DRAGON BALL: THE BREAKERS Raider Guide Tips, Controls, Colors etc.

This guide contains information regarding each Raider and their playstyle, which skills to prioritize leveling, specialized advice for each Raider, as well as general advice for every match you’ll play as Raider.

DRAGON BALL: THE BREAKERS Raider Guide Tips, Controls, Colors etc.

Currently, this guide is in a WIP state. Not all the information is here, nor presented as clear as I’d like. I still have plenty of screenshots to gather. HOWEVER, there is still a lot of important information here, and I believe it can be beneficial to those looking to see more success as Raider in the guide’s current state.

This guide will be updated with time, and for each major balance change or Raider addition this game will see. I’m a very passionate fan of both Video Games as a medium/hobby, as well as Dragon Ball.

I’ve been following this game since announcement, watching videos, participating in betas when I can, and playing it myself. Not only that, but I have a lot of experience with playing Killer in a game like DBD. I hope my tips and advice can prove beneficial to you.

I will also be creating a Survivor guide, which is likely a much more complicated guide. This will be linked on this guide upon it being in a similar state to this one; where enough information is provided and in a clear enough manner.

The Raider’s Win Conditions

The Raider is a surprisingly complicated role to play, as is with most asymmetric multiplayer games. In a format like this, 1v7, the entire pace of the game falls upon you and your ability to efficiently pick the survivors apart and destroy them. However, there’s more to victory than simply killing all the survivors.

First, let’s look at all the ways a Raider can ACTUALLY win

  • Putting every survivor into the dying/downed state, and/or killing every survivor.
  • Destroying the Super Time Machine and forcing the remaining survivors to escape via the Time Machine.
  • Destroying the Super Time Machine AND the regular Time Machine. This results in an instant victory, regardless of how many Survivors are currently alive.

So, what factors do or don’t contribute to actually winning as Raider?

  • It is not essential for Raiders to finish off every Survivor they down. If time is tight, you can leave a Survivor to hopelessly crawl around and not get revived by their teammates. This is important for those end-game scenarios, as crawling survivors make for excellent bait.
  • Reaching Level 4 is NOT a win condition for Raider, and as a matter of fact, I see many Raiders throwing matches they could have won in pursuit of achieving their Level 4. While Level 4 is definitely worth it if you can get it, Level 3’s power is VERY sufficient in the overwhelming majority of cases. We’ll go over Level 4 strategy, importance and value later.
  • Summoning Shenron does NOT win you the game as Raider. However, if you can get a successful wish of it practically guarantees you a win. Shenron can grant Frieza immortality, making it literally impossible for him to lose outside of the Super Time Machine, and all Raiders can be granted their next Level (In most cases, Level 4) and basically secure victory. However, chances are if you can make a wish as a Raider, you were already going to win anyways.

So, then how can the Raider actually lose?There’s only two ways a Raider can lose

  • The Raider hits 0 HP, and is defeated by the Survivors.
  • The Raider fails to destroy the Super Time Machine before it finishes charging.

That’s it. Those are the only two ways a Raider can lose. Chances are if you can destroy the Time Machine, the remaining Survivors will quickly fall apart even if they still are well-equipped to defeat you, due to the pressure and state of the game.

Now that we know the win and lose conditions as a Raider, let’s go over which Raider fits you the best!

Cell – Welcome to Hell

The Posterboy for the game, and the Raider the game is clearly inspired by and designed around. Despite this, Cell is likely overall the weakest Raider, but by no means is he weak or underpowered, but rather his very simplistic and easy-to-understand design and gameplan gives him less overwhelming advantage over Survivors that the other two Raiders possess. His perfection is quite balanced.

If you want to play the most simple and straight-forward Raider that’s good in pretty much every situation, pick this guy.

Big Bad Bosses - Raider Gameplay Guide


  • Has the easiest transition of all the Raiders into Level 1 to Level 2, often being within the first 20 seconds of a match at times.
  • Comes equipped with a Power Charger-esque passive, meaning he’ll passively gain Evolution for as long as he’s in Level 1. This ensures you won’t be trapped in the weakest Level 1 state in the game for long.
  • Solar Flare allows for consistent and large amounts of damage against Powered-up Survivors, letting you combo straight into a Super Attack.
  • Equipped with Ki Sense, allowing him to easily find Survivors through walls and from a distance. Powers up the higher his level gets.
  • Can use Ki Control to temporarily make himself sneakier.
  • Fairly decent Super Attacks, with his Level 3/Semi-Perfect State having a very strong line-up of Supers.
  • His passive for gathering Evolution Energy will always be utilized, and is very effective when leveled.


