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How to Increase Arts Level in Dragon Ball Legends

The gameplay of Dragon Ball Legends follows certain conventions and mechanics.

Distance [ ]

There are three ranges that a unit can be in during combat, relative to their opponent: Long Distance, Medium Altitude, and Brusk Distance
All 3 distances can be moved between past either flicking upwardly or downwardly, which results in a Heave that closes or gains distance chop-chop at the cost of non being able to Vanish Step while doing so, or by sliding up or down slowly on the screen, which has your character float towards or away from the enemy.

Ki [ ]

The form of energy nowadays in the game, ranging from 100 to 0. It is required in guild to use the principal damage dealing attacks in combat. Ki is displayed as a blue ring near the agile character's icon at the lesser left of the screen.

Ki automatically replenishes at a character specific rate, just tin exist charged to replenish much faster past holding downwards on the screen. Some characters tin restore a large amount of ki by doing certain actions, such as using a main ability or a special skill arts.

Chief Offense Mechanics [ ]

Bones Attacks
Tapping the screen will result in a dissimilar blazon of basic attack depending on the distance.
At Short Distance, the unit volition initiate a Tap Attack, which continues into further punches and and so a stronger hit that sends the enemy to Medium Distance if the screen is continually tapped. Tap Attacks are useful for disrupting the opponents attacks, every bit they take a very short current of air-up fourth dimension. They can be used to beat out out the enemy's Special Moves, offensive Special Arts, and Ultimate or Awakened Arts if they are used at Brusque Distance.
At Medium Distance, the unit will initiate a Tackle, which will have them shut the distance between their opponent and land a melee hit. If the enemy is hit, then the Tackle can be followed upwards by a Strike Arts or a Nail Arts attack. Tackles are browbeaten out by Strike Arts, and volition beat out out Special Moves, offensive Special Arts, and Ultimate or Awakened Arts if information technology is used before the air current up animation. If the enemy uses a not-Melee Special menu, and your unit of measurement is not already in a Tackle, then Boosting forrad and Tap Attacking should be used instead to interrupt them.
At Long Distance, the unit will fire off a Tap Shot, a unmarried ki boom that deals small-scale harm. If a Tap Shot is already within Medium Distance when the enemy uses a ranged Special Move or Special Arts, then the Tap Shot will land first and interrupt them.
All forms of taps tin make the opponent use their Vanish Step if timed correctly, which then allows you to utilize a Strike Arts earlier they can counter with their ain attack.

Arts Cards
Aside from basic attacks, there are "fine art cards" that you lot can utilise during the fight, which are the master methods of dealing harm in the game. These fine art cards require Ki to exist used, can exist combo'd together by simply clicking on ane after the other before the enemy recovers. Currently there are six types of fine art cards:

- Blast Arts:

BLT.png

Fires a barrage of ki blasts at the opponent. On striking, it sends the enemy back one infinite unless they are already at Long Altitude. Naturally, they volition beat out Strike Arts and Melee Special Move Arts charges, unless they have Blast Armor backdrop. Blast Arts can be combo'd into any other arts cards, and can retain a philharmonic even after a Chief Ability or self targeting Special Skill is used if the opponent is sent to only Medium Distance after being striking. Due to this, information technology is mutual for players to Heave up to Short Altitude before using a Blast Arts menu during a combo.
- Strike Arts:

STR.png

Flies up to the opponent, and attacks them when the unit of measurement reaches Short Distance. On hit, it sends the opponent to Long Distance. It will ever beat out tackles, and tin can attain the opponent earlier their Smash Arts and Special Move Arts in Curt Altitude, just will be beaten by Boom Arts and Special Moves at Medium Distance and Long Distance. The charge from this art carte tin can exist cancelled with a Side-Stride if the unit of measurement using it reaches at to the lowest degree one infinite frontwards. Strike Arts can be combo'd into any other arts card, fifty-fifty if a Main Ability or self-targeting Special Skill is used in betwixt the two arts cards.
- Special Skill Arts:

SPS.png

Unit specific cards that provide a wide range of effects. The almost common special skills are ones that apply self buffs, which will always piece of work when used, though there tin can also be special skills that counter enemy attacks, transport out projectiles that can lead to combos, and ones that switch out the character into an marry. They can potentially be combo'd into other arts cards, which volition be noted in their description.
- Special Motion Arts:

SPM.png

These moves are character specific just like Special Skill Arts. They are much stronger than the two basic arts, only also cost much more and cannot be combo'd from. Because of this, Special Move Arts are meant to be philharmonic finishers.
- Ultimate Arts:

ULT.png

The strongest type of arts bill of fare in the game, being merely drawn once a match past certain units. The majority of Ultimate Arts are melee ranged and require the character to accuse upward towards to enemy before landing information technology, but a few are ranged or even affect the unabridged field.
- Awakened Arts:

AWN.png

The rarest blazon of arts card. They are similar to Ultimate Arts in that they can only be used once a lucifer, but they can vary wildly in function aside from dealing damage. While Ultimate cards are limited to Sparking rarity units in distribution, some Extreme and even Hero units tin can draw Awakened Arts cards.

