{"id":26,"date":"2025-12-20T03:11:20","date_gmt":"2025-12-20T02:11:20","guid":{"rendered":"https:\/\/dbgsbuilds.com\/?post_type=personaggio&#038;p=26"},"modified":"2026-01-28T14:19:25","modified_gmt":"2026-01-28T13:19:25","slug":"majin-buu-good","status":"publish","type":"personaggio","link":"https:\/\/dbgsbuilds.com\/es-mx\/personaggi\/majin-buu-good\/","title":{"rendered":"Majin Buu (Bueno)"},"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-16-1007x1024.webp\" alt=\"\" class=\"wp-image-117\" style=\"width:700px\" title=\"\" srcset=\"https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-16-1007x1024.webp 1007w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-16-295x300.webp 295w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-16-768x781.webp 768w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-16.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\/majin-buu-good.jpg\" alt=\"Majin Buu (GOOD)\" width=\"1200\" height=\"675\" title=\"\">\n\n<!-- OUTBOUND MINIMAL BLOCK (SEO checker friendly, dofollow by default) -->\n<p><strong>Majin Buu (Bueno)<\/strong> external reference:<\/p>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Majin_Buu\" target=\"_blank\" rel=\"noopener\">Majin Buu (Dragon Ball Wiki)<\/a><\/li>\n<\/ul>\n\n<h2>Majin Buu (Bueno)<\/h2>\n\n<p><strong>Majin Buu (Bueno)<\/strong> is a support-healer who wins fights by keeping allies alive through tight positioning and turning disruption into momentum. You\u2019re not just \u201ca heal bot\u201d: you debuff enemies, enlarge their hitbox to make them easier to punish, and use a high-mobility skill to reach teammates at the exact moment they need help. If you like playing the \u201cteamfight glue\u201d role (stabilize, peel, then swing the fight with a big Super), this kit rewards awareness and calm timing.<\/p>\n\n<p>For a full setup, check the <a href=\"\/es-mx\/builds\/majin-buu-good-build\/\">build guide<\/a> and the <a href=\"\/es-mx\/majin-buu-good-full-damage\/\">latest patch notes<\/a>.<\/p>\n\n<h2>Overview<\/h2>\n<p>The passive <strong>Majin Menace<\/strong> creates a simple loop: you gain <strong>stocks<\/strong> when you heal yourself or allied heroes, or when you apply debuffs to enemy heroes. Your Rush Attacks then consume those stocks for a damage boost. In practice, your \u201csupport actions\u201d also fuel your personal pressure, which matters a lot in objective fights\u2014because it lets you contribute damage while still doing your main job.<\/p>\n\n<p>Think of your play pattern as: apply disruption to slow the enemy down, keep your core ally within healing range, and choose the moment to dash into danger only when you can convert it into survival or control. If you\u2019re always far away, your healing becomes weaker. If you\u2019re always too close, you risk getting deleted before you can cast again. The strongest play is controlled proximity.<\/p>\n\n<h2>Strengths<\/h2>\n<ul>\n  <li><strong>Strong team sustain:<\/strong> Healing Ray restores HP to yourself and allies, scaling with proximity.<\/li>\n  <li><strong>Real disruption:<\/strong> Strangle Gum applies All Attack Down + Movement Speed Down and expands enemy hitbox.<\/li>\n  <li><strong>High mobility support tool:<\/strong> Ready, Go! lets you attack while moving and reposition quickly.<\/li>\n  <li><strong>Teamfight swing Super:<\/strong> Candy Ray turns enemy heroes into Candy and creates a healing AoE that scales with the number transformed.<\/li>\n  <li><strong>Pressure-through-support:<\/strong> Majin Menace stocks turn healing\/debuff work into meaningful Rush damage.<\/li>\n<\/ul>\n<!-- Skills source: official hero page -->\n<!-- (Majin Menace, Strangle Gum, Healing Ray, Ready, Go!, Candy Ray) -->\n\n<h2>Weaknesses<\/h2>\n<ul>\n  <li><strong>Positioning-sensitive healing:<\/strong> allies must stay close enough, or Healing Ray stops when they move too far away.<\/li>\n  <li><strong>Timing is everything:<\/strong> using mobility too early can leave you without a rescue option when it matters.<\/li>\n  <li><strong>Can be focused:<\/strong> if enemies dive you first, you must survive long enough to cast and relocate.<\/li>\n<\/ul>\n\n<h2>How to Play<\/h2>\n<p>Your job is to keep one \u201cpriority ally\u201d alive and productive (frontliner, carry, or whoever is holding objective), while also making enemy entries awkward. Don\u2019t open fights by wasting everything. Start with a debuff or a safe heal to build Majin Menace stocks, then hold your movement skill for the moment the enemy commits. When the dive comes, you either peel with slow\/attack down, or you reposition into a better healing angle and stabilize the fight.<\/p>\n\n<h3>Majin Menace stock management<\/h3>\n<p>Stocks come from healing and debuffing, so you should aim for efficient actions: heal when allies are close enough to get full value, and apply debuffs when enemies are actually committing to a fight. Once you have stocks, your Rush pressure becomes threatening\u2014use that to help your team finish targets instead of letting enemies walk away with 1 HP.<\/p>\n\n<h3>Strangle Gum (debuff + hitbox expand)<\/h3>\n<p><strong>Strangle Gum<\/strong> throws an ensnaring gum that applies <strong>All Attack Down<\/strong> and <strong>Movement Speed Down<\/strong> to enemies, and it also causes their hitbox to expand. This is huge for coordination: a bigger hitbox means your team lands more follow-ups, and the double debuff makes enemy trades weaker. Use it on divers as they enter, or on slippery targets you want your team to actually connect with.