  • Has the weakest Level 1 in the game. While he can still fight much better than one might expect, his lack of mobility makes it extremely hard to catch player Survivors, especially if they possess change power of any degree.
  • Lacks passives that aid in gaining Evolution Energy beyond his Level 1, making him have to work a bit harder than other Raiders for that energy.
  • While Ki Control is good, it can feel very underwhelming compared to the passives of other Raiders.
  • Afterimage is a fairly underwhelming evasive skill, and he doesn’t get a better one until his Level 4; which is the phase he needs it the least.

Basic Gameplan

Prioritize NPCs in your Level 1; They’re the easiest targets and provide juicy amounts of Evolution Energy. Don’t forget to use your Area Destruction when it feels like a good time, as you gain the option to very quickly. From there, prioritize Survivors and pick up any stray civilians they missed along the way. Use Solar Flare -> Super Attack for lots of damage in 1v1 survivor encounters.

Your Level 3/Semi-Perfect Form is likely where you’ll spend the most time in a match you’re finding yourself being fairly successful in your endeavors. Gravity Impact is a very solid damaging option for a Super Attack, and Full Power Energy Blast Volley is an incredibly oppressive tool that practically ensures you’ll quickly incapacitate a low DC-energy Survivor, quickly punching through their energy, barrier, and then downing them. Keep everything you’ve learned, from Solar Flare Combos to the best times to use your two specialized Super Attacks in mind when fighting DC3 and ESPECIALLY DC4 Survivors.

As tempting as it may be, carefully pace yourself to your Perfect Form in the end-game. My teams have managed to end up winning against plenty of Cells that are doing very well in the end-game, but then lose focus of the objective chasing their Level 4. This is a common Raider trait, but Cell Players understandably lose focus the most due to the very nature of the character, his aesthetics and lore.

Skill Priority

1. Life Absorption: Gets you more Energy out of absorbing NPCs and Survivors. Level this up until you feel you can very easily get to Level 3, at least.

Cell’s abilities from there are up to you. If you find yourself getting hit a lot, invest in Afterimage or Solar Flare. Solar Flare is also good for easy damage as we’ve mentioned before, so faster cooldown means more damage and control over combat situations. Both your Ki Detection skills can also be very helpful, too. Cell’s Auto-Evolve CAN be good, but ultimately it’s must more worth it to invest in Life Absorption initially, as Auto-Evolve is only useful in your Level 1, and then becomes irrelevant.

Little Tips

  • Don’t be afraid to go after Level 0 Charge Survivors in your first form, as long as they don’t use an ability to get away. In that case, don’t pursue.
  • Level 3’s Full Power Energy Blast Volley thingy mabob is capable of doing many things, from shutting down Survivors trying to fight you or retreat, as well as covering the Super Time Machine.
  • Try not to lose sight of the ways you can actually win. Getting fully sidetracked into becoming Perfect may buy the Survivors precious time they need to gain the upper hand.
  • You get your first Area Destruction fast. You can make your Ki Sensing abilities even more useful by prioritizing areas where it may be easy for Survivors to hide in, as between your Ki Sensing and lack of room, they won’t have many places to hide from you.

Frieza – Glacial Prestige

Frieza is probably the most well-rounded and consistent Raiders in the game. Frieza possesses no real notable flaws that the other two Raiders in the game possess, and is generally strong in pretty much every state of the game. His most notable flaw is his inability to track Survivors as well as the other two Raiders via Ki Sense, making him have to rely on Zarbon and Dodoria, as well as your own gamesense and sight.

Big Bad Bosses - Raider Gameplay Guide


  • Gains Evolution Energy from sustaining damage, which is incredibly helpful at all stages of the game. I’ve achieved my Final Form like this several times now, and each time it significantly threw the balance of the match in my favor.
  • Gains Evolution Energy if the Survivors make a wish. Can definitely be helpful, and if upgraded could prove super useful as an instant counter-argument to a Level 4 Survivor.
  • Replaces many civilians on the map with Namekians. Namekians have a chance of holding a Dragon Ball, allowing Frieza much more consistent ways of obtaining at least one early on. If they don’t have one, Frieza gets bonus evolution points. Either Frieza can impede the Survivor’s ability to make a wish (or make one himself), or he gains a large amount of Evo Points.
  • Frieza can finish off enemies from incredibly far away, and in the air, with his basic execution being incredibly quick and clean. This is incredibly useful in saving time and allowing Frieza to both gather energy and stay on the move.
  • Zarbon and Dodoria are INCREDIBLY helpful. Frieza is unable to sense ki and loses his Scouter upon Level 2. However, Zarbon and Dodoria are more than willing to do the scouting for you, and both can deal very respectable damage to Survivors and even force them to pop their DC early. They can even defend areas for you, which is incredibly important should you destroy the Super Time Machine. Unlike your Scouter, your two most loyal personal guard stay with you through all stages of Evolution. Functionally, both are identical.
  • Has an incredibly useful evasive skill that often allows Frieza to instantly go on the aggressive and get a clean hit in the right situations.
  • Similar to Cell, has incredibly strong Super Attacks, especially in his Level 3 and (unlike Cell) his Level 4.
  • In my opinion, currently the strongest Level 1 in terms of combat capabilities. Although, his only competition is Spopovich.
  • Should he gather all the Dragon Balls, he can wish for immortality; making Survivors only way of defeating him through completing the Super Time Machine, which will be nearly impossible if Frieza is immortal.


