Event Modes
Plan your route through the Tournament of Power, fight a boss with three Buddy Characters in Full Power Battle, or learn the area changes and Overdrive controls used in Dynamic Area Battles.
On this page
Tournament of Power
You build a team of six and move across a map toward a boss, fighting enemy teams on the way. Battles are automatic. Each one you win adds to your Battle Score, which ranks you against other players for the season. The Tournament of Power unlocks once you clear Part 2, Book 8 of the Main Story.
A run, step by step
- Form your team. Place six characters on the 3x3 grid, pick backup members to switch in, and give them Tournament of Power equipment. Choose carefully: the team stays as it is for the whole season, except on the spaces that let you change it.
- Pick a space. Choose one of the spaces in front of you and move to it. Each move costs Tournament Participation Points (TP), and you can’t go back to a space you’ve left. If you can’t decide, Auto Mode picks for you.
- Fight on battle spaces. Before moving, check the enemy team and its difficulty, and tap “Play Battle” to see how your team does against it. Damage carries over from fight to fight, with only a little health coming back after each one.
- Heal on recovery spaces. Head for one when you have defeated characters or low health. A defeated character can’t fight, gets no boosts and doesn’t heal after battles until a recovery space brings them back.
- Beat the boss. It waits deep in the map. Keep an eye on your team’s health and swap in backups so you reach the boss with enough health to fight.
- Climb the ranking. Your Battle Score ranks you in your league for the season.
TP comes back over time, but you can only hold so much, so spend it regularly. Unused TP expires when the next season starts. Battle Scores reset every season too.
New to the mode? The permanent Give It a Go! Tournament of Power Missions are a good start. Some missions count battles whether you win or lose and reward Chrono Crystals (up to 300 over a season) and titles. Others give a Survivor title for each win, up to ★20, and the last set gives titles for being promoted to the B League and the A League.
How a battle plays out
A battle is up to six of your characters against up to six enemies, over four turns. Each turn, characters attack in order of highest Ki Recovery, and the turn ends when everyone has attacked. After the fourth turn your side, and only yours, gets a Rising Rush, whose damage depends on stats and Element advantage. You win by defeating every enemy, or by dealing more damage than they did.
Each character keeps their own health and Special Move Gauge from battle to battle. Characters recover some health after each battle. Anyone at zero stays defeated until you revive them, such as at a recovery space. Losing a battle heals the whole team. When a character’s Special Move Gauge is full, they use their Special Move.
Building your team
Put 6 characters on a 3x3 grid and register 2 backups. You can swap backups in as you move across the map. Check the next enemy team before choosing your fighters. You can also pick each character’s Attack Arts and their equipment, but only Tournament of Power equipment: regular equipment doesn’t work here. You change it on the Start space and on Reform Team spaces.
Where you put characters matters. Each row of the grid gives a Line Bonus to the characters in it at the start of each battle:
| Row | Line Bonus |
|---|---|
| Front | +10% to own Damage Guard |
| Middle | +30% to own damage inflicted, +20% to own Ki Recovery |
| Back | +20% to own Special Move Gauge Charge Rate |
Battle spaces also have Placement Bonuses: grid spots that buff whoever stands there for that battle. Check them before you fight.
A character’s Friendship Rank raises all their stats by 0.5% per rank here, up to 5%.
Boost Characters give extra rewards when they’re in your team. Which Tags and Episodes are boosted, and by how much, changes every season. Boost (Stats) raises the stats of each boosted character you deploy. Boost (Battle Score) adds to the score you earn, based on how many of them are still standing after the battle. On Bonus spaces, winning with Boost Characters in your MAIN team gives an even bigger Battle Score bonus. A character with both boosts doesn’t count twice.
The map
| Space | What happens |
|---|---|
| Start | Where the map begins. You can edit your team here. |
| Battle | A fight. Higher difficulty means stronger enemies. Before moving you can tap enemy icons to set which ones your team targets first. |
| Boss | A much stronger enemy at the end of the map. |
| Recovery | Heals your characters, defeated ones included. |
| Reform Team | Averages the health and Special Move Gauges of your whole team and backups (reviving anyone at zero) and heals them a little. You can also swap in other characters you own, who take over the health and gauge of whoever they replace, and change Tournament of Power equipment. |
| Bonus | Extra Battle Score if you win there with Boost Characters in your MAIN team. |
If you lose a battle, your team is fully healed on that space, but you lose your Consecutive Win Bonus. Losing to the boss also sends you back one space.
Auto Mode moves for you: set how much TP to spend and it plays that many spaces, going for battle spaces first. It stops when the TP is used up or when you lose a battle. The Battle Log lists the season’s battles, with a replay of each.
Seasons, leagues and ranking
Players are grouped into Leagues. Finish near the top of your League Ranking and you’re promoted next season, and the A League is the highest. Finish near the bottom and you drop a league. Higher leagues have stronger enemies but give a higher Battle Score. Skipping a season moves you down.
Your Battle Score for a win depends on your win streak, the battle’s difficulty, how far into the map you are and your league, so plan your route as well as your team. Your Overall Ranking, against every player, decides your season rewards, which arrive when you join the next season.
You can play the same map twice in a season, and the better Battle Score of the two counts. Starting again resets everyone’s health, Special Move Gauges and transformations, and your score. Only your TP carries over.
