DBOG // Toolkit

Build math for
Dragon Ball Online Generations

Stats, fusion, traits, bosses, moves, meteor HP and training, computed from documented formulas and stated assumptions, saved in your browser.

Stats preview STATS

Stats & Fusion

Point-for-point build planning, compare two builds, preview any fusion.

Moves preview MOVES

Moves Database

Every move's damage, cooldown and cost, searchable and sortable.

Boss preview BOSS

Boss Efficiency

Kills, MP and Zeni per hour for any boss and time-to-kill.

Runs entirely client-side. Builds save locally in this browser.

GK est. —

Build

Stats & Fusion

Distribute skill points, stack buffs and forms, compare two builds, preview fusions. Output = ((SP − 1) × (raceMult + traitBonus)) + 1.

Build guide Ratios, resource targets & fixed points

Read ratios as Health → Physical Damage → Ki Damage. For example, 2-0-3 splits each five-point cycle into 2 Health and 3 Ki Damage. It doesn't describe your final five stats.

The community guide uses a practical target of 300 displayed Ki Control output for Ki ultimates or 300 displayed Agility output for rush ultimates. Check again after a reset. These are output targets, not an instruction to spend 300 points; fixed HTC/GC gains stay separate from freely allocated points.

Community build guide ↗
Stats PL 0 Lv
StatSkill PointsOutput
Point Sources (optional)
Earned incl. GK: —
50 points per wish (max 5 = 250).
Per-stat fixed floor (HTC/GC)
Used by stat lock. Minimum is always at least 1.
Traits (Porunga wishes, +0.025 output each)
Used: 0 / 5   Total bonus: +0
Quick Move Damage
Effective damage: 0

Stat Breakdown

Base output = ((SP − 1) × (raceMult + traitBonus)) + 1. Buffs shown as ×multiplier.

Main
Compare
Difference (Main → Compare)

Fusion Preview

Uses both builds' Outputs (before buff multipliers).

Formula Breakdown

Hidden multiplier per stat: 1 + (Level − 1) × level coefficient + (Output − 1) × stat coefficient, from the latest DG maths list (17 Sep 2026). Damage uses the same number as its base multiplier.

Main
Compare

Race Info

Main
Compare

Odds

Trait Probability

Each Porunga "Improve my traits" wish adds +0.025 to a random stat. You get 5 total.

Desired traits per stat
Total: 0 / 5
0%
Probability
—
Reroll Time & Cost Estimate

Daima wish "Adjust my traits" rerolls 1 random trait. 7-day cooldown. Reset all DB cooldowns: 400 Robux (~$5.00 per reset at $9.99/800 Robux). You cannot choose which cooldown to reset.

—Expected fresh attempts
—Cost to skip all cooldowns
—Weeks waiting (7d cooldown)
—Estimated completion

Farming

Boss Efficiency

Overworld NPC respawn = 20s, no load-in. Raids have no respawn (just retry + load-in). Zeni resets 12h after a rewarded completion. MP is awarded every kill. Session estimates count complete cycles and assume the first Zeni reward is available.

0sCycle Time
0Kills / Hour
0MP / Hour
0Zeni / Hour
Farming Duration

Data

Moves Database

Fetched live from Google Sheets on each page load. Moves with confirmed damage scaling can fill Quick Move Damage. Unknown scaling stays manual.

Reading move damage Base power and tested damage are different

Enter a move's base power in Quick Move Damage, not the final damage from someone else's build. The community guide's rankings include different charge and critical-hit conditions, so they aren't a universal tier list.

For farming, consider cooldown, resource recovery and the hits you can actually land. The saved guide tests chargeable Ki ultimates fully charged and ordinary beams/blasts uncharged; some melee results have unmarked critical hits.

Community moveset guide ↗
Damage Type
Sort
Loading move data from 7 sheets…

Build

DCBAS

Set your grade for each stat. Only 1 stat can be Z tier. The rest cap at S. All stats start at F.

Summary
Set grades above to see bonuses.
Leveling Speed

2× Mastery Gamepass × 2× Robux Weights × 2× HTC = 8× DCBAS Boost

How to Level Each Stat
MP Cost Calculator

Select a path form to see its perfected tiers. Set your goal grades and see how much MP is needed. Cost per tier: D=25, C=50, B=75, A=100, S=125, Z=150 MP.

Total MP: 0

Farming

HTC / GC Training Planner

Training is per individual stat. HTC: 10/day (50 GP), entry 200,000 Zeni or gamepass. GC: 5/day (20 GP), entry 50,000 Zeni or gamepass.