  • His inability to use Ki Sense is notable, and you may have trouble finding Survivors. However, good gamesense, using your Area Destructions, a keen eye and effective use of Zarbon and Dodoria as scouts and combat assistants can greatly reduce this downside.

Actually, that’s pretty much Frieza’s only notable downside. I wouldn’t say Frieza is overpowered, but he is probably the most consistently powerful Raider. However, you definitely need to be as smart and as confident as the character himself to achieve good results, and still need to work for your victory.

Basic Gameplan

As with most Raiders, hunt for NPCs in Level 1. However, you can definitely fight and win against Survivors in your first form; feel free to take them out if they’re out of position, and especially if they’re DC Level 0. If you have to choose between a Namekian NPC and a Human NPC, always pick the Namekian to execute first. Always try and execute downed Survivors from the air as well, as it can make it more difficult for Survivors to interrupt. Don’t forget you have a Scouter that can help locate civilians fast.

Once you reach your Second Form, get in the habit of using Zarbon and Dodoria as your Scouter will be destroyed under the pressure of your sheer power. They make excellent scouts for you, and can also assist should a battle get hairy. You also now gain access to your Escape/Combo Break ability; be sure to utilize it, especially when outnumbered.

Frieza’s third form is incredibly powerful, being incredibly fast and having INCREDIBLY strong Supers. Crazy Finger Shot is an amazing aggressive and offensive tool that can do a lot of damage and help out immensely when being teamed up on, and Death Beam is a VERY fast and VERY HIGH damage option. Death Beam is amazing at sniping fleeing Survivors as well, and is very accurate. It is definitely worth it to use it on even regular/unpowered Survivors due to how fast a Survivor can escape; it will likely down them from super far away and is incredibly hard to avoid at any range.

Skill Priority

1. That Actually Hurt! – Your most consistent passive for gaining Evo Energy, and is incredibly helpful late-game especially. Turn their efforts against them!
2. You Really Know How To Piss Me Off! OR Make Me Immortal! – Both provide Evolution Energy. YRKHTPMO is great for getting out of Level 1 faster, and “Make Me Immortal!” helps a lot with getting some extra boosts before the DC4 comes after you.
3. You’re Not Leaving Here Alive! – More range is good. It really isn’t THAT much of a priority, but is definitely worth picking up when at comfortable levels for your other abilities that grant energy. After all, this ultimately helps with energy gain too.
4. Anything Else – Invest in those more, or your actives. I’ll be honest, though, like most active abilities I don’t see much of a reason to invest in Frieza’s actives. Zarbon and Dodoria are perfectly fine at 18 seconds, and you really shouldn’t NEED Break Strike that often; after all, getting hurt just makes you stronger.

Little Tips

  • Your Supers in Level 2 and 3 are excellent at both picking off weak/depowered survivors.
  • Level 3 is very efficient at dealing with a team of DC-Powered Survivors, even if that team has a semi-competent DC4. Make use of Crazy Finger Shot to create space and apply pressure, and use Death Beam for fast bursts of damage.
  • Frieza’s Death Slicers for his normal ki attacks in Level 4 are incredibly oppressive; they home in on their targets, they do massive damage, they travel fast, and you can throw them out super fast. Use them
  • Zarbon and Dodoria move faster than you in most instances. Use them to help interrupt Survivors that may be doing objectives in the distance.
  • Zarbon and Dodoria can temporarily protect and patrol areas. Use them to guard known locations of Power Key placement locations, the Super Time Machine and Time Machine Stations. They don’t stay forever, and will eventually return to you. Be sure to redeploy them.
  • Generally you should be using your Escape Ability on cooldown, but at times it may be worth it to let yourself take damage to gain Evolution Energy.

