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The Wars of Durin's Folk: Why Dwarves Matter
So throughout most of the Third Age, dwarves fought orcs. In fact that sentence sums up a good chunk of all Dwarven history. And this was the way it had always been for countless generations. But, for six years in the Third Millennium, these generations of conflict erupted into an official and full-blown war between the two races. And I would argue that despite its lack of focus in the Great Tales, this War of the Dwarves and Orcs went on to affect the eventual fate of Middle-earth.
Now if you've seen The Hobbit movies, then this story won't be entirely new information. But there's a lot more to this conflict than The Hobbit movies show us, and there's a lot that they change. So without wanting to throw any shade at the movies, let's untangle the true nature of this legendary war between dwarves and orcs.
So when I said that this war lasted for six years, that was a little misleading. There were six years between the official declaration of war and the climactic battle, but the prelude to all this goes back to the very beginning of the Dwarven race, and I'd argue that it's aftermath extends all the way to the War of the Ring and the eventual defeat of Sauron. So perhaps we might consider that the War of the Dwarves and Orcs was just six years in a conflict that spans almost all of their history.
So if we're going to start right at the very beginning, I guess this whole thing begins way back before even the First Age, with the awakening of Durin the Deathless; AKA the first Dwarf ever. Now Durin the Deathless awoke in the mountain of Gundabad, which went on to become a revered and holy site amongst Dwarves for this very reason. And Durin also earned his epithet of the Deathless by living for at least 2395 years! Among his other claims to fame are that he was the founding father of the Longbeard clan, which accounts for every named Dwarf in the entire Legendarium, (except those Broadbeams and Firebeards of the Silmarillion), he was the founder of Khazad-dûm, and it was prophesied that Durin would be reincarnated seven times (whether literally or metaphorically is a matter of debate) before the Dwarven race eventually departs the world. So it's fair to say that Durin is a pretty legendary figure within Dwarven mythology. And as an extension of Durin's legacy, both Mount Gundabad and Khazad-dûm were revered places too.
So the reason this is significant is that by the time the War of the Dwarves and Orcs bubbled into existence, both Khazad-dûm and Mount Gundabad had been taken from the dwarves by their enemies. Thousands of years ago in the Second Age, Sauron ordered his orcs to conquer the holy mountain of Gundabad and turn it into an orc stronghold. Which they did. And 800 years before the start of the War, a balrog awoke in Khazad-dûm, killed King Durin VI, and Moria was swiftly abandoned. So just like the holy mountain of Gundabad, the revered city of Durin the Deathless also became an orc infested pit.
Now this was all obviously bad news for the Dwarves of Durin's folk, but things were destined to get a lot worse before they finally reached their breaking point. So without Khazad-dûm or Gundabad, the Longbeard Dwarves established new kingdoms in the North, chiefly the exiled Kingdom of the Grey Mountains (where many refugees of Moria fled to) and of course the Lonely Mountain of Erebor. And for a little while things were okay for the exiled dwarves of these realms. But then the dragons came.
So I guess one could argue that the War of the Dwarves and Orcs began right as the War of the Dwarves and Dragons came to a close. You see the Dragons were an absolutely devastating enemy for the Dwarves, and their war ended in absolute ruin. The Grey Mountains fell to the Cold-drakes of the North, and the king of the Grey Mountains was slain. Now this king had two surviving sons. The younger son was called Grór, and he established another exiled kingdom in the Iron Hills (which will be important towards the end), while the other brother was called Thrór and he took the Arkenstone and re-established the Kingdom of Erebor. And he's the old guy we meet at the beginning of The Hobbit movie. The grandfather of Thorin.
Now as I'm sure everyone will know, it wasn't long before Erebor faced a dragon of its own. And the dragon-fire of Smaug obliterated the Dwarven Kingdom under the Mountain. So twenty-three years before the official outbreak of the War of the Dwarves and Orcs, the Longbeards of Durin's line were once again made homeless, and those who didn't flee to the Iron Hills were forced to wander south as refugees, into the foreign lands of Dunland, (where Rohan's enemies the Wild Men of Dunland lived).
Now it's a bit of a tangent, but I think it's worth mentioning that despite the movies portraying Thorin as barely ageing throughout these flashbacks, he was only 24 when Smaug sacked Erebor, which by Dwarven standards is very very young. And I think this is significant to his character because by the time of the Hobbit, Thorin is 195 years old. So he'd spent 171 years as a refugee. He was a prince and a king without a kingdom. All he had of Erebor were childhood memories from a lifetime ago.