Training & build budgets Keep fixed gains separate

This planner tracks one stat at a time. The community guide treats HTC/GC gains as fixed gains retained after a reset. Don't add the same training points again as freely spendable level-up points.

After resetting, check your displayed Agility and Ki Control before applying a Health/damage ratio. Example path builds can assume training and rewards your character hasn't earned.

10/day per stat
Current trained points (per stat)
—
Days to max all stats
—

Farming

Meteor HP

Each player contributes 76,500 + 1,500 × (Level − 1). A one-time 1,500 Meteor Base is added to the total, then scaled by lobby factor PlayerCount−0.2 and floored.

Players: 1
Player 1
Raw HP (1,500 + Players)0
Lobby Scaling Factor×1
Meteor HP0

Reference desk

Guides & Resources

Build advice, source notes and the assumptions behind your results.

Community guide · reviewed locally

A little context before the numbers

Selected guidance from the saved 23-document DBOG collection. Original links below may contain wording corrected in the local edition; game values haven't all been retested.

01 / BUILD

Choose your point split

Ratios always follow Health, Physical, Ki. A zero means no points from that cycle, not zero final output.

2-3-0Melee focus
2-0-3Ki focus
5-5-0Equal Health / melee
5-0-5Equal Health / Ki

25 level-ups → 125 points. At 2-0-3: 50 Health + 75 Ki, after meeting resource needs.

Build notation ↗
02 / PROGRESSION

Plan for your character

Check your race, path requirements and earned rewards. A guide's example budget or buffed output isn't automatically a number to enter as skill points.

Recheck the guide's 300 output resource targets after a reset. Track fixed training separately and assign any ratio leftovers deliberately.

03 / MOVES

Compare the whole attack

Reported test damage depends on the build, charge and critical hits. Compare cooldown, cost and successful hits alongside the headline number.

Beam and blast resource labels were corrected to Ki cost in the local guide. Tested final damage isn't base move power.

04 / FARMING

Use your actual progress

Quest, mentor and NPC references help plan what to do next. Confirm rewards against your current game before using an old table as your target.

Raid Zeni requires a completed kill with its reward available. A session that ends before the first kill earns no kill reward.

Still being checked

The stat cap defaults to the reported 12,500 and can be changed in Settings. The GK cap shown under Point Sources is an estimate worked out from it. Neither has been tested in-game.

Data review · 19 September 2026 What the saved sources support

Stat cap: 12,500, community-reported (raccoon6890, 17 September). Their September block lists max stats 12,500 and a base max of 10,412 from levels, HTC, GC, wishes, Piccolo and masters. They also put the GK cap "somewhere between 2088 and 2949", and 12,500 − 10,412 = 2,088 exactly, so that cap counts fixed HTC/GC points. The calculator now follows that: the limit covers every earned point, and only the five starting points sit outside it. In March a developer said fixed HTC/GC didn't count toward the old 10,000 cap, so the true GK room could be larger. GK cap (estimate) under Point Sources = stat cap − everything else you've entered, about 2,091 on a maxed build. GK earned past that is assumed not to count. Raccoon adds that the cap rises with max level and GK doesn't. Existing allocations are kept, even if over budget.

An August 25 shared breakdown supports 6,245 level points + 250 wishes + 100 Piccolo + 64 mentors = 6,659 free points before GK, plus 3,750 fixed training = 10,409 earned points. Five starting points bring the displayed total to 10,414. Raccoon's September list and an April post both report 10,412, which would mean 67 master points rather than 64. That three-point difference remains unexplained.

The saved September block lists Health's stat coefficient as 0.012, down from the 0.014 in employingbroom7's March version of the same list. The FAQ now shows 0.012. Nothing else in the calculator uses it. Other listed level/stat coefficients agree with the current model.

The running GK counter is restored from the agreed checkpoint: 2,949 on 4 August 2026, plus two per New York calendar day. That gives 3,041 on 19 September. It's a projection assuming every claim and no downtime, not a reading of your character. Enter your actual earned total under Point Sources, or use Required to reverse-plan it.

The latest saved patch entry reviewed is dated 11 September and concerns gamepass icons. It doesn't confirm a maths change. Community guide damage tests aren't imported as base move power.

