{"id":22,"date":"2025-12-20T03:10:46","date_gmt":"2025-12-20T02:10:46","guid":{"rendered":"https:\/\/dbgsbuilds.com\/?post_type=personaggio&#038;p=22"},"modified":"2026-01-28T14:24:55","modified_gmt":"2026-01-28T13:24:55","slug":"piccolo","status":"publish","type":"personaggio","link":"https:\/\/dbgsbuilds.com\/es-mx\/personaggi\/piccolo\/","title":{"rendered":"Piccolo"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"alignright size-large is-resized\"><img decoding=\"async\" width=\"1007\" height=\"1024\" src=\"https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-18-1007x1024.webp\" alt=\"\" class=\"wp-image-122\" style=\"width:700px\" title=\"\" srcset=\"https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-18-1007x1024.webp 1007w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-18-295x300.webp 295w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-18-768x781.webp 768w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-18.webp 1200w\" sizes=\"(max-width: 1007px) 100vw, 1007px\" \/><\/figure>\n<\/div>\n\n\n<!-- Image with Focus Keyword in ALT -->\n<img decoding=\"async\" src=\"\/images\/heroes\/piccolo.jpg\" alt=\"Piccolo\" width=\"1200\" height=\"675\" title=\"\">\n\n<!-- OUTBOUND MINIMAL BLOCK (SEO checker friendly, dofollow by default) -->\n<p><strong>Piccolo<\/strong> external reference:<\/p>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Piccolo\" target=\"_blank\" rel=\"noopener\">Piccolo (Dragon Ball Wiki)<\/a><\/li>\n<\/ul>\n\n<h2>Piccolo<\/h2>\n\n<p><strong>Piccolo<\/strong> is a tactical Damage hero who wins fights by controlling angles: set traps, force enemies into predictable movement, then punish their weak point with a high-impact finisher. The kit is designed for players who like \u201csetup into execution.\u201d You don\u2019t need to sprint into every fight\u2014your strength is making the battlefield uncomfortable, cutting off escape paths, and striking when opponents are already committed.<\/p>\n\n<p>For a full setup, check the <a href=\"\/es-mx\/builds\/piccolo-build\/\">build guide<\/a> and the <a href=\"\/es-mx\/piccolo-full-damage\/\">latest patch notes<\/a>.<\/p>\n\n<h2>Overview<\/h2>\n<p>The passive <strong>Opening Move Toward Victory<\/strong> is the engine: attacking enemies with a Rush Attack instantly lowers cooldown on Skills. This creates a simple rhythm\u2014land Rush pressure, get Skills back faster, then repeat. In practice, this hero becomes stronger the more consistently you can \u201ctouch\u201d the opponent without overcommitting. Even short, safe interactions matter because they accelerate your next trap\/shot cycle. :contentReference[oaicite:2]{index=2}<\/p>\n\n<p>Your Rush Attack is an energy blast string. The fifth consecutive attack (or an attack after Demon Whip) becomes powered up and deals more damage. That means your basic pressure has a goal: aim for clean, repeatable strings so you can trigger that stronger hit while your Skills are coming back online. :contentReference[oaicite:3]{index=3}<\/p>\n\n<h2>Strengths<\/h2>\n<ul>\n  <li><strong>Cooldown acceleration:<\/strong> Rush hits reduce Skill cooldowns, letting you cycle pressure faster than expected. :contentReference[oaicite:4]{index=4}<\/li>\n  <li><strong>Lane control:<\/strong> Hellzone Trap creates a threat zone that punishes approaches with explosions and slow.<\/li>\n  <li><strong>Long-range punish potential:<\/strong> Light Grenade rewards distance with stronger explosion damage and AoE.<\/li>\n  <li><strong>Flexible repositioning:<\/strong> Demon Whip lets you snap to enemies, allies, or walls, enabling creative angles.<\/li>\n  <li><strong>Fight-ending Super:<\/strong> Special Beam Cannon penetrates enemies and walls and scales with stock usage.<\/li>\n<\/ul>\n\n<h2>Weaknesses<\/h2>\n<ul>\n  <li><strong>Setup dependence:<\/strong> random, unplanned casts reduce your control and make your pressure predictable.<\/li>\n  <li><strong>Spacing checks:<\/strong> disciplined opponents who avoid trap lanes can deny your best angles.<\/li>\n  <li><strong>Execution required:<\/strong> Special Beam Cannon is strongest when you line up a clean lane; panic casts waste stocks.<\/li>\n<\/ul>\n\n<h2>How to Play<\/h2>\n<p>Your plan is to create a \u201cbad lane\u201d for the enemy: force them to walk through a trap zone or take a suboptimal path, then punish the decision. Don\u2019t open by spending everything at once. Instead, use Rush pressure to speed up your cooldowns, then place traps\/shots where they restrict movement. When the opponent finally commits to an angle\u2014dash, chase, or objective entry\u2014that\u2019s your cue to punish with the highest-value tool available.<\/p>\n\n<h3>Piccolo trap-and-angle mindset<\/h3>\n<p>Think in terms of geometry. If the enemy has two exits, your pressure is weaker. If you can cut it to one exit, your pressure becomes reliable. Your job is to place Hellzone Trap so it blocks the \u201csafe\u201d route and forces enemies into a predictable line. Once they\u2019re moving predictably, your projectile timing becomes much easier.