Anyway, this is where things begin to heat up. Because as you can probably imagine, King Thrór was not happy about the multiple losses of his ancestral homelands, and he began to sink into a deep depression. Which certainly wasn't helped by the last of the Dwarven Rings that he still wore. So three years before the official outbreak of war, Thrór left his people, his ring, and the key to Erebor in Dunland with his son Thráin, and he set off with only one companion on a pilgrimage to the Great Gates of Durin the Deathless; the original entrance to the city of Khazad-dûm
Now Thrór and his companion Nár did successfully make it all the way over the Misty Mountains, and eventually they arrived in the Dimril Dale. Before them was Lake Mirrormere where Durin the Deathless had beheld the vision that inspired him to found Khazad-dûm in the first place. And beside the water's edge was the ancient Durin's Stone, which marked the spot where the first dwarf had stood and received this vision. So I imagine that from Thrór's perspective this must have been a bit like the culmination of a holy pilgrimage. Being the king of the Longbeards, Thrór decreed that Khazad-dûm was his by right, and that he was its heir. And furthermore the Great Gates were open. Surely this was a sign that the time had come for the Longbeards to reclaim Khazad-dûm. At least that's how Thrór saw it. However his companion Nár was more cautious.
So Nár begged Thrór to be aware of the dangers, and not to enter Moria alone. But Thrór was a king, and he refused to live without a kingdom any longer. So he passed through the Great Gate alone. And Nár awaited his return from the outside.
But Thrór never did come back.
You see inside Moria dwelt the infamous orc Azog. And I'm afraid there aren't too many details given about Azog other than his name. We don't know his age or his purpose in Moria, but it's very possible that he was a chieftain of those orcs sent by Sauron to populate Moria 310 years earlier. However we do know that he was one of the most important orcs in the North, and we also know that as far as the orcs were concerned, he was the King of Moria.
So after an unknown number of days waiting outside for his king, Nár eventually beheld a harrowing sight. King Thrór's headless body was flung out of the Great Gates, and his severed head immediately followed. Upon inspection, Nár found that across Thrór's forehead was branded the word AZOG in Cirth runes, and a moment later he was struck by purse containing "few coins of little worth". The purse was thrown by Azog himself who allowed Nár to live simply so he could pass on the message to the rest of Durin's Folk. The implication of this macabre payment was clear. Azog would permit no future beggars to enter his kingdom, and he'd allow no others to declare themselves its king.
Now after thousands of years of ancestral conflict, this, the murder of King Thrór by the chieftain Azog, was the spark that eventually ignited the Dwarves and Orcs into a full-blown war.
You see when Thrór's son Thráin eventually learned from Nár what had happened to his father, he sat in silent contemplation for seven days, refusing to eat or to sleep. But, finally on the seventh day, Thráin arose from this throne and declared that "this cannot be borne!" And for the next three years, Thráin amassed what is probably the greatest Dwarven army ever assembled in Middle-earth's history. So Tolkien tells us that Thráin's host was "joined by great forces sent from the Houses of other Fathers, for this dishonour...filled them with wrath," and this is an interesting detail because it implies that not only was Thráin's Longbeard army bolstered by Broadbeams and Firebeards of the West, but also potentially by the super mysterious Dwarves of the East. And when the Dwarven host was fully mustered, the great War of the Dwarves and Orcs began.
Now despite the length of this post, I'm afraid there's not a huge amount to say about the specific battles in this war. It mostly happened underground after all, and so neither Elven nor Mannish chroniclers ever truly learned the details of what happened. But what we can infer is that the Dwarves began in the North, and they systematically worked their way south cleansing the Misty Mountains as they went. And it seems that the first site the Dwarves reclaimed, was the first one they'd lost.
So 4537 years after Mount Gundabad was first sacked and populated by Sauron's orcs in the Second Age, the Dwarves of King Thráin finally re-conquered the holy mountain, and the orcs inside were slaughtered. Over the next six years, the Dwarven army moved south through the misty mountains, winning battle after battle "through their strength, and their matchless weapons, and the fire of their anger," until they finally arrived in the Dimril Dale. The very same place where Durin the Deathless had begun the founding of Khazad-dûm, and where Thrór's severed head had been cast out by Azog. Now in the Khuzdul language of the Dwarves, the Dimril Dale is known as Azanulbizar, and this was the name that was given to the epic battle that was fought here.
