Whether you’ve been playing Dragon Ball FighterZ a lot, or you’re just now picking it up, team building is a very important part of the game. Since the game is 3v3, it’s important to understand how Dragon Ball FighterZ team building works compared to other team-based fighting games. While some have said point, middle and anchor don’t matter, it’s still important to know how you should arrange your team. In this article we’ll cover Dragon Ball FighterZ team building so you can work toward the most advantageous team for you!

Before we get started, it should be clearly stated that team composition is up to you. While we can tell you which characters work best at a certain position on your team, the simple fact is that every character can work well in every position. Some characters just work better in a specific position, which is what we’re focusing on in this article. So if we tell you that SSJ Vegeta is not a good point character, that doesn’t mean you can’t use him on point. It only means he works best when he’s not the point character.

The chart below offers a quick reference for where each character excels, or rather, where they don't excel. Once again, this is not the end-all, be-all definitive list. This is simply what position a character is best-suited for. Given how Dragon Ball FighterZ plays, many characters work in all positions, some just work better than others. Even characters listed as "No" for not working well in a certain position can still be played in that position, it's just not ideal.

Character Point Middle Anchor
Adult Gohan Yes Yes Yes
Android 16 Yes Yes No
Android 18 Yes Yes Yes
Android 21 Yes Yes Yes
Beerus Yes Yes No
Cell Yes Yes Yes
Frieza Yes Yes Yes
Ginyu Yes No No
Goku Yes Yes Yes
Goku Black Yes Yes Yes
Gotenks Yes Yes Yes
Hit Yes Yes No
Kid Buu No Yes Yes
Krillin No Yes Yes
Majin Buu Yes Yes Yes
Nappa Yes Yes No
Piccolo Yes Yes No
SSB Goku Yes Yes No
SSB Vegeta Yes Yes No
Teen Gohan Yes Yes Yes
Tien No Yes Yes
Trunks Yes Yes Yes
Vegeta No Yes No
Yamcha Yes Yes Yes

Point Characters

  • Requires minimal meter.
  • Works well with two assists.
  • Can open up an opponent.

One of the biggest concerns with a point character is that they can get the job done without requiring a lot of meter. This is the character that will start off every game, meaning they won’t have any meter to work with for a decent amount of time. Even if you land the first hit, you’re probably not going to build more than one or two meters at the most, so you need to be able to play this character well without relying heavily on super moves and EX attacks (heavy attacks).

Your point character should also be a character that gets a big boost from having two assists, and can open up the opponent with relative ease. Since this is your starting character, you should always have both assists available to them (at least when the match begins). Characters such as Android 16 are great on their own, but get a huge boost when they can combo into both assists.

If you’re using a character that doesn’t have a good assist of their own, they probably work best as a point character. In a worst case scenario, this is the character who you’ll lose first, which means this is the first assist you’ll lose. For example, you don’t want to use a character like SSJ Vegeta on point because he has an amazing assist that you don’t want to lose early in the match.

Middle Characters

  • One assist is more than enough to be effective.
  • Probably has a good assist of their own.

There are very few characters that don’t work well as a middle character. As a middle character, you should have at least one assist to help you out, so you don’t need to be the best at opening up the opponent. In addition, you should have meter to work with, so meter management isn’t a huge factor for the middle character. In fact, Captain Ginyu is really the only character who probably doesn’t work as well as a middle character. This is primarily because he excels when he has two assists to work with and can really pin down an opponent. His pressure is cut quite a bit when he drops down to a single assist.

Anchor Characters

  • Don’t require assists to play well.
  • Can open up an opponent all by themselves without any help.
  • Usually has a good assist of their own.
  • Can be heavily meter-dependant.
  • Works well with Sparking Blast.

Your anchor character should be a one-man army. In normal circumstances this is the character who will be last man standing on your team. You won’t have any assists to back them up, but they probably have a decent amount of meter to work with. This should also be a character that works very well with Sparking Blast active.

Basically, whoever you have as your anchor character should at least have the potential to take out an entire team by themselves. If a character needs an assist to be effective, they are not a good anchor character. If it’s difficult to find an opening with a character, they are not a good anchor character. Everything you need to do to win with this character you should be capable of doing without help from any assists.

In many cases you want your best character to be your anchor. Even if they don’t meet the above requirements, in most cases your anchor character is your last resort. If you’re not as good with this character as your other two, you’ll be in trouble. Remember, it’s assumed that if you’re playing as your anchor character, you’ve already lost the other two.

Super Move Compatibility

In addition to knowing which characters fit best in each of the team positions, you also want to make sure the super moves of the characters on your team are as compatible as possible. For example, if you start with point Goku Black and tend to end your combos with an aerial super, you don’t want to have SSB Vegeta or Gotenks as your middle character because they don’t have good aerial super variety. In order to combo from an aerial Goku Black super to SSB Vegeta or Gotenks, you’d have to use a level three. That’s not always ideal, which means you probably shouldn’t run SSB Vegeta or Gotenks as your middle character when Goku Black is on point.

Now almost everyone has the ability to bring a character back down to the ground, but keep in mind some require meter to do this. You can also swap characters anytime there’s a Super Dash in your combo, or after a Vanish, but in this situation you want to make sure your next character can either bring them down to the ground or complete the combo with a decent amount of damage.

None of this is a requirement, but the better your super move compatibility, the better off your team will be. Good team synergy will take you far in Dragon Ball FighterZ and make the game a lot easier.

For more advice, including how the ranked system works, be sure to check out our Dragon Ball FighterZ game hub!