Majin Buu – Heartless Destruction

Buu is described as a “high-risk, high-reward” character by the developers. Starting weak as Spopovich, your job is to collect energy and then bring it to Buu to revive him. Your first two forms, Spopovich and Buu, are fairly weak. However, upon achieving your Level 3 and transforming into Super Buu, you’re SIGNIFICANTLY more powerful. Hitting Level 4 is practically an ensured victory, between the sheer power of Kid Buu and Buu’s Total Absorption passive.
Big Bad Bosses - Raider Gameplay Guide

  • Spopovich is actually quite strong, and is capable of throwing hands pretty well. Making efficient use of the Yamu active ability and Super Attack, and even comboing/stringing them together with certain attacks can quickly propel Spopovich to the required energy he needs to revive Buu.
  • Incredible mid-to-late game if Buu can achieve his Level 3 and become Super Buu.
  • Unlike other Raiders, achieving Level 4 is BASICALLY ensuring you’ll win.
  • “Turn Into Candy!” is actually what most can probably classify as a broken perk, as upgrading it significantly reduces the “high-risk” part of Buu’s gameplay design as mentioned earlier, while only increasing the reward as well. With enough upgrades, you can ensure pretty much 1 survivor down gives you half your Evo-Energy for 2->3 and 3->4. This basically halves the amount of effort and downs the other two Raiders in the game needs, allowing Buu to quickly propel himself through the levels. While it’s identical to Cell’s passive perk, Buu’s “Total Absorption” perk and the power of both his Level 3 and 4 make it far more oppressive than Cell’s perfect form. Ultimately, this is a good thing if you’re playing as Buu!
  • Angry Shout is probably the best evasive overall due to how versatile it is.
  • Go-Go Gum is fantastic for preventing your target from escaping or allowing for easy burst damage on a target.
  • Gains Ki Tracking at Level 3.
  • Gains HP upon successfully turning people to candy. Pretty nifty.
  • “Total Absorption” is basically a guaranteed victory, as it forces every Survivor into a small space against you, and at this point they’re also probably much smaller in number. You’ll definitely be able to secure a few free downs here.
  • Kid Buu is the strongest Level 4 Raider by far, who follows right after the absolutely oppressive Total Absorption. Vanishing Ball does absurd damage, and Assault Rain will help in cleaning up any stray survivors in an extremely overkill fashion.


  • Very weak early game. Spopovich’s only means of locating prey is with Yamu, and Innocent Buu has no unique means of locating people. If Survivors play smart (which chances are, one or two of them won’t), Buu may not be able to reach his Level 3.
  • Despite Innocent Buu possessing a few powerful abilities, he’s still ultimately a Level 2, and as such, it can be very easy for him to be ganged up on and pummeled during a Super Time Machine event. This is how I witness most Buu’s die, but chances are if you can hit Level 3 before that, you’ll be fine.
  • Has the longest execution time by far, making it very hard to secure Evolution Points from Survivors if they constantly interrupt you, and makes it near impossible to secure them during a Super Time Machine event, as chances are most Survivors will be geared up and all near each other.

Basic Gameplan

Like the rest, in Level 1 prioritize NPCs usually. However, with proper skill and super usage, Spopovich can suck a LOT of Evolution Energy from careless Survivors, and Spopovich can still do very well against Level 2 Survivors.

Upon reaching Level 2, you actually have to deliver the energy to Buu to revive him. Keep in mind the skill level of the Survivors you’re going against; if they’re smart, they’re going to take the time it takes for you to revive Buu and reach Level 2 to recover in any way they can, which will typically be reviving any downed teammates. Plan for that possibility.

In Level 2, it’s pretty basic. Find Survivors, especially if they’re isolated, and absorb them. The faster you reach Level 3, the better. Use Go-Go Gum to make catching and fighting Survivors easier.

If you find yourself in a Super Time Machine Event as Innocent Buu, (which many do) use Angry Shout and Angry Explosion to force Survivors off and away from the machine. You can actually down Survivors with Angry Shout as well! In most cases, do NOT try and finish off and eat Survivors you down unless you are ABSOLUTELY CERTAIN you will not be interrupted, and as well for have the time for the animation to play, your very long transition animation to Level 3 to play, etc.

Upon reaching Super Buu, you’re now just way stronger than you were before. Play how you normally would, really. It’s hard for Survivors to do much against you if you continue to play smart here. It’s a lot more worth it to try and go from Level 3 to 4 during a STM Event, as Total Absorption will pause the timer.

And if you become Kid Buu? Just kill them.