So, the Battle of Azanulbizar is that same battle that we see briefly in the first Hobbit movie, although Tolkien's telling of it differs significantly from Peter Jackson's. I mean to be fair, it is in this battle that a young Thorin (he was 54 at the time) used an oak branch as his shield and took up the epithet Oakenshield, which the movie does get right, but as we know Thrór was already dead when this battle started, Thràin was blinded in one eye, and perhaps the most significant change is the fate of Azog. Obviously in the movie he gets his arm cut off by Thorin and lives to fight another day, but in Tolkien's writings, this is completely different. It's not even Thorin who Azog fights.
Now, remember earlier when I mentioned Thrór's brother Grór founding a kingdom in the Iron Hills after the War of the Dwarves and Dragons, and I said these Dwarves would be important? Well it's in this battle that we see why. So, Grór has a grandson called Dáin Ironfoot, and Dáin is possibly my number one favourite dwarf in the entire Legendarium. He is utterly badass.
So Dáin Ironfoot, alongside his father Náin and the rest of the Dwarves from the Iron Hills, fought at Azanulbizar, and just like his cousin Thorin, Dáin achieved massive fame and acclaim in this battle. Now the Dwarves of the Iron Hills arrived late, and before they showed up it looked like the orcs might be victorious, but when they did finally arrive, they brought with them fresh reinforcements that turned the tide of battle. In fact Dáin's father Náin even fought his way all the way up to the Great Gate of Moria and demanded that Azog come out to fight him.
Now we're told that before this point in the battle, Azog hadn't yet emerged from Moria to risk his own life. But when Náin challenged him, he perceived that the time had come. So Azog emerged from the darkness, and he fought a one on one duel with Náin. Now Náin was a great warrior, and we can presume that he was a veteran of many battles, but when he faced Azog he was half blinded by rage. We're told that Náin swung at Azog with all his might, but the orc was nimble, and when Náin missed, Azog broke his neck. The King's cousin died instantly.
However despite Azog's personal victory, his orc army was routed and his guards were dead. So, like a coward, Azog turned towards the gate and tried to flee back inside Moria. But this didn't turn out the way he'd hoped. Dáin Ironfoot had just watched his father die at Azog's hand, and he had no intention of letting the orc escape to fight another day. So Dáin charged at Azog, and outside the gates of Moria he hewed the orc's head from his shoulders with his red axe. Now what's particularly nuts about all this is that Dáin Ironfoot was only 32 at the time. That may not sound especially young, but by Dwarven standards it really was. For comparison's sake, we're told that during the events of the Hobbit, Gimli the dwarf was too young to take part in the Quest of Erebor, being 15 years younger than their youngest member Kili. But Gimli was 62 when that happened. He was almost double the age of Dáin Ironfoot when Dáin killed Azog. Which makes Dáin an amazingly awesome young dwarf!
Anyway, after the Battle of Azanulbizar and the death of Azog, the War of the Dwarves and Orcs was declared over. Azog's severed head was impaled on a spike, and the same purse containing "few coins of little worth" was stuffed into his mouth. King Thrór was finally avenged. But the victory had come at a high cost. Although we're told that ten thousand orcs had been killed in the battle, the Dwarven dead were "beyond the count of grief." And although King Thráin sought to press his advantage and reclaim Moria once and for all, he was dissuaded by his nephew Dáin. You see while killing Azog, Dáin alone had looked into Moria, and he'd seen the shadow of Durin's Bane. In fact Dáin prophesied to the king that "some other power than ours must come before Durin's Folk walk again in Moria."
Now, on the one hand it would seem that this marks the end of the War of the Dwarves and Orcs. However I would argue that although Azog's death begins a 142 year ceasefire, the conflict was not yet truly over. Because of course Azog is the only orc in the Legendarium who we're explicitly told has a son. And this son is another orc chieftain called Bolg. And Bolg would meet both Thorin and Dáin again before the very end.
So if we skip forward a century and a half from the Battle of Azanulbizar, Thráin's son Thorin Oakenshield will lead his Company to reclaim his grandfather's kingdom of Erebor from Smaug the dragon. Now this is pretty much the plot of the Hobbit, but of course once Erebor is reclaimed and the dragon is dead, there's one more battle that needs to be fought. And in the Battle of the Five Armies, Thorin and Bolg lead their respective forces once again to war. And once again, Dáin Ironfoot is there. And once again, Dáin Ironfoot watches a family member die in battle.