<\/p>\n\n<h3>Healing Ray (proximity-based healing)<\/h3>\n<p><strong>Healing Ray<\/strong> heals you and allies, and the effect increases the closer an ally is. The heal stops if they move too far away. Higher skill levels allow you to heal more allies at once, and you can move while using it. The key is angle control: stand where your ally naturally wants to fight (objective edge, safe corner, behind frontline), so they don\u2019t have to abandon positioning just to stay in range.<\/p>\n\n<h3>Ready, Go! (mobile pressure + relocation)<\/h3>\n<p><strong>Ready, Go!<\/strong> lets you attack while moving, gives you <strong>Strike Defense Up<\/strong>, and forcibly moves enemies you hit. You can change direction while moving, or cancel by pressing the skill again. Use this as a rescue tool: dash to the ally who\u2019s in trouble, drag pressure away from them, or simply reposition your healing angle without losing tempo. Also note: balance changes have adjusted parts of this skill over time (for example, patch notes mention the removal of the No Skills effect on hit). Always keep an eye on the latest tuning for the most accurate behavior.<\/p>\n\n<h3>Candy Ray (Super Attack) teamfight swing<\/h3>\n<p><strong>Candy Ray<\/strong> fires a beam that turns enemy heroes into Candy and creates an AoE that heals you and allies. The more enemies you turn into Candy, the stronger the healing. This Super is best used when multiple enemies are committed in a tight space (objective, choke, post-dash cluster). Don\u2019t panic-cast it on one isolated target\u2014hold it for the moment the enemy team groups up, because that\u2019s when the heal scaling and disruption can completely flip a fight.<\/p>\n\n<h2>Combos and Follow-Ups<\/h2>\n<ul>\n  <li><strong>Beginner pattern:<\/strong> Strangle Gum on the engager \u2192 Healing Ray while allies stay close \u2192 Rush pressure with stocks.<\/li>\n  <li><strong>Peel pattern:<\/strong> enemy dive starts \u2192 slow\/attack down \u2192 Ready, Go! reposition to your ally \u2192 stabilize with Healing Ray.<\/li>\n  <li><strong>Objective pattern:<\/strong> hold heal angle \u2192 punish entries with debuffs + hitbox expand \u2192 Candy Ray when enemies cluster.<\/li>\n  <li><strong>Cleanup pattern:<\/strong> after stabilizing \u2192 spend stock-boosted Rush damage to help secure the last hit(s).<\/li>\n<\/ul>\n\n<h2>Build Priorities<\/h2>\n<p><strong>Majin Buu (Bueno)<\/strong> wants reliability: stay alive, keep range discipline, and maintain uptime so you can cycle heals and disruption every objective fight.<\/p>\n<ul>\n  <li><strong>Consistency:<\/strong> reduce downtime so heals and peel are always available.<\/li>\n  <li><strong>Durability:<\/strong> survive dives long enough to reposition and heal again.<\/li>\n  <li><strong>Utility-first mindset:<\/strong> your value comes from saving teammates and denying enemy burst windows.<\/li>\n<\/ul>\n\n<h2>Team Synergies<\/h2>\n<p>This hero pairs best with allies who want to fight inside a stable zone: frontliners who hold space, sustained damage dealers who like extended fights, and teammates who can capitalize on hitbox expansion and slows. Any ally with strong follow-up damage becomes more consistent when targets are slowed and easier to hit.<\/p>\n\n<h2>External Resources<\/h2>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Majin_Buu\" target=\"_blank\" rel=\"noopener\">Majin Buu (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>Majin Buu (Bueno)<\/strong> guide and overview: key tips, combos, and external resources.<\/p>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Majin_Buu\" target=\"_blank\" rel=\"noopener\">External resource: Majin Buu (Dragon Ball Wiki)<\/a><\/li>\n  <li><a href=\"https:\/\/en.wikipedia.org\/wiki\/Majin_Buu\" target=\"_blank\" rel=\"noopener\">External resource: Majin Buu (Wikipedia)<\/a><\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>Majin Buu (GOOD) external reference: Majin Buu (Dragon Ball Wiki) Majin Buu (GOOD) Majin Buu (GOOD) is a support-healer who wins fights by keeping allies alive through tight positioning and turning disruption into momentum. You\u2019re not just \u201ca heal bot\u201d: you debuff enemies, enlarge their hitbox to make them easier to punish, and use a [&hellip;]<\/p>","protected":false},"featured_media":0,"template":"","ruolo":[3],"stile_gioco":[],"class_list":["post-26","personaggio","type-personaggio","status-publish","hentry","ruolo-technical"],"acf":[],"_links":{"self":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/26","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\/26\/revisions"}],"predecessor-version":[{"id":715,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/26\/revisions\/715"}],"wp:attachment":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/media?parent=26"}],"wp:term":[{"taxonomy":"ruolo","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/ruolo?post=26"},{"taxonomy":"stile_gioco","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/stile_gioco?post=26"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}