Ranges
All special cards come with their unit specific ranges. There are seven different ranges in total:

- Long:

RangeLong.png

The most common range for Special Moves. All Blast Arts and Tap Shots as well take this range type. Special cards with this range type will beat out all other range types upon successfully firing, and will additionally vanquish Blast Arts and Rising Rushes. Special Skill Arts with this range blazon have absolute priority, beating out even Special Move Arts of the same range type. This range blazon can only exist avoided with Vanishing Step, as it affects Brusk Distance, Medium Altitude, and Long Altitude all at in one case(or gradually moves upwardly in the instance of Boom Arts and Tap Shots).
- Curt:

RangeShort.png

An uncommon range type, constitute usually on certain Extreme or Hero unit's special skills. Special cards with this range will simply touch opponents upwards to Medium Distance, and volition not touch opponents at long range. Due to this, the tin be directly philharmonic'd only off of a Short Altitude Boom Arts, and must be preceded past a Boost at least to Medium Distance when used after a Strike Arts or a Medium or Long Altitude Blast Arts.
- Spread:

RangeSpread.png

Another uncommon range blazon. Cannot be avoided by Vanishing Stride, and instead is avoided by Boosting backwards to Long Distance. An opponent that Vanish Steps Special cards with this range will be locked in place until the attack lands. Unlike Long range type Special cards, Special cards with this range will not cancel out Blast Arts and instead must land before the Smash Arts does to beat information technology.
- Melee:

RangeMelee.png

The 2d most common range blazon, found in many Special cards, most Ultimate Arts, and in Strike Arts. Using Arts cards with this range volition propel the unit forrard until the attack either lands or misses, with the exception of Strike Arts, which can be cancelled by a Side-Pace once the unit moves a Distance closer from when they starting time used the carte. Special cards with this range type will beat out all forms of basic assail too every bit Strike Arts.

Many Special cards of this range, and even some units' Strike Arts, can have Blast Armor, shown via a semi-transparent shield in front of them. This armor volition allow the unit to charge through Blast Arts with but minimal harm. Units that reach nada health from the Boom Arts will exist defeated regardless of the armor.

- Melee Curt:

RangeMeleeShort.png

One of the rarest range types in the game, existence constitute only on some Extreme and Hero units' Special cards. Arts cards with this range are identical in all ways to normal Melee ranged cards, with the exception being that cards of this range blazon will have the unit charge only one Distance forrad.
- Self:

RangeSelf.png

The almost common range type found on Special Skill Arts, which, equally of at present, are too the only Arts cards with this range type. Special cards with this range type target the unit itself, and, equally a result, cannot be interrupted and will always actuate on use regardless of how close the unit is to getting hitting. The most mutual effect that Arts cards of this range type accept is applying buffs to the unit that uses it, though some Arts cards that have this range type can also utilise debuffs to the enemy.
- Field:

RangeAll.png

The rarest range type in the game, with simply a scattering of powerful Ultimate and Awakened Arts currently having it. Arts cards with this range type will always state if they are successfully used, and will usually be given their own gear up of conditions that need to be fulfilled to even burn it off.


With the exception of Ultimate and Awakened Arts cards, all Arts cards can accept a Dragon Ball attached to them at random when drawn. If seven of them are collected via using the attached cards, you will gain access to a "Rising Rush," a team special set on that can deal a massive amount of damage. Ascension Rushes require no ki to employ, crush out every attack apart from ranged Special Skills, Special Moves, or Ultimates, and can be philharmonic'd into from Strike Arts, Nail Arts, and some Special Skill Arts, making them serve a pivotal role in battle.

Defense Mechanics [ ]

You lot can Side-Step past flicking the screen to the left or correct. When a Side-Step is timed properly(indicated past an exclamation mark over your grapheme's head), your character will use their Vanishing Estimate to contrivance an set on. This maneuver is called a Vanishing Step. When timed perfectly, you tin follow up the Vanishing Step and immediately attack the opponent with an arts card to strength them into a combo earlier they can contrivance your attack in return. The Vanishing Gauge recharges slowly over fourth dimension, and will refill immediately upon switching characters. In that location are no blocking mechanics, so dodging is an extremely vital part of gainsay.

When yous are in a combo and swap in a different character before your opponent lands their next Arts card, it results in a Cover Change. This swaps the current grapheme with the selected grapheme, and, depending on the unit, can requite a multifariousness of defensive and offensive boosts. Some units tin can even avoid the incoming attack to stop combos or even counter specific arts cards with their cover alter, changing the battle in your favor.

Main Abilities [ ]

Another mechanic that plays a large part in combat are Main Abilities. These charge upwardly from the starting time of battle, and after they are fully charged tin can be used to grant squad buffs, draw cards, debuff the enemy, and steal dragon balls among other things depending on the unit of measurement. All units can use their chief abilities simply once per battle.

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Source: https://dragonballlegends.fandom.com/wiki/Mechanics