So with the eventual deaths of Thorin, Fili, and Kili, the line of Thrór is finally wiped out. But with the death of Bolg, so too is the line of Azog wiped out. And it would appear that with this, the war of the Dwarves and Orcs is finally ended.
But I would argue that there's one last epilogue, which brings this war full circle. Because to be honest upon reflection, this doesn't seem like a particularly happy ending. I mean Erebor once again belongs to the dwarves, and Dáin Ironfoot has taken his cousin's place as king, but Moria is still an orc stronghold, and at some point between the Battle of Azanulbizar and the Hobbit, orcs once again reclaim the holy mountain of Gundabad. The Dwarves may have won a pyrrhic victory, but it came at a heavy cost. And there's one more victory that needs to be won. And one more heavy price that needs to be paid.
You see in the year 3019, only two days after the famous Battle of Pelennor Fields, Erebor once again came under attack. However this time it wasn't a vengeful faction of Misty Mountain orcs, or a fire-breathing dragon that declared war on the Dwarves. It was an army of Sauron's Easterlings. And for King Dáin Ironfoot (who was now 252 years old), this would be the last time that he rode out to war.
So alongside the Men of Dale, the Dwarves of Erebor fought one more great battle, and they died for one more pyrrhic victory. You see, King Dáin was joined upon the battlefield by King Brand of Dale; the grandson of Bard the Bowman, and for three days they fought together against the servants of Sauron. However by the third day, the Easterlings were gaining the upper hand, and the union of Dwarves and Men were forced to retreat towards the doors of Erebor. There Brand and Dáin fought valiantly, but in the end King Brand was slain. The Dwarves and the Men of Dale retreated into the mountain where they were besieged. But Dáin did not retreat with them. Just as his nephews Fili and Kili had died defending Thorin's body 77 years earlier, Dáin stayed to protect the body of his fellow king Brand. And outside the doors of his kingdom, he too was slain.
But it was not in vain. After eight days of battle, something incredible happened. Thousands of miles away from Erebor, all the way in the South, the One Ring was ultimately destroyed in the fires of Mount Doom. Sauron was finally defeated. Now it took another two days for the Easterlings to eventually be driven off, but in the end, King Brand's son, Bard II, along with King Dáin's son, Thorin III, led their people out of Erebor, and they expelled the Easterlings from Dale for good.
Now the Battle of Dale may at first seem like little more than a footnote when compared to the much more famous Battle of Pelennor Fields, but it should't be disregarded as such. Gandalf himself actually states "when you think of the great Battle of the Pelennor, do not forget the battles in Dale and the valour of Durin's Folk." We're told that if Dáin and Brand had failed to hold back the Easterlings in the North, then the scales would have tipped in Mordor's favour. The servants of Sauron would have joined with his forces at Dol Guldur, and regardless of the victory at Pelennor Fields, the armies of the West would have been overrun and crushed. Gandalf would have been unable to draw out Sauron's army at the Black Gate, and so it's doubtful that Frodo and Sam would have made it Mount Doom.
I feel like it's very easy to think of Dwarven history as being separate from the histories of Elves and Men. After all, for most of the Second and Third Ages they dwelt underground and kept out of the proverbial spotlight. There is no Dwarven equivalent of the Silmarillion, and most of the details of Dwarven lives are lost to us. But in spite of that, I don't think that Dwarven history is separate at all. If not for the Dwarves of Durin's Folk, it's highly likely that Sauron would have won. And Middle-earth would have fallen into darkness. If not for Durin's Folk "there would be no Queen in Gondor", there would be only "ruin and ash." But over the centuries tens of thousands of Dwarves laid down their lives because they believed that orcs could not win. They believed that there was something good beneath the mountains and it was theirs. And in the end, their sacrifice paid off. At some unknown date in the Fourth Age, Durin the Deathless was reincarnated for the seventh and final time. Under his kingship the Dwarves reclaimed Khazad-dûm, and they prospered in their kingdoms beneath the earth, until the "world grew old and the days of Durin's race ended."
So, thank you all very much for reading this, I'd love to hear your thoughts and comments on the race of Dwarves. As some of you may know, I've been working on a series of YouTube videos about Tolkien's Legendarium. The series is called Tolkien Untangled, and there are plenty of video essays like this one as well as videos explaining the Silmarillion, and the differences between the Lord of the Rings books and movies. So check out Tolkien Untangled on YouTube if you'd like to learn more.