Calculator FAQ

What does "Output" show?
Base stat output before buffs: ((SP − 1) × (Race Multiplier + Trait Bonus)) + 1. The game applies a base-1 offset, so the first skill point is always 1 output regardless of multipliers.
How is Power Level calculated?
PL from level = 30 + [(Level − 1) × 450]
PL from stats = (Sum of all stat outputs − 5) × 180
These are added together for total Power Level.
What is the ×multiplier badge?
Combined multiplier from form, Kaioken, Mind Control, item buff, technique, path passive, and racial passive. "Full output" = base output × this. Kaioken and Mind Control stack onto the form as A + B − 1 (Kaioken ×20 on Ultimate ×3.5 = ×4.5). Item and technique add together; path passive and race passive multiply separately.
How do traits work?
Each Porunga "Improve my traits" wish adds +0.025 to a random stat's output multiplier. 5 wishes total. Daima "Adjust my traits" rerolls 1 random trait (7-day cooldown). Reset all Dragon Ball cooldowns: 400 Robux (~$5.00 at $9.99/800 Robux). You cannot choose which cooldown to reset.
How does GK work?
Grand Kai points are earned by completing eligible quests on a 12-hour cadence, up to two per day. Time passing alone doesn't grant points. Enter your character's earned total, or use Required to reverse-plan the GK needed for your allocation. The header projects the agreed 4 August checkpoint; your character total stays separate. See the dated data review above.
What does "Reverse Fusion" do?
Enter the fusion result + your stats (Panel A). The calculator computes the partner's stats and fills Panel B.
Kaioken vs Mind Control?
In-game they're incompatible, but the calculator allows stacking for theory-crafting. Kaioken has 4 levels (×1.25 to ×2 dmg). Mind Control (Majin Mark) gives ×1.75 dmg + 50% DR but stuns every 60s. Blue Kaioken gives ×1.75 dmg + 9% DR.
Raid rewards?
MP is earned every raid completion. Zeni is earned once per 12 hours per raid. Overworld bosses have a 20-second respawn and zero load-in time.
Stat Sources Breakdown
Level 1250: 6,245 SP · Dragon Ball Wishes (Shenron): 250 (50 × 5) · Piccolo Easter Egg: 100 · HTC: 2,500 (500 fixed per stat) · GC: 1,250 (250 fixed per stat) · Mentors: ~64 (incl. gamepass) · Total known: ~10,409. Grand Kai gives 1 stat every 12 hours to add to this total. This excludes five starting points. The August community breakdown supports these components. The reported 12,500 stat cap covers all of them plus GK, is editable, and is unverified in-game.
What are "Hidden Multipliers" / Internal Multipliers?
Each stat is modeled here with internal coefficients per level and per SP that are used to estimate the in-game effect. For example, Health uses 0.02/lv + 0.012/SP (September list; March said 0.014), while Agility uses 0.0048/lv + 0.0035/SP. These are shown in the "Formula Breakdown" section. The "Output" column shows ((SP − 1) × (raceMult + traitBonus)) + 1 which feeds into Power Level. The internal multipliers are separate: they determine how much actual HP, damage, etc. you gain.
What affects the ×multiplier on each stat?
Form (transformation) · Path Passive (e.g. Combat Ready stacks, Divine Saiyan +15%) · Kaioken/Mind Control (Phys/Ki dmg, stacked onto the form as A + B − 1) · Item Buff (meat, fruit, etc.) · Technique (additive with item) · Race Passive (e.g. Half Saiyan 2× dmg at red HP). Item and technique add together; form, path passive and race passive multiply separately.
Move Damage Formula
Damage = MovePower × [((Lv−1)×0.02) + ((Output−1)×0.0045) + 1] × [Form + Perfection + (MC − 1) + (Kaioken − 1)] × [PathPassive] × [1 + ItemBuff + Technique] × [RaceAbility]
Form = transformation multiplier. Perfection = DCBAS form perfection grade (F–Z, additive). MC = Mind Control ×1.75 if active. Kaioken = the selected Kaioken level. Both stack onto the form as A + B − 1. PathPassive = path buff %. ItemBuff = consumable bonus. Technique = technique %. Output = base stat output. The game uses (Level−1) and (Output−1) base-1 offsets.
What is "Raw (DBOG math)" mode?
This calculator uses floating-point arithmetic. Base-10 decimals like 0.02 or 0.0045 can produce tiny binary rounding artifacts in the calculator's own computation. Enabling "Raw" mode disables rounding in this calculator so you see the unrounded calculator value. It does not confirm the game engine computes the same value.
DCBAS Grades
7 stats (Melee, Rush, Ki Blast, Ki Attack, Stamina, Ki Type, Defense) each have grades F through Z. Attack grades give up to +65% damage at Z. Stamina/Ki Type grades reduce consumption (up to −75% at Z). Defense gives up to +25% at Z. Only 1 stat can be Z tier, the rest cap at S. Speed up with: 2× Mastery GP × 2× Weights × 2× HTC = 8× boost.

Resources