Keep in mind that this list was based on active races. I do intend on making a list suggesting buffs tof weaker races, but I'm holding off on that one cause two of the races I was going to suggest buffs be given to are being reworked right now. I also intend on doing a U6 version of this list, but I'm waiting until near the end of the ToP for that, as it will help me place Metalman and Canidites on that list.
Special thanks to Heizen for looking this over and giving out suggestions for edits. It made doing this considerably easier.
Quote from Heizen:
“I agree with a fair portion of this. Obviously rankings themselves are subjective. Imo Majins/Saiyans/Anubians are the Top 3 with Demons at Number 4. As a whole there are a lot of mechanics for certain races that never got tested. It’s my goal to fix some of the above races over the next year or so to balance some of the more controversial abilities."