Thanks again everyone. Much love and stay groovy ❤️
Wish Strip Priority List
Note that this list will be focusing on the unit's power and viability, and doesn't account for how many copies you personally may have pulled or any personal preferences you may have. This list also takes into account EZAs that are currently out on JP, but not necessarily GLB, and doesn't take into account a unit's possibility to EZA in the future. This is just basically a list of how good the cards are. Now, without ado...
Pros: Awakenings are absolutely mind blowingly good, going up to 274% ATK and 70% damage reduction; have amazing link synergy together; subleads for Kamehameha, which is an amazing category in its own right
Cons: Almost have to be ran together, as options outside of each other are limited essentially to LR Goten and Trunks and LR GoBros (Trunks only). However, it is a strong main rotation.
Pros: Extremely strong 300% ATK and DEF and high dodge chance for 7 turns; can stun; amazing Majin links; a large amount of categories
Cons: Extra boosts run out in longer events but leave him incredible in short events like SBR; little synergy in categories that don't feature multiple Majin teammates, heavily limiting usage on RoU7, Universe Survival Saga, Worthy Rivals, etc
Pros: One of the single best support units in the game; has damage reduction and decent stats; available on some of the strongest teams in the game including Realm of Gods, Final Trump Card, and Universe Survival Saga
Cons: EZA isn't out yet on GLB; is limited in number of available teams even if the teams he does have are great
Pros: Incredible ATK and DEF; Majin links; large amount of healing at low HP
Cons: Links are only good on Majin based teams; build up is fast but leaves him vulnerable in modes that hit hard from the word go, such as SBR, on the first turn
Pros: Great ATK and amazing defensive capabilities with dodge and stack; attacks effective against all types with a Kale ally; SA Counters; bottomless Ki links; very good generic leader skill for modes like Battlefield
Cons: Full power requires specific allies; ATK links are very lacking even post-Link update, EZA isn't on GLB yet (and never will be at this rate)
Brianne de Chateau
Pros: The ultimate Peppy Gals unit; massively debuffs enemies; supports Peppy Gals; Seals; great stats
Cons: Is basically built to only be ran on Peppy Gals which limits teambuilding with her, but at the same time she's necessary to even really run the team; debuffing the enemy is something that will rarely see the light of day outside of SBR
Pros: TEQ orb changer; self sufficient and high yield nuker; stacks ATK & DEF on super permanently; Worth Rivals sublead
Cons: Needs orbs to be very powerful, which means he can be screwed if orbs don't generate properly or you plan to use them on another unit; competes with other SSB Vegeta units, of which there are many
Pros: Similar to above, except it's a one turn greatly raises instead of permanent stack and Vegeta's Family sub lead; the single best link partner for TEQ SSJ2 Vegeta post-Transformation; can tank rather well even with fewer orbs thanks to a one turn 50% boost on Super; EZA stats
Cons: changes a specific type of orb into another instead of a random type, giving you less variety; not stacking is more noticeable in longer events even if he's still a good unit; lack of Prepared for Battle makes him struggle with link synergy outside of TEQ Majin Vegeta; extra boosts locked behind facing specific category enemies
Pros: Strong AoE damage; gets a one time MASSIVE boost when HP falls; can stun
Cons: Competition with Majin Vegeta, gets weaker as HP falls; stun chance isn't great
Pros: One of the best defensive units in the game in mid to long events (easily capable of breaking 600k DEF, way more than is necessary to tank any attack in the game); good damage; Giant Form
Cons: No really good link partners; very few categories; isn't a very good unit in short content; Giant Form
Pros: Amazing damage output; 60% damage reduction for 6 turns; links great with Caulifla units
Cons: ATK links are even worse than Caulifla's somehow; damage reduction after 6 turns requires 6 PHY Orbs which is very inconsistent; no defense boosts to pair with the damage reduction making it not as effective as one might think; EZA isn't on GLB
Pros: One of the most splashable units in the game; pretty decent ATK & DEF; generates rainbow orbs
