💥 Dokkan Battle Damage Calculator
Calculate exact ATK output for any unit — factor in leader skills, passives, links, Ki, and more
| SA Type | Base Mult | SA 10/15/20 | EZA Boost |
|---|---|---|---|
| Catastrophic | 2.80x | 3.70x | +0.30x |
| Extreme | 3.00x | 4.25x | +0.30x |
| Supreme | 3.50x | 4.30x | +0.30x |
| Immense | 4.25x | 5.05x | +0.30x |
| Colossal (LR) | 4.00x | 5.70x | +0.30x |
| Mega-Colossal (LR) | 4.25x | 6.00x | +0.30x |
| Link Skill | ATK Boost | Common On | Lv.10 Bonus |
|---|---|---|---|
| Super Saiyan | +10% | SSJ units | +15% |
| Prepared for Battle | Ki +2 | Saiyans | +5% ATK |
| Fierce Battle | +15% | Dokkan Awakened | +20% |
| Big Bad Bosses | +25% ATK/DEF | Extreme units | +25% |
| Legendary Power | +10% (SA) | LR units | +15% |
| Kamehameha | +2500 flat | Goku family | +5000 |
| Shattering the Limit | +5% | EZA units | +10% |
| Tournament of Power | Ki +3 | ToP units | +7% ATK |
| Card Rarity | Min Ki Mult | 12 Ki Mult | Max Ki Mult |
|---|---|---|---|
| SSR (Base) | 1.00x | 1.25x | 1.35x |
| TUR (Standard) | 1.00x | 1.30–1.40x | 1.50x |
| TUR (Nuker) | 1.00x | 1.40x | 1.60x |
| LR (12 Ki) | 1.00x | 1.40–1.50x | 1.50x |
| LR (18 Ki) | 1.50x | — | 1.65x |
| LR (24 Ki) | 1.65x | — | 2.00x |
| Dupe Level | Stat Boost | Crit Chance | Add. ATK Chance |
|---|---|---|---|
| Free (55%) | +2000 ATK | +5 (base) | +5 (base) |
| 1 Dupe (69%) | +3400 ATK | Up to +11 | Up to +11 |
| 2 Dupes (79%) | +4600 ATK | Up to +17 | Up to +17 |
| 3 Dupes (90%) | +5600 ATK | Up to +20 | Up to +20 |
| Rainbow (100%) | +6800 ATK | Up to +20 | Up to +20 |
Note: The information in this article come from actual discussions of players and community materials about Dragon Ball Z dokkan Battle.
dokkan Battle owns a whole system behind that, as the damage works, and it can seem quite obscure at the start. The levels of damage for Super Attacks follow a clear sequence. It starts with simple “damage” in the most bottom spot, later follows Huge, later Extreme, later Supreme, later Immense and ultimately Colossal in the highest.
How Damage Works in Dokkan Battle
Each of those levels affects how the attack value grows during use of Super Attack. Cards with Colossal damage reach the maximum when one uses their Super Attack.
Some players have a 30 percent chance to trigger another Super Attack, that brings a different multiplier for the Super Attack. The only exception is Immense damage with a 90 percent boost, that has only a 50 percent chance instead.
Online there is a calculator for damage that stores all needed equations for figuring damage in dokkan Battle. The website dbz.space offers detailed information about 12 Ki multipliers and other useful data about special cards. An extra calculator is on a Netlify-hosted page, and it is really fast so each result shows right away.
Here is a sample about how the math of damage works. Assume a unit has basic attack at 10 000, a 12 Ki multiplier at 150 percent and a nuclear boost at 30 percent for Ki orbs. If one gathers 10 Ki orbs, that gives a 300 percent boost.
Also, with Immense damage at Super Attack level 10, that adds a 430 percent mutliplier on top.
The received damage has its own formula. The attack value of the enemies grows by means of there multiplier for attack and effect of territory. Later one lowers the damage.
Then the usual modifier and variety from the game apply, and finally the defense of the defending unit lowers it. The multiplier for guard and boost of territorial damage also plays a role. Like this a 50 percent damage reduction on 8 millions of attack ends with only 4 millions of damage that passes through.
The reduction of damage applies first to the attack of the enemy.
Super Attacks also affect the average damage over time. The calculation takes in mind the chance that an extra attack will happen, whether it could be a critical, and the 50/50 split between it being a Super Attack or normalattack.
The damage from the code of the game indeed caps at 99 999 999. During the era of LR aircraft modes, some players even managed to create negative damage in the events about punching bag because of too many numbers in the calculations of damage. Many units can reach the 99 million damage cap with the right setups.
The placing of items also matters. For instance, Vegito truly can produce more damage in slot 3 than in slot 1, if enough stacks for attack are built up.