Passive Skill Priority

1. Turn Into Candy! – Self-explanatory; as mentioned earlier, with enough Levels, one Survivor down can fill half your meter. It’s busted.
2. Majin Buu Resurrection – Prioritize after you feel comfortable with the energy gained from “Turn Into Candy!”
3. Everything Else – After you reach comfortable Evo-Energy levels, you can either invest more in either or begin focusing on your most preferred active skills.

Little Tips

  • Don’t forget about using Yamu to help you gather energy in Level 1!
  • Use Go-Go Gum to stop fleeing Survivors!
  • Use your ki blasts! They’re incredibly oppressive on Buu!

The Dragon Balls and Their Value

The Raider does NOT need Shenron at all to win. However, you should still always try and have ONE Dragon Ball on hand at all times, and it may be worth even hiding it if you’re feeling fun.

Survivors get MUCH more beneficial wishes than the Raider, namely giving one Survivor access to Level 4 Change Power. A Smart and Skilled Level 4 is VERY Dangerous, and poses a serious threat assuming their team supports the Level 4 in fighting you. The best way to prevent this is to simply prevent having all 7 Dragon Balls fall into the hands of the Survivors.

Frieza has the easiest time obtaining this first Dragon Ball, as Namekian NPCs spawning around the map means he’ll likely get one in his first form as he gathers Evolution Energy.

Not only that, but in most cases where you CAN make a wish as a Raider, you were likely already going to win the match anyways, and Shenron is far more of just a cherry on top. However, if you DO acquire all 7 at some point for whatever reason, make that wish as fast as you can! I’d say it’s pretty much always worth it to wish for more power/higher Evolution level above all else.


Wishing for Level 4 with Shenron will SKIP your Total Absorption passive ability! Only make the wish to become Kid Buu if you’re certain you won’t need it! Thankfully, you do get access to Assault Rain as Kid Buu, but Total Absorption is definitely something Buu wants to have activate!

Area Destruction – Strategy

Area Destruction is a vital part of success to Raider, and neglecting to use your Area Destructions before transforming into your next Level will definitely hurt your success in the long run.

The main things you need to know about Area Destruction is

  • While there may be exceptions based on your strategy, preference, or playstyle, you generally do not want to destroy areas where a Power Key has not been located, signified by the area being a dark gray with a dotted outline. Doing so makes the Survivor’s job easier, as now they don’t have to set that area. It may be best to even let them set the Key, and THEN destroy the area.
  • Destroying areas where the Power Key has been found can be a good idea, as by doing so you can prevent them from setting it and possibly catch them inside the area if the Survivor is careless.
  • Destroying areas where the Power Key has already been set, marked with Gold, is perfectly fine. I’m unsure if it does actually affect the Super Time Machine progress, but doing so still limits their movement immensely, and no area being destroyed is far worse.

However, above all else, what you need to keep in mind with your Area Destructions is HOW it limits your enemy Survivor’s movement abilities, and their ability to run and hide from you. We’ll go through good examples of areas in just a moment, but in short;

  • Areas that have lots of vertical space are not good for you, and benefit Survivor’s greatly as they easily have things they can grapple onto, as well as have space to hide in.
  • Areas with a lot of cover for the Survivors to hide under, such as areas with Skyscrapers, Giant Mushrooms or other large structures are good areas to destroy, as they significantly reduce the Survivor’s ability to hide. In the case of areas with buildings/cities they, they may be worth to checking for NPCs first that Survivors may have missed.
  • Areas with cave systems are good choices to destroy, especially if you know a Survivor is currently inside. The Survivor may struggle to get out in time, and areas with caves or tunnels in them provide excellent hiding spots for Survivors.
  • Destroying 2/3 Areas all next to each other GREATLY reduces the total space Survivors have to maneuver around, and can make from doing from the leftmost side to the rightmost side troublesome. You’ll also be able to quickly scan those areas from above.
  • Destroying 2/3 areas ACROSS from each other can create a chokepoint to Area X, forcing them to have to go in and out of it in order to enter certain areas. Cell and Super Buu/Kid Buu can make excellent use of this thanks to their Ki Sensing abilities preventing people from sneaking in and out even more.
Big Bad Bosses - Raider Gameplay Guide

For example, by destroying Area A on this map, I can either choose to destroy neighboring areas after, and then begin to box enemies in at Area B-C, C-D OR D-E by the time I reach my Semi-Perfect Form/Level 3 to continuously box in Survivors in certain areas and on one side of the map.