Cons: Stats are starting to show their age and he can't tank well in harder events; no Prepared for Battle; now has to compete with SSJ Goten
Pros: Fantastic Extreme Class support; decent villain links; decent amount of categories; all of which he's good on; still supports Super Class allies with ATK even if they don't get the DEF or Ki
Cons: Average stats that lead to middling damage and merely alright tanking potential in harder content
Pros: Best tank in the game above 40% HP; decent damage when collecting 4 or more ki spheres; stacks ATK
Cons: Getting 4 ki spheres every turn isn't always realistic; defenseless below 40% HP; competes with Golden Frieza
Pros: Strong Target: Goku support; good stats; built in crit against Goku enemies; stacks defense
Cons: doesn't link well with most of the Target: Goku category besides the couple of Wicked Bloodline units that cross over into it; competes with Golden Frieza
Pros: Obscene offensive and defensive potential in long events; high dodge chance after a few turns; ATK never caps, and will go up forever; 6 turn 50% DEF boost can stack up to a REALLY good DEF stat
Cons: Almost unusable in SBR type content due to needing several turns to start firing on all cylanders
Super Android 13
Pros: Great ATK and DEF; changes orbs to rainbow; great Android links
Cons: has to be ran on an Androids team, doesn't function well without several Androids category allies
Super Saiyan 2 Goku
Pros: Absolute staple on the SSJ2 category; great support of 3 ki and 30% ATK and DEF to SSJ2 allies; can tank really well thanks to a 6 turn DEF stack on Super; can still support non-SSJ2 allies
Cons: Non-SSJ2 support doesn't give ATK; needs time to build up a good defense stat
Super Saiyan 2 Vegeta
Pros: Defensive BEAST, especailly in long events; decent damage
Cons: Doesn't have all of his defensive power right out the gate; shares a name with Super Saiyan 2 Vegeta
Super Saiyan 2 Gohan (Youth)
Pros: Really amazing damage when paired with a Super Saiyan Goku ally; Kamehameha sublead; alright defense
Cons: Damage is average without a specific ally; competes with LR Super Saiyan 2 Gohan
Pros: Pretty great damage and self sufficient against Goku's Family enemies; permanently stacks ATK and DEF; low HP boosts to DEF; LGE Slayer
Cons: Needs time to build up; as common as Goku's Family enemies are they aren't EVERYWHERE so he isn't always operating at his full potential
Pros: Seals; strongest support in the game at 120% DEF to Peppy Gals
Cons: Doesn't do much on her own, mostly functions as raw support even with the 100% ATK
Pros: Great stats; amazing links with other Cell cards; greatly stacks ATK for big damage over time; heals a decent chunk of HP when low
Cons: Low health heal is in under 30%, which is hard to reach without dying, and is only for 20%; competes with other Perfect Cell cards
Pros: Rainbow orb generator; built in crit chance; stacks defense; decent stats alone but really good stats and an additional super chance with an Android 18 ally
Cons: Is very reliant on an Android 18 ally; competes with DBS 17
Pros: Decent defense combined with a small amount of damage reduction; stacks ATK; higher stats and a dodge chance with an Android 17 ally
Cons: Relies on having an Android 17 ally; turns rainbow orbs into INT orbs without benefitting from the action, removing rainbow orbs from the field and possibly causing an orb bricking; competes with other Android 18 units
Super Saiyan 2 Angel Goku
Pros: Generates AGL orbs; self sufficient nuker; amazing healing to tie in with his nuke; Goku's Family sublead
Cons: Defense isn't amazing; shares a name with Super Saiyan 2 Goku (Angel)
Pros: Decent damage; passable defense; probably the best support Shadow Dragon Saga has
Cons: Only really ever wants to be on Shadow Dragon Saga meaning unless you pull SSJ4 Gogeta when he comes out this guy will likely be collecting dust for a while
Pros: Turles level support; can have a pretty high dodge chance with Peppy Gals allies
Cons: No defense outside of the dodge; offense is nonexistent
Super Saiyan 2 Kefla
Pros: Often gets multiple super attacks per turn; orb changer; nuker; leads Potara as strongly as LR Vegito; can dodge
Cons: Needs a LOT of orbs to have good ATK & DEF; dodge chance isn't very high; lacking ATK links
Pros: Pretty decent tank; heals on Super attack
Cons: Stats are bad at full health and don't get much better at low health; shares name with Zamasu
