Balance adjustments and bug fixes made on Feb. 18, 2026, at 10pm (PT).

BUFF
Buffs
■Android 18
Skill 3: Leave This to Me!
・The condition for extending the reactivation time and increasing the number of reactivations has changed from “KO an enemy with Accel Dash” to “KO an enemy within a set period of time after activating Accel Dash.”
■Son Goku (Mini)
Skill 3: Power Pole Dance
・DMG increased: 85/85/85 → 200/200/200
・Damage reduction when consecutive hits land adjusted: 70/80/90 → 90/90/90%
・Movement speed reduction while attacking decreased: 50/40/20 → 50/30/0%
・Duration of Energy Defense Up and Movement Speed Boost effects when hit by an energy wave attack adjusted: 5/5/5 → 4.5/5/7s
・Duration of Strike Defense Up and Movement Speed Boost effects when hit by a strike attack: 5/5/5 → 4.5/5/7s
Super Attack: Swift Spark
・Changed the duration of “Immune to All” to self from “activation → start of dash” to “activation → end of dash”
・Consecutive attack DMG increased: 500 → 750
・Additional DMG after consecutive attacks decreased: 2,000 → 1,800
■Dabura
Skill 1: Doom’s Ray
・Cooldown decreased: 12 → 11s
・Guaranteed attack DMG increased: 810/900/1,080 → 865/960/1,150
・Restore base HP effect to self on guaranteed attacks added: 1,300/1,440/1,725
Super Attack: Evil Blast
・Time from skill activation until energy blast released decreased: 0.83 → 0.5s
・Distance-based DMG falloff decreased: 90 → 50%
・Petrification Gauge gain increased: 50 → 70
・Distance-based falloff of Petrification Gauge gain decreased: 90 → 50%
■Super Saiyan 3 Son Goku
Transformation: Super Saiyan 3
・DMG boost on transformation of “If I Won’t Do It, Who Will?!” increased: 3 → 5%
Passive: If I Won’t Do It, Who Will?!
・Damage boost based on target’s total HP percentage difference with self increased
・When difference is 11–30%: 2 → 10%
・When difference is 31–60%: 7 → 15%
・When difference is 61–99%: 12 → 25%
Skill 3: Instant Transmission
・Cooldown reduction when enemy hero is targeted upon activation increased: 10 → 20s
■Zamasu
Passive: Body Regeneration
・Initial value of Regeneration Gauge on battle start/respawn increased: 0 → 50%
Skill 1: Heavenly Arrow
・Skill stock number increased: 1/1/1 → 2/2/2
・Regeneration Gauge gain per hit decreased: 7.5 → 6
Skill 2: Divine Rush
・Effect that applies Movement Speed Down to enemies hit dead center by the knifehand added: 30/40/60%, 3s
NERF
Nerfs
ADJUSTMENT
Adjustments
■Super Vegito
Passive: Shining Fusion
・Cooldown decreased: 10 → 5s
・Cooldown when Skills or powered-up attacks hit an enemy decreased: 0.5 → 0.25s
Skill 2: Flash Dodge
・Cooldown decreased: 12 → 8s
・Time until movement starts increased: 0.15 → 0.2s
・Movement speed adjusted: 28/38.5/56 → 36/36/36
■Divine Draws
Medical Respawn
・Total HP of hero converted into the Medical Machine gauge decreased: 35 → 20%
・Time until respawn increased: 2–5 → 3–6s
・Percentage of hero respawn time converted into time until respawn increased: 10 → 20%
・Percentage of hero respawn time converted into time until Medical Machine disappears increased: 90 → 95%
■Star Collection
・Updated Hero Unlock content
・Added to [I]: Super Saiyan Bardock
・Changed to [II]: Ultimate Gohan
*We will be continuing to update the Hero Unlocks as new heroes are added to the game.
・Increased the maximum cap size of the Star Collection.
IMPROVEMENTS
Improvements
■Divine Draws
Medical Respawn
・Fixed an issue where a Medical Machine could spawn near a wall, overlapping with a hero and preventing them from moving
We hope you continue to enjoy DRAGON BALL GEKISHIN SQUADRA.