Alternatively, I could choose to destroy Area C after, forcing Survivors into B, D or E. If they’re in area D or E and want to go to B, they’d be forced to travel through Area X, meaning I can then play towards the center of the map and try and spot Survivors from afar first and/or prevent them traveling from these areas.

Area Destruction – Key Areas

Keep in mind, my opinions are not law, and you may have your own opinions on these things! Not only that, but it’s important for YOU to assess the gamestate and make good decisions about which areas are most worth destroying based on the context of your match! These are not universal laws, or the best choices 100% of the time!

Highland River

Each area in Highland River is pretty beneficial to destroy, but all for different reasons.

Area D

Big Bad Bosses - Raider Gameplay Guide

Area D is a very strong choice to destroy. The buildings make for excellent cover, and it connects two other strong areas for Survivors (Area C for hiding, Area E for both evasion and hiding).

Area E

Big Bad Bosses - Raider Gameplay Guide

Area E provides the Survivors with lots of vertical movement options and plenty of places to hide, and connects to Area X, D and A in a very beneficial way for Survivors.

Area A

Big Bad Bosses - Raider Gameplay Guide

A large lake of water and a cave system, and also the highest up area on the map overall. It connects very well into Area X and E as well. Quite troublesome, and worth considering.

Area B

Big Bad Bosses - Raider Gameplay Guide

Frieza’s airship and the tunnel near it provide lots of cover and supplies to the Survivors. However, everything outside the cubby Frieza’s ship is placed is generally not very advantageous for Survivors, and isn’t very covered.

Area C

Big Bad Bosses - Raider Gameplay Guide

Between all the areas in the Highland River, Area C is the most obvious example of a troublesome area. Lower elevation combined with the mushrooms makes it very difficult to spot Survivors underneath it, and the caves provide protection to Survivors traveling from C to D. I often destroy this area, personally.

Green CoastA map I see very little of. To be honest, it feels very beneficial to the Raider, as everything feels quite small and open! That being said, here’s some info on areas I deem always worth considering.

Area D

Big Bad Bosses - Raider Gameplay Guide

It’s as if Area A and B of Highland River had a child. Lots of cover in the cave system, and Frieza’s glorious ship. Not to mention, lots of vertical height to it! Definitely worth considering.

Area B

Big Bad Bosses - Raider Gameplay Guide

The City of the map. Despite it starting in ruins, it’s still fairly strong of a position for Survivors due to how far it is out of the way, all the cover, and the terrain surrounding it as well. It’s definitely worth considering getting rid of, and provides Survivors a VERY safe pocket during the Super Time Machine event.

Waterfront WarzoneThe largest map in the game, which has benefits and downsides for both sides of the match’s conflict. You can’t be everywhere at once, so it’s definitely worth downsizing the map with your powerful blasts. However, like Highland River, almost every Area is strong in some way.

Area C

Big Bad Bosses - Raider Gameplay Guide

The City of the map. It’s definitely worth searching for NPCs yourself before destroying, but this area provides a LOT of space for Survivors, as well as places to duck and hide. Worth consideration after making sure it’s clear of NPCs, or you simply don’t care about any resources that may be in it.

Area D

Big Bad Bosses - Raider Gameplay Guide

Provides a LOT of vertical obstructions for the Survivors to utilize for both hiding and mobility. It’s not great for Raider, that’s for sure.

Area E

Big Bad Bosses - Raider Gameplay Guide

Area D’s little brother. On it’s own, it’s quite easy to deal with. However, it connects to two VERY strong areas. Worth consideration, but probably one I’m less inclined to pick unless I’m certain I could reach Level 4.

Area A

Big Bad Bosses - Raider Gameplay Guide

I heavily recommend destroying Area A in pretty much every instance. It has everything; protection, vertical obstructions, and LOTS of cover. Destroying this area also destroys the Lookout, which a smart Survivor can use very effectively to hide from you in unexpected ways…

Area B

Big Bad Bosses - Raider Gameplay Guide

I’ll touch on Area B a bit, as I do think in some situations it can be a very strong Area to destroy, but the area itself isn’t all that troubling for Raider. Lots of open space, despite the caves and compared to the rest of the map, and it can be easy to spot Survivors from a distance. It’s not that bad, but I can’t fault anyone for destroying it, that’s for sure.

Camping Areas and Survivors

Camping SurvivorsFrom all the experience I’ve gathered, from watching videos and playing as both Survivor and Raider myself, this is generally NEVER worth it. Camping one single Survivor you catch and down will really only handicap you in the long-run, as Survivors being revived benefits you more than anything, as Survivors tend to be easier to catch the second time around on TOP of giving you even MORE energy if you down and finish them off a second time.

