Gaming Guide

Anime Vanguards: How to Build the Dragon Sphere Team

The two trial familiars, the full unit lineup, and the upgrade order that unlocks the game's highest damage output.

The two trial familiars, the full unit lineup, and the upgrade order that unlocks the game’s highest damage output.

The Dragon Sphere Team sits at the top of the Anime Vanguards meta as the highest-DPS lineup in the game, and it holds that spot for a specific reason. The units feed each other buffs, and two unit-exclusive familiars push the damage from strong to absurd. Getting those familiars is the hard part, because both are locked behind Trials that punish sloppy placement.

Quick answer: Clear the Land of the Gods trial for the Candy Ball and the Frozen Port trial for the Turtle Symbol, then run Holy Deceiver (Dark), Super Vogito, Rogita (Super 4), Boohon (Evil), Rogita (Super), and Sprintwagon — and always max Holy Deceiver first so his passive upgrades the rest of the Dragon Ball units around him.


Dragon Sphere Team units and roles

The team is built around Dragon Ball unit synergy, with a single economy slot to keep yen flowing. It also works as an AutoPlay team, which matters if you are grinding repeated clears rather than babysitting every wave.

UnitWhy it’s in the team
Holy Deceiver (Dark)Core support and damage. His passive auto-upgrades other Dragon Ball units in range.
Super VogitoPrimary DPS carry once Rotara Fusion and Big Spirit Beam are online.
Rogita (Super 4)Synergy DPS that scales with the rest of the Dragon Ball lineup.
Boohon (Evil)Support and crowd control, boosted heavily by the Candy Ball familiar.
Rogita (Super)Filler slot. Swap it out in game modes with enough yen to fund a stronger unit.
SprintwagonEconomy. Place it first and max it before anything else.

Note: Holy Deceiver (Dark) is a limited unit, so if it is not on your account, the team loses the passive that makes the whole upgrade chain work quickly.


The two familiars you need and where they drop

Vanguard Familiars are attached to specific units, and two of them are non-negotiable for this build. Both come from the Trials system, which tests older units on fixed stages and pays out unique familiars for a clear.

FamiliarUnitTrial
Candy BallBoo (Evil)Land of the Gods
Turtle SymbolVegitoFrozen Port

You reach both from the Trials menu in the lobby. Walk up to the Trials prompt and press the highlighted interact key to open the stage list, then pick the trial tied to the unit whose familiar you want.

The Trials interact prompt in the lobby with the E key highlighted
Pressing E on the Trials prompt opens the stage list where both familiar trials live. Image: Kitawari

Land of the Gods trial: Getting the Candy Ball

This is the harder of the two, and it is the one that eats hours if you improvise. The run does not end early, so a defense that holds through the mid waves can still fall apart at the end.

Open Trials from the lobby and select the Boo (Evil) trial on Land of the Gods. Check your loadout before you queue, because the trial restricts what you can bring.
Build economy in the opening waves before you commit yen to damage. Under-funding your farm slot is the most common reason this trial stalls out around the back half.
Push your defense through wave 15, which is the clear condition. Use the Upgrade Max button on your carry once you can afford it rather than trickling single upgrades in, and leave Auto Play on if you want the run to keep upgrading while you watch the lane.
Unit panel during a trial showing the Upgrade Max button with Auto Play enabled
The Upgrade Max button on a unit panel, with Auto Play running during the trial. Image: Kitawari

Clearing wave 15 awards the Candy Ball. It is exclusive to Boo (Evil), so it will not do anything for any other unit in your roster.


Frozen Port trial: Getting the Turtle Symbol

Frozen Port is more forgiving if you respect the opening. The stage rewards an early economy investment and a stable front line before you spend on damage.

Enter the Frozen Port trial and place your money farms first. Do not put down a carry until the farms are down and upgrading.
Add defensive units to hold the lane while the economy ramps. The goal in the first stretch is simply not to leak, not to kill fast.
Max out Goku Black to buff the rest of your board, then ride that damage spike to the clear. The Turtle Symbol drops on completion and is exclusive to Vegito.

Placement and upgrade order for maximum DPS

Order matters more than positioning perfection here. Holy Deceiver’s passive upgrades the other Dragon Ball units inside his range whenever he is upgraded, so spending yen on him first effectively pays for part of the rest of your board.

Place Goku Black, then set your other Dragon Ball units inside his range. Anything outside that radius misses the free upgrades.
Max Goku Black before touching anything else. His passive fires as he levels, pulling the units around him up with him.
Max Vegito next, then activate Rotara Fusion to transform him into Super Vegito. This is the transition that turns the team from strong into the top damage lineup.
Max Super Vegito after the fusion to unlock Big Spirit Beam, his high-damage active. Save it for stacked waves or a boss rather than firing it on trash.

How to confirm the setup is working

Two checks tell you the build is correct. First, when you upgrade Goku Black, the nearby Dragon Ball units should visibly gain levels without you spending on them. Second, Rotara Fusion should convert Vegito into Super Vegito on the board and expose Big Spirit Beam as an active option after his final upgrade.

If neither happens, the usual causes are narrow. Units placed outside Holy Deceiver’s range will not receive the passive upgrades, and Big Spirit Beam does not become available until Super Vegito is fully maxed after the fusion. The familiars also do nothing on the wrong unit, since the Candy Ball only attaches to Boo (Evil) and the Turtle Symbol only to Vegito.

Sandbox is the fastest way to verify the whole chain. Spawning high-health Ali bosses gives you a clean single-target readout, and a correctly assembled Dragon Sphere Team should be putting up damage numbers in the billions per second.

Sandbox DPS test against high-health Ali bosses with the Dragon Sphere Team
A sandbox DPS test against Ali bosses, used to check the team’s per-second damage. Image: Kitawari

The familiar grind is the real cost of this team, not the units themselves. Once the Candy Ball and Turtle Symbol are attached and you stick to the Holy Deceiver–first upgrade order, the lineup runs itself well enough to leave on AutoPlay for repeat clears.