Pros: Slaughters MBS SBR; high dodge and extra super against MBS enemies; reduces enemy ATK by 20%; decent stats
Cons: Only really works on Majin Teams; only really shines in MBS SBR and is usually average elsewhere
Pros: Great damage especially against Vegeta's Family enemies; permanently stacks ATK and DEF; does even more damage at low health; Goku's Family sublead
Cons: Vegeta's Family enemies aren't very common; needs time to build up a decent defense stat
Super Saiyan 2 Goku
Pros: Almost the exact same kit as Super Saiyan 2 Goku except he offers ATK instead of DEF to non SSJ2 allies
Cons: Super stacks ATK instead of DEF, which you will barely see and means he is much more open to taking damage; competes with SSJ2 Goku
Super Saiyan 2 Goku
Pros: Ki support, really high stats on a pure SSJ2 team
Cons: Can only function greatly on a SSJ2 team; competes with SSJ2 Goku
Super Saiyan Future Trunks
Pros: Pretty great tank; gets stronger at lower health
Cons: Practically worthless at full health due to how his stat boosts happen; competes with other Super Saiyan Future Trunks cards
Super Saiyan Future Trunks
Pros: Great support; decent stats
Cons: Doesn't function well solo if you don't run him with other Vegeta's Family units (as rare as that may be); Defense leaves something to be desired; has some competition with other Super Saiyan Future Trunks cards
Super Saiyan Blue Vegeta (Future Saga one)
Pros: Decent stats; decent support
Cons: Doesn't offer any Ki as support; competes with other SSB Vegetas; stats are showing their age a bit; only supports with another Vegeta's Family ally (which again, is rare to not see, but can be seen on some teams such as RoG)
Super Saiyan Goku
Pros: Built in crits; amazing stun chance on Super; gets even stronger below 50% HP
Cons: Stun utility will rarely see the light of day; lacks Prepared for Battle; defense is lacking
Pros: High stunning power; best Time Traveller's support; Time Travellers sublead
Cons: Stuns will rarely be a factor outside of SBR; no defense
Pros: Powerful Universe 6 support; Universe 6 sublead; can do pretty good damage when passive procs
Cons: Passive only goes off 1/4th of the time; no defense
Pros: Worthy Rivals support; decent defense; great damage when passive goes off
Cons: Still can't really take hits in endgame content; doesn't really link with anyone on Worthy Rivals; passive is a coin flip every turn
Pros: Great defensive support
Cons: Only gets offensive presence on a Bond of Master and Disciple team; no reason to run him over DFE Piccolo
Pros: Generates rainbow orbs; built in crit; lowers ATK
Cons: Stats leave a lot to be desired, links are god awful outside of linking with Tapion (Hirudegarn)
Super Saiyan Gotenks
Pros: Pretty great damage; gets defense over time; seals
Cons: Defense takes a while to max out and isn't anything special even when it is
Super Saiyan Gotenks
Pros: Amazing support when facing 2 or more enemies; decent stats; stun chance
Cons: 2 or more enemies is incredibly uncommon outside of SBR; stun won't see much use outside of the same
Super Saiyan Teen Trunks
Pros: Can do decent damage on a Super Saiyans team; stacks attack
Cons: Held back by a GOD AWFUL 12 ki multiplier of 120%; stats are not very good outside of a Super Saiyans team
Super Saiyan Vegeta
Pros: Stacks defense; can actually build up to a REALLY good ATK stat and built in crit over time
Cons: Only builds up every turn he's under 80% HP, shares name with many Super Saiyan Vegetas
Super Saiyan 3 Vegeta
Pros: Decent offense; good defense post super; technically supers early due getting an extra 2 ki at 10 or more ki; lowers ATK
Cons: Doesn't get defense until after supering; many enemies are immune to ATK lowering, Ki links don't exist
Pros: Generates STR orbs; AoE attack; Majin links; self sufficient nuker
Cons: Isn't very strong without a large amount of orbs; requires STR orbs specifically; competes with Fat Buu
Super Saiyan 3 Goku
Pros: Pretty great damage with high HP
Cons: Defense leaves much to be desired; loses power as you lose HP; competes with other Super Saiyan 3 Gokus
Pros: Decent ATK and DEF at high HP, a one time auto crit when HP falls
Cons: Defense drops drastically once you lose HP; you can't really control when you get your auto crit; Ultimate Gohan links
Pros: Basically identical to Ultimate Gohan
Cons: Basically identical to Ultimate Gohan
Pros: Really strong attack if she hasn't been hit; pretty good defense if you're on a team with Kid Goku; high stun chance