Not only that, but you still are playing against other human players. It’s not very fun for that Survivor to get camped, either. Neither of you benefit that much from it.

However, do NOT feel bad about being forced to stay in an area by reckless Survivors. If Survivors keep jumping in trying to rescue their downed teammate and begin fighting you, that was their choice and not yours. The fight will likely naturally stay in that area, making it difficult for anyone else to find a safe time to go in for a revive. Not only that, but you’ll also be in a good position to capitalize on Survivors trying to revive a fallen ally.

That being said, I would not advise staying in one area for the sole purpose of preventing the enemies from reviving a single Survivor.

Camping AreasThe survivors WILL inevitably do Power Keys. Eventually, it’s only a matter of time before one more area is left. This is perfect as the Raider, as now you KNOW where Survivors need to go in order to continue with their objectives.

When all but 1 Area Key is set, it’s time to camp that area. I know “camping” is generally pretty boring and seen as low skill, but unlike camping individual survivors, it benefits you greatly to do so. This is one of the few situations in which you can force Survivors to come to you, and be able to have a much easier time locating them. Not only that, but if the Survivors coordinate, they WILL get that Power Key off. Don’t give it to them for free, it’d be foolish to do so.

The Raider’s goal is to impede Survivor progress and destroy it if possible.

If a team begins to fight and lose for control of the area, it will snowball incredibly hard for you, as you’ll get more Evolution Energy, more downed Survivors, and possibly end up killing quite a few in the process. By defending this area, you’ll naturally end up camping any fallen Survivors by proxy. However, again, weigh your options and figure out whether or not you truly want a Survivor to die on the ground or not. Letting Survivors revive each other can be a medium-risk, high-reward play for you.

That being said, if you’re confident enough in your ability to defend the STM, it’s perfectly fine to let them set the power key in exchange for finishing off/absorbing fallen Survivors for evolution points and to reach your next level.

Or, you could just not defend the area at all if you’re feeling very confident!

Defending Area X and Super Time Machine Destruction

Basic Information and StrategyChances are, the Super Time Machine will always at least have the charging process start. This is when you can expect every Survivor to converge on Area X, and begin trying to speed the process up. Do what you can to finish up your current business, most likely a fight with a Survivor, and head to that location. However, if you have the ability to quickly down or finish off a Survivor BEFORE going to Area X, take that opportunity. It’ll make defending the machine easier, and force someone to revive that Survivor or take them out completely.

Enduring the Onslaught

At Area X, be ready to be double, triple, quad and beyond teamed. This is normal, and the Super Time Machine event when you can expect Survivors to be at their bravest and most altruistic. The sooner you can force the Survivors to pop their Dragon Change, the better, as it will make them reliant on the Supply Pods sent by Trunks to get their cooldown back. These Supply Pods make EXCELLENT bait, and always keep in mind where they land and if any Survivor is going to resupply at one.

As long as you keep people off of the Super Time Machine, can efficiently drain Survivor resources, and even down some of them, you’ll be in a good position. Be very careful about which Survivors you finish off (unless it’s their first down and you’re playing as Frieza; he’s incredibly fast with his executions) as doing so to get more Evolution Energy not only opens you up to be interrupted, but will play a transformation animation should you hit your next Level.

If Survivors are not actively fighting you, ALWAYS be destroying the Super Time Machine. It’ll pause the Timer and helps you accumulate progress in case a Survivor interrupts you.

Squeezing in extra actions and exploiting Survivor downtime

If Survivors are all downed, out of energy or not interfering, as well as the Super Time Machine having plenty of time left, feel free to use an Area Destruction to make their survival harder once you do successfully destroy the Time Machine.

Same with executing any remaining Survivors for Evolution Energy. Only do so if you’re sure you have the time, and always plan for potentially being interrupted.

If you’re Buu and at Level 3, it may be worth it trying to find Survivors and absorb them, as doing so can trigger your “Total Absorption” passive, forcing the Survivors to fight you on YOUR terms and pausing the STM. If you kill them all inside you, you win!

Dealing with Level 4 Survivors

DC4 Survivors have the potential to be what pushes the snowball of your defeat down the hill. It’s important to be VERY on guard when battling one. You’ll likely encounter one if you haven’t been holding on to at least 1 Dragon Ball. Should one appear, it’s important to remain calm and confident. The STM is likely happening at this time as well, and be sure to stay on that until the Survivor starts getting close. Note WHICH direction they’ll arrive in, as well.

