Cooler Yellow Deck Guide

Learn how to play Cooler in Fusion World with our in-depth guide.

During the first tournaments held in Japan back in late February, Ginyu made a big impact as a great leader to punish the super popular Son Gohan. However, once the green players made the switch to Broly and its base 25,000 power when awakened, yellow enjoyers had to turn to different options as Ginyu struggled to get the job done against the Legendary Saiyan.

You guessed who that was:

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Cooler is kind of that midrange leader, but with an aggressive side to it. Compared to its brother Frieza, definitely, the more control-based, Cooler is fine playing for board control but eventually wants to hit some leaders in the face.

If you enjoy fighting for initiative early, building tempo, and turning into a heavy-hitting machine later in the match, you are in the right place.

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Gameplan

Cooler can be defined as a two-speed kind of leader. At first, it will look to dominate the board like Frieza would, aiming to develop and awaken while limiting what their opponent is able to get on the board.
During this phase, the base 20,000 power Cooler has on their turn is great to take out 2 or 3-cost battle cards your opponent attacked with, or you turned to rest mode yourself. At worse, thanks to the critical keyword, you can always take a swing at the opposing leader without giving them a card.
That task can be fairly easy if you draw into FS04-12 as the card helps on both fronts. Otherwise, force your opponent to attack onto your leader as you give them no other target. Ideally, you want to awaken around turn four, which is when you will want to start abusing your leader ability on FB01-129 or FB01-113 every turn.

Once you turn that corner, you will become a much more aggressive deck, aiming to throw big punches at your opponent every turn. Depending on how they react to the card you will discard to switch back a card or energy to active, you should either quickly get in a position to go for the kill or see their hand melt as they consume combo cards.
This information won't necessarily change your game plan, as you should keep your foot on the gas, and force your opponent to defend against 30,000 or 40,000 power hits routinely. Yet, this can change the way you use your other abilities.
For example, if they accept the hits, you might want to turn to your Ginyu Force cards (FB01-126, FB01-109, FB01-132), and push for even more attacks on their leader. On the other end, if they use cards to stay outside of the danger zone, you could try to run them out of resources with FS04-03 locking down one of their big cards while you keep hammering at their leader.

Overall, Cooler is trying to reach the same situation every game, where it can leverage its awakened leader's ability to force its opponent into a difficult choice. Then, based on what route they pick, you will change what you use to punish them and emerge victorious.

The Early Starters

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The draw abilities are nice to have, and FB01-116 can fetch FS04-12 or FS04-11. Yet, the goal is to get the strong cards more than anything, as they will help us dominate the early stages of the game while helping awaken our leader.

The Heavy Hitters

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Both 4-cost cards are the key to the deck, as they represent the best possible targets for our leader awakened ability. These two are so good, that they even pushed FB01-127 to be included in the deck. Four copies of it might be too much, but our big cards are well worth supporting.

As for FS04-03, it simply is a great card to have for both controlling an opponent's important piece or pushing for lethal with the Double Strike. Against green leaders in particular, this card will allow you to lock one of their big cards from being a problem past the turn it comes in play, alleviating a ton of pressure going forward.

Situational Cards

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The Ginyu force package is what makes Yellow such a strong color in Dragon Ball Super Fusion World, and FB01-109, FB01-132 are its centerpieces. Right now, FB01-126 is the common inclusion alongside the duo, but replacing FS04-07 with FB01-107 could make sense. The card also is a nice target for FB01-127 end-of-turn ability.

Basically, those inclusions enhance both the explosive power and the longevity of the deck.

Extra Cards

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Yellow has access to various solid extra cards, but this one has the most upsides in the deck. First, the bonus of 20,000 is the higher you will get from an extra in a yellow deck not named Gyniu. Then, the second part of the ability will give you some breathing room, even if the 20,000 were not enough to close the match.

Against other yellow opponents, we just discussed in the heavy hitters' category how FB01-113 was the centerpiece for the deck. Then, red has a couple of good targets too, such as FB01-139 or FS01-09.

I have seen some decks run FB01-135 too, which is a nice option against aggressive decks, but you should have enough tools to turn their card into rest mode already in the deck.

Techs and Options

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Yellow quickly found its groove, and the core balance of the deck feels like it was figured out once we started including the Ginyu Force package. As such, the only thing we can look at is how to make it even more reliable, or include other cards within that same synergy.

