DRAGON BALL Z DOKKAN BATTLE

DRAGON BALL Z DOKKAN BATTLE Power of Wishes Mission Guide

Clear the Festival of Battles Power of Wishes mission by saving your items for the end, lining up your stacking units, and using the Spirit Bomb and support memories when the fight gets scary. This run is described as easier than the Realm of Gods mission because the Power of Wishes team is stacked enough to carry the early and mid phases.

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The Power of Wishes mission in Festival of Battles is described as the easier clear: most players’ Power of Wishes teams are strong enough to breeze through the early phases and only need to use items and active skills in the last few stages. The Realm of Gods mission is trickier, with late-fight chaos and less margin for error.

Power of Wishes Mission: What Makes It Easier

The Power of Wishes mission is considered a safe first clear because the category is stacked. Most recent characters are strong enough to handle the early and mid phases without needing items. The run only becomes demanding toward the last few phases, where spending items, support memories, attack items, and saved active skills makes the finish comfortable. Only risky enemy super placement or bad luck in the late game can threaten the clear.

Phase 45 and Phase 46: Where the Run Changes

A DokkanDB page shows Phase 45 battle details with an enemy portrait, stats, actions, super attack, and skill effects.

Phase 45 battle details are shown on a DokkanDB page with enemy stats, actions, and skills visible. — DaTruthDT

Phase 45 is not able to hurt the best Power of Wishes characters. The first meaningful challenge starts at phase 46. By the Daima phase (phase 48), stacked units should still be in good shape. Enemy super placement is what can make things dangerous late, so the guide suggests spending items instead of saving them and risking a loss.

Build the Team for Stacking and Safe Endgame Damage

A mobile game team setup screen shows a row of stacked character cards in the center, with team slots, support item spaces, and a start button below.

The team setup screen displays a stacked lineup of characters with team and support slots visible. — DaTruthDT

Building the team involves focusing on units that stack their stats over the fight, with Super Saiyan 3 Goku and Super Saiyan 2 Vegeta needing enough defense before the end. INT Super Saiyan 4 Goku is the main heavy-hitter for late phases. Slot-one damage reduction and defensive tools should be conserved for the deeper rounds. The run’s featured God Goku is equipped for full attack.

prerequisites

  • Team of stacking units for ramping up stats.
  • Super Saiyan 3 Goku and Super Saiyan 2 Vegeta need defensive buildup.
  • INT Super Saiyan 4 Goku is key for endgame damage.
  • Save damage reduction and slot-one tools for later phases.
  • Featured God Goku runs a full attack build.

Spirit Bomb, Support Memories, and Endgame Items

A Dragon Ball battle screen shows a character facing a field of colored orbs with combat UI and attack stats visible.

A battle screen shows the orb board, character portraits, turn count, and damage setup UI. — DaTruthDT

The finishing plan uses support memories, attack items, and the Spirit Bomb as burst damage. On Global, the bit-limit restricts this Spirit Bomb burst: the full effect is only available now in JP. Carnival Goku’s active skill is recommended as a safety net in the Daima phase to protect the run.

steps

  1. Enter the late phases with support memories and attack items ready.
  2. Use the Spirit Bomb for burst damage once the orb setup is correct.
  3. On Global, expect the Spirit Bomb to be weaker until the bit-limit update.
  4. Use Carnival Goku's active skill in the Daima phase as insurance against unlucky enemy actions.

Orb Management and Super Saiyan 4 Goku

A Dragon Ball battle screen shows Super Saiyan 4 Goku on the field with a cluster of colored orbs in the center and character icons and stats along the bottom.

Super Saiyan 4 Goku faces a field of multicolored orbs on the battle screen. — DaTruthDT

The run wants seven orbs for powering up the Spirit Bomb turn, but INT orbs are needed for Super Saiyan 4 Goku’s bonus effect. The creator tried to grab INT orbs for extra value but ended up missing one, leaving Super Saiyan 4 Goku short of an additional effect. If orb setup goes wrong, prioritizing the Spirit Bomb benefit is usually preferred.

before after

Before

Greedy orb path

  • Grabs INT orbs for Super Saiyan 4 Goku, risking missing the seven-orb requirement
After

Safer orb path

  • Takes seven total orbs to ensure Spirit Bomb setup, even if missing one INT orb for bonus effect

Realm of Gods Mission: Why It Feels Trickier

The Realm of Gods mission is described as trickier and more chaotic in the late game. There is less room to trust the fight, and attack items or safer plays are more needed, especially in the final stages. The guide suggests focusing on Power of Wishes first because it is easier and more reliably cleared.

comparison

Power of Wishes Mission

  • Early phases feel comfortable
  • Strong, stacked characters can cruise to phase 48
  • Items only needed at the end

Realm of Gods Mission

  • Trickier and chaotic late game
  • Attack items and safety skills more needed
  • Less margin for error, harder for safe clears

Also worth knowing

  • Global bit-limit restriction: Players on the Global version cannot fully replicate the Spirit Bomb burst shown here until the next update removes the bit-limit.
  • Endgame item usage for Realm of Gods: For Realm of Gods, spending items at the end is a practical way to counter bad dodge luck.
  • Support memory boost: A support memory that boosts Power Beyond Super Saiyan is suggested for making Realm of Gods clears more reliable.
  • Bulma for orb management: Using Bulma can help maintain orb buildup, as long as she is kept safe during the final phases.

FAQ

How hard is the Power of Wishes mission in Festival of Battles?

It is described as fairly easy for most players with modern characters, likely manageable without much resistance until the late phases.

What phase does the Power of Wishes run stop being easy?

The first real challenge starts at phase 46; up to that point, the mission is described as comfortable.

Why does the creator say the Realm of Gods mission is trickier?

The Realm of Gods mission is called trickier due to a chaotic late game, less safe play, and more pressure to use items and defensive skills.

What items does he recommend using near the end of the Power of Wishes run?

Support memories, attack items, and active skills (like Carnival Goku's) are recommended for finishing the last phases safely.

What went wrong when he was trying to build Super Saiyan 4 Goku's orb count?

He was one INT orb short, which left Super Saiyan 4 Goku missing an additional effect that would have improved performance in a key turn.

Sources

Screenshots on this page are frames from the videos below, used to illustrate the steps they describe. All rights remain with their creators.