Battle of Fate

You’ll need to deal with the Level 4 Survivor as quickly as you can. Not only can they rival your Level 4 in power, but they have teammates to back them up, and trust me, the damage can add up FAST. You’ll need to quickly dispatch the Level 4. Not only can Level 4 survivors theoretically go Toe-To-Toe with a Level 4 Raider in CQC, but since they won’t be losing HP over time, the Level 4 Raider is FAR better at defensive play and stalling than Level 3 and below Survivors.

It should be noted that unless a Level 4 is being backed up by their team, they actually won’t be that much of an issue. If the Team doesn’t help the Level 4 push, the ball won’t get rolling. Despite this, Level 4s will still be troublesome and need to be dealt with once they get into an ideal range for your battle to begin.

Strategy and Tips

  • Use your evasive skills to avoid damage and break out of combos. Do your best to capitalize on these sudden shifts in the momentum of battle evasives give you, as well.
  • Throw Super Attacks at the Level 4 Survivor. They don’t passively lose energy, but their max energy still isn’t that great. A few well-aimed Supers will finish them off.
  • Do try and see if you can squeeze in a few attacks on Survivors who are NOT aiding in the fight. ALWAYS Down survivors who lack a barrier.
  • Chances are many people will try and do the Super Time Machine while the Level 4 distracts you, hence the advice above. However, know that when you do divert your attention, if the Level 4 is smart they WILL take that time where you aren’t looking at them to close the distance and attack you hard. Every good Survivor will do this, but the punishment is much greater against a Level 4. Keep this in mind.
  • Each Raider in their Level 3 State has great abilities for dealing with groups. Frieza has Death Beam, his evasive, Zarbon + Dodoria and most notably Crazy Finger Shot, as he maintains his mobility and becomes a very mobile threat for a small period of time. Cell has Gravity Impact, and ESPECIALLY Full Power Energy Blast Volley, which is great at dealing with both the STM and DC’d Survivors. Pretty much all of Super Buu’s kit will help, aside from Ill Bomber and Ki Sense.

Post-STM Time Machine and Final Escape

The Time Machine is the Survivor’s last chance of escape. Take a moment and relax, as at this point, you’ve basically already won. That being said, do take note of the blue beacons in the sky, and try and position yourself in a way which gives you sight of all of them. If you’re lucky, you might have unknowingly destroyed all the areas they would end up located at!

If you see a Survivor booting up the Time Machine, consider on whether or not it would be worth it to interrupt them.

If you do interrupt the Survivor: You can likely easily down them, and finish them off, and ensure the Time Machine won’t come into play yet. However, you might be giving other Survivors time to use it elsewhere and escape.

If you close in on the Survivor, but DON’T interrupt them, such as by shooting Ki Blasts: They may fully boot up the Time Machine and get on it. BIG MISTAKE. You’re now likely in a very easy position to destroy it. NOW start firing your Ki Blasts and doing everything in your power to damage and kill them.

If you destroy the Time Machine, that is an INSTANT Victory, and kills EVERY remaining Survivor on the map.

Little Tips:

  • Use Zarbon and Dodoria to guard the various Time Machine locations. There’s usually 3, and they can cover two for you, for a short period of time!
  • Make good use of your Ki Senses here as Cell and Buu!

The Time Machines power up before the Area Keys are done?! What do I do?!

Ideally, at this point, you’ve destroyed several areas. Follow Trunks’s advice; “Forget about the Area Keys!”

Well, maybe not completely. But the Time Machine is definitely a much more pressing matter you’ll need to juggle, and should be your priority in stopping due to it being a much easier and faster way of Survivors to escape your wrath.

The Time Machine is a much more high-risk, high-reward way of escaping now. Always keep an eye on when blue beacons may appear, typically start being aware of when they might appear when there’s roughly 10 minutes left in a match. Trust me, that time will fly, start being aware early.

Outside of that, the advice above applies.

Saiyan Saga/Great Ape Vegeta & Season 2

Breakers is confirmed to have a “Season 2”, which will add Saiyan Saga Vegeta as a Raider to the game.

We don’t know much about how he’ll work, but I have two major theories.

  • 1. Raditz -> Nappa -> Saiyan Saga Vegeta -> Great Ape Vegeta
  • 2. Saiyan Saga Vegeta -> He gets angrier as it goes on -> Great Ape Vegeta

With how Majin Buu is currently implemented and what is basically extended dev time for Saiyan Saga Vegeta, the only major villain of an arc in Z that’s missing in the game, I have to assume he’ll operate like Option 1. However, I could be wrong! Regardless, I, as well as many others, are excited to see how he’s implemented!

Once he is implemented, this section will be updated and will be slotted right under Majin Buu.

Misc Information

Coming soon.

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