Traits in the Tournament of Power
Because battles are automatic, some Traits play out on their own:
- Transform: the character transforms at the start of a set turn. Some change back after a few turns.
- Tag: the character Tag Switches at the end of each turn, which can change or reverse their Element.
- Synchro Gauge: the character fuses at the end of a set turn.
- Revive: the character comes back with some health when they hit zero, and may transform or switch as they do. Some characters who can only revive under certain conditions may not revive here.
- Succession: the character is healed and switches to another character when they hit zero.
Revived and succeeded states carry over after the battle. If a state’s button shows on a character’s “Regular Stats” but not on their “ToP Stats” screen, that effect won’t happen in the Tournament of Power.
Full Power Battle
You control one character, and three AI-controlled Buddy Characters fight beside you against a boss, 4 against 1. You win when the boss’s health hits zero, and lose if the character you control is defeated. Full Power Battle unlocks once you clear Main Story 7-7-8.
Your Buddies don’t count as battle members or allies for your abilities or equipment conditions.
Before the battle
Each battle member has a party of their own: up to 10 support members and 1 Comrade. These don’t fight. They power up the battle member with their Z Abilities and Power Level Bonus. Supporters can’t be used in this mode.
Check each Full Power Battle’s character requirements before forming your party. They apply to support members too.
Comrades are characters your friends or guild members have set. One can join your party with a slightly bigger boost than your own support members, at a fixed level. You can’t use two Comrades from the same person. Set your own Comrade from the Full Power Battle screen or the Player Status screen.
Battle members also get a buff from their Battle Style, and these stack across the team:
| Battle Style | Buff |
|---|---|
| Melee | +10% to all allies’ damage when an All-Out Rush (Strike) starts |
| Ranged | +10% to all allies’ damage when an All-Out Rush (Blast) starts |
| Defense | -10% to all allies’ damage taken when the boss uses Dual Break |
| Support | +20% to all allies’ Ki Recovery and one level faster Arts Card draws when the boss starts charging an Ultra Burst |
During the battle
Every time you play a Strike or Blast Arts Card, there’s a chance a special Strike or Blast card appears. Land it to start an All-Out Rush, a powerful attack from all four characters. The Strike version needs taps timed to what’s on screen, and the Blast version needs fast repeated taps on the button.
Dragon Ball cards fill your slots as usual, and with all 7 a Rising Rush button appears. Tap it, then flick in each direction shown on screen at the right moment. If every flick lands before time runs out you unleash a Rising Rush Z. Miss one and it doesn’t go off.
Hitting the boss again and again raises your Link, and taking turns with your Buddies raises it faster. It drops if you stop landing hits.
The boss attacks whoever has the most aggro. When one of your Buddies is under attack, Assist them: you take the hit, the boss targets you for a short time, and your Link goes up. Assists take the place of Cover Changes here, so abilities that trigger on a Cover Change don’t trigger on an Assist.
Watch for two boss moves:
- Dual Break: once the boss loses enough health, it fires a wide attack at every character. If you’re in range, the screen tells you which way to dodge, forward or back. Your Buddy Characters always get hit, but if you dodge it, their health recovers (unless the Dual Break defeated them). The boss can’t be damaged while a Dual Break is going on, so focus on dodging. Some characters’ attacks wait until it’s over.
- Ultra Burst: the boss charges up its special move and a gauge appears. Attack to empty the gauge before time runs out and the Ultra Burst is stopped. When the boss starts charging, your Link Bonus activates: damage UP for all allies, stronger the higher your Link. The bonus resets once the Ultra Burst goes off or is stopped.
Dynamic Area Battles
PvP battles with extra moves and two battle areas: the High Area in mid-air and the Low Area on the ground. Some PvE events use them too, but not the Main Story, Hyperdimensional Co-Op, Full Power Battle or the Tournament of Power. Some Arts Cards are stronger in one area than the other.
Overcharging and Overdrive
Hold to charge Ki for a while, or straight away if your Ki Gauge is already full, and you start Overcharging. That also fills your Vanishing Gauge and your Overdrive Gauge, and Tap Actions against you are cancelled while it lasts.
The Overdrive Gauge also fills when you do an Area Change Attack, get hit by enemy Arts, lose a character, or use a LEGEND Action. When it’s full you go into Overdrive Mode: unlimited Ki and less damage taken. The gauge drains slowly, and faster each time you use an Arts, and Overdrive ends when it’s empty.
During Overdrive Mode an Overdrive button appears in the Ki Gauge. Tap it for an Overdrive Attack, which empties the gauge. If it lands, you pick from options on screen that boost your damage or heal you. More arrows mean a stronger option, and strong ones show up more often when you have fewer battle members left than your opponent. The defender picks too, and if they pick the same options as you, you don’t get the bonus and they take less damage.
While an Overdrive Attack charges forward it beats Strike and Blast Arts and forward-charging Special Move, Special and Ultimate Arts, but a Rising Rush beats it.
Moving between areas
Tap the screen after landing a Quick Attack or a Tackle for an Area Change Attack, which moves the fight to the other area. One that knocks the fight down to the Low Area does more damage.
Flick up while Overcharging for a Charge Attack. If it lands, you can follow up with certain Arts. If it misses, you’re vulnerable to a counterattack.
See the Beginner’s Guide for the basic controls these moves build on.
Last updated on 11/3/2026