Cons: Loses a MASSIVE amount of her offensive presence if she's hit which is bound to happen; stun immunity is everywhere
Pros: Heals you a pretty decent amount; can stun
Cons: No offense or defense; will probably lose you more HP than he recovers
Pros: Heals a decent amount each turn; can be strong with a lot of orbs; Majin links
Cons: A non self sufficient nuker; competes with other Kid Buu units
Frieza (Final Form) (GT)
Pros: Okay stats; massive offensive potential when enemy is Sealed; can stun
Cons: Overwhelmingly average when the opponent isn't Sealed; sealers aren't always the most common on his team (Transforming Angel Frieza is his best friend when he eventually arrives on GLB); plenty of enemies have sealing immunity even if it's not as many as have stun immunity; his stun rarely comes into play
Perfect Cell (GT)
Pros: Basically the same as the above Frieza; can seal instead of stun
Cons: Similar to Frieza, except worse because his full power relies on the enemy being stunned instead of sealed
Future Android 17
Pros: Passable stats; orb changes; changes two types below 70% HP
Cons: Orb changing is from one type to another type, no rainbow generation; the second orb change isn't even to the same type as the first which can make for a really weird field
Future Android 18
Pros: Same as Future 17
Cons: Same as Future 17
Pros: Leader skill can cheese Super PHY SBR; 20% DEF per orb can add up to a decent amount
Cons: non self-sufficient nuker; nothing else in his passive besides a subpar nuke
Super Saiyan Goku
Pros: Decent ATK & DEF below 77% HP, can stun
Cons: One of, if not the WORST 12 ki multiplier in the game of 115%' terrible stats above 77%; competes with the seemingly never ending cavalcade of Super Saiyan Gokus; stun immunity is an epidemic
Super Saiyan Goku
Pros: Decent ATK and DEF, self sufficient
Cons: Very aged; no Prepared for Battle; competes with the slew of Super Saiyan Gokus
Super Saiyan Gohan (Youth)
Pros: Passable Defense after supering, decent ATK when on rotation with a Goku
Cons: Needs a specific partner, isn't great even with them; shares a name with LR Super Saiyan Gohan (Youth)
Super Saiyan Gohan (Teen)
Pros: Decent ATK output
Cons: Awful defense, competes with other Super Saiyan Teen Gohans
Super Saiyan God Goku
Pros: Stacks attack, isn't too bad on Super
Cons: Has no defense before super, takes a long time to start dealing real damage, competes with LR Super Saiyan God Goku
Super Saiyan God Goku
Pros: Can get a passable amount of defense if you Super Attack consistently
Cons: Same as Super Saiyan God Goku
Super Saiyan Blue Goku
Pros: Best TEQ leader for punching bag nukes
Cons: Turns rainbow ki spheres to TEQ ki spheres which is almost always a downside; no offense or defense
Super Saiyan Blue Vegeta
Pros: Goku except PHY
Cons: Goku except PHY
Super Kaioken Goku
Pros: Alright damage; good links
Cons: Zero defense, sacrifices HP every super attack
Super Saiyan 3 GT Goku
Pros: Okay ATK and DEF
Cons: Literally nothing but passable stats is on this unit
Super Saiyan 3 GT Goku (Golden Great Ape
Pros: Good ATK support; great links; Giant form
Cons: No offensive or defensive presence; doesn't offer DEF or Ki in passive; Giant form
Pros: Has a fairly strong nuke on Peppy Gals teams; 6 turn defense boost on Super
Cons: Non self sufficient nuker
Pros: Stats are passable on a Peppy Gals team; heals a decent amount if you crit with her; ATK debuffs
Cons: Even with a full Peppy Gals team she won't wow you; many enemies are immune to ATK debuffs; she'll probably lose you more HP than she'll earn you
Pros: Can heal you a little bit; seals
Cons: Literally everything else
Pros: Can build up a decent dodge chance; decent stats for 7 turns
Cons: Loses ALL boosts after 7 turns and only functions as a glass jaw dodger from there on out
Pros: Stuns; decent AGL support; gives Peppy Gals a 10% crit chance
Cons: Stun immunity is an epidemic, monotype teams are very rare; gets shattered by enemy attacks
This isn't a message saying "don't get this unit if you want them". This is more of a viability ranking for how the units available perform in game. And of course, if you already have a high ranking unit with several dupes, maybe see who else could benefit from your strips before investing it into them. After all, everyone's box is unique, these are just guidelines.
Anyways, if you managed to stick around until the end, I sure hope that this helps you decide how to spend!