<\/p>\n\n<h3>Light Grenade (distance scaling)<\/h3>\n<p><strong>Light Grenade<\/strong> fires a powerful energy blast. At Skill Level 2, it creates an explosion at the impact point, and the damage\/AoE of that explosion increases the further away the target is. The key takeaway is counterintuitive: you can get higher value by playing slightly further back and using angles rather than standing point-blank. Use it to punish grouped enemies on objectives or to tag someone who thinks they\u2019re safe behind frontline spacing. :contentReference[oaicite:5]{index=5}<\/p>\n\n<h3>Hellzone Trap (orb field control)<\/h3>\n<p><strong>Hellzone Trap<\/strong> launches a field of energy orbs into the air. The floating orbs target approaching enemies, and if you use the Skill again (or enough time passes), remaining orbs drop to the ground. Orbs explode on contact and apply <strong>Movement Speed Down<\/strong> to enemies hit by the explosion. Treat it like a \u201cdoor closer\u201d: place it where enemies want to enter, then keep pressure so they can\u2019t simply wait it out for free. :contentReference[oaicite:6]{index=6}<\/p>\n\n<h3>Demon Whip (mobility + empowered follow-up)<\/h3>\n<p><strong>Demon Whip<\/strong> stretches an arm and immediately moves you to any enemy, ally hero, or wall you touch. After moving, your next Rush Attack releases a powerful energy blast and your damage increases. Use it as a reposition tool first: snap to a wall for a better shooting lane, snap to an ally to peel, or snap to an enemy only when you know you can safely follow through. The empowered Rush hit is a great way to keep your passive cooldown-reduction loop rolling. :contentReference[oaicite:7]{index=7}<\/p>\n\n<h3>Special Beam Cannon (Super Attack stocks)<\/h3>\n<p><strong>Special Beam Cannon<\/strong> is a penetrating beam that goes through enemies and walls. Holding the attack button expends stocks; the more stocks used, the higher the damage and range. This is your \u201cperfect shot\u201d tool, not a button you throw out randomly. Save stocks for moments when enemies are in a tight lane, retreating through a choke, or grouped near an objective. The best casts are the ones where opponents can\u2019t sidestep without giving up something important.<\/p>\n\n<h2>Combos and Follow-Ups<\/h2>\n<ul>\n  <li><strong>Beginner pattern:<\/strong> safe Rush pressure \u2192 trap lane control \u2192 Light Grenade punish \u2192 reset.<\/li>\n  <li><strong>Control pattern:<\/strong> Hellzone Trap on approach route \u2192 force slow\/explosions \u2192 punish with ranged shots.<\/li>\n  <li><strong>Angle pattern:<\/strong> Demon Whip to wall\/ally for lane \u2192 empowered Rush hit \u2192 cycle Skills faster.<\/li>\n  <li><strong>Finish pattern:<\/strong> force predictable retreat \u2192 spend stocks on Special Beam Cannon through a choke.<\/li>\n<\/ul>\n\n<h2>Build Priorities<\/h2>\n<p><strong>Piccolo<\/strong> wants consistency: tools available often, safe spacing to keep landing Rush hits, and enough survivability to hold angles without being instantly removed.<\/p>\n<ul>\n  <li><strong>Consistency:<\/strong> reduce downtime so trap\/shot cycles stay online for every objective.<\/li>\n  <li><strong>Durability:<\/strong> survive counter-engage when enemies finally commit to your position.<\/li>\n  <li><strong>Damage later:<\/strong> once your control loop is stable, scale damage to make punish windows lethal.<\/li>\n<\/ul>\n\n<h2>Team Synergies<\/h2>\n<p>This hero pairs best with allies who keep enemies in your trap lanes: slows, roots, pulls, and stuns all increase how often Hellzone Trap and Special Beam Cannon can convert into real fight wins. Teammates who can force clustering on objectives also amplify your ranged explosion value.<\/p>\n\n<h2>External Resources<\/h2>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Piccolo\" target=\"_blank\" rel=\"noopener\">Piccolo (Dragon Ball Wiki)<\/a><\/li>\n<\/ul>\n\n<!-- PLUGIN-PROOF BLOCK (keep in MAIN content so the checker detects keyword + outbound links) -->\n<p><strong>Piccolo<\/strong> guide and overview: key tips, combos, and external resources.<\/p>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Piccolo\" target=\"_blank\" rel=\"noopener\">External resource: Piccolo (Dragon Ball Wiki)<\/a><\/li>\n  <li><a href=\"https:\/\/en.wikipedia.org\/wiki\/Piccolo_(Dragon_Ball)\" target=\"_blank\" rel=\"noopener\">External resource: Piccolo (Wikipedia)<\/a><\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>Piccolo external reference: Piccolo (Dragon Ball Wiki) Piccolo Piccolo is a tactical Damage hero who wins fights by controlling angles: set traps, force enemies into predictable movement, then punish their weak point with a high-impact finisher. The kit is designed for players who like \u201csetup into execution.\u201d You don\u2019t need to sprint into every fight\u2014your [&hellip;]<\/p>","protected":false},"featured_media":0,"template":"","ruolo":[2],"stile_gioco":[],"class_list":["post-22","personaggio","type-personaggio","status-publish","hentry","ruolo-damage"],"acf":[],"_links":{"self":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/22","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio"}],"about":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/types\/personaggio"}],"version-history":[{"count":4,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/22\/revisions"}],"predecessor-version":[{"id":717,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/22\/revisions\/717"}],"wp:attachment":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/media?parent=22"}],"wp:term":[{"taxonomy":"ruolo","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/ruolo?post=22"},{"taxonomy":"stile_gioco","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/stile_gioco?post=22"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}