FS04-13 can help against Broly with its 25,000 base power while giving FB01-116 another target in the deck. It's also a 10,000-combo power card for when you need it. As for FB01-114 and FB01-107, they are great support tools, which work within the Ginyu Force package.
I would recommend both cards if you are facing a lot of green opponents, as they have no way to deal with those as long as they stay in active mode, which FB01-127 helps with. Against red or yellow, they typically will easily get rid of them, which limits their value. Blue sends them back in your hand, but they will send something back anyway, so these could be a nice distraction from the other cards you want to keep on the board.

In order to include those, I could see FB01-127 be cut down to two or three copies if you want to run FS04-13. However, you definitely want four copies if you pack the other two. Instead, you could run less of FB01-126 as we'll have more Ginyu Force cards in the deck. FS04-07 if fine to cut for FB01-107, a draw for a draw. FB01-136 could be removed for FB01-114, both cards share a similar purpose, except the battle card can target anything, but you lose a bit of power in return.

I did not feature them as the Ginyu Force seems to be the way to go in the deck. If you happen to have multiple copies of FB01-122 and FB01-118, you could consider them until you get some cards you are missing to make the full deck.

General Tips

  • Cooler is a midrange-oriented leader, able to defend against fast-paced strategies, or be aggressive against control builds. As such, don't go into every game with the same mindset, but keep an open mind based on what your opponent is playing.
  • Cooler will try to dominate the board before it turns its attention to the enemy leader. Then, you want to build your side of the board more than drop the opposing leader's health quickly early on. However, you are a critical hitter until you awaken, so don't refrain from taking those shots when they have no downside to them.
  • Building a well-stocked hand is important before you decide to bring the heat with your 4-cost cards. Indeed, the requirement to discard for Cooler's ability can quickly get you behind in cards, and you want to activate this every turn if possible.
  • FB01-124 and FS04-12 are great to build your early board, as they can't be easily attacked by a 15,000-power leader. Plus, they are your awakening tools. If possible, use those while you can keep Ginyu Force cards for an explosive turn later on.
  • We don't have that many 10,000 combo power cards in the deck (15 total) and most of them want to be played rather than used for combo. As such, it is critical to quickly get set on the board to become the aggressor, which will alleviate a lot of the need to use those cards to defend ourselves.
  • FS01-12 doesn't have to be played on turn five if you aren't pushing for the kill yet, and would value stopping their big card from switching to active mode instead. Especially against a blue opponent who can throw it back in your hand or green if you suspect, they play FB01-103.

Mulligan

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Particularly if you are the second player, finding FS04-12 is your goal early in the match. The other two are great as well, as they either help to awaken or control opposing battle cards, but this particular one does both.

Our early draw is also decent, but they don't help with seizing the initiative, so I wouldn't necessarily consider it good against a red or yellow opponent.

Important Matchups

Green

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  • Both green leaders, and Android 17 as well if you go against it, should be approached with an aggressive mindset. As such, you want to focus on awakening around the time you will play your first 4-cost card, so you can abuse them immediately. Until then, your critical ability is great to hit their leader.
  • The Ginyu Force package is particularly effective against Son Gohan and Android 17, as you can net multiple 20,000 power hits in the same turn. However, you want to rely on your more expensive cards against Broly.
  • If you see a lot of green, you could consider running FB01-107 or FB01-114 for green opponents, as they have no way to remove those when they aren't in rest mode. Simply use FB01-127 to keep them safe.
  • Remove FB01-087 whenever possible, as the card will give your opponent too much leverage as long as it is on the board.
  • You really want to use your awakened ability every turn to pressure your opponent. Typically, the card you discard to gain an extra attack should cost them even more resources.

Red

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  • The Universe 7 deck will try to rush you down once their leader is awakened, and they typically will be faster than you in a race. You probably want to consider this match-up as an attrition war, where you have no reason to help their leader awaken. On the other end, taking out their battle cards is crucial.
  • Your relatively low amount of 10,000 power combo cards available can be a problem to tank several attacks per turn. It is critical to limit their growth, or you will quickly be forced to accept a lot of attacks to your leader. FS04-11 and FS04-12 are instrumental in doing early in the match.
  • FB01-124 can be very valuable with its blocker ability, but being forced to give up a card from our life can be an issue in this match-up. You could consider using FS04-05 instead.
  • FB01-113 is the key to stabilize the situation, as it will routinely take out multiple opposing battle cards when attacking, while you can keep it active for blocking duty as well.
  • Your leader ability can be very valuable in order to take out a battle card. However, unless you are ahead and pushing for the kill, don't spend a card to deal damage to their leader.
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  • Beerus is amongst the few leaders outside the yellow color, able to take out decently sized battle cards when in active mode. As such, I would recommend using your cards once their leader is awakened, especially those with 20,000 or less power.
  • Considering Beerus is pushing for a control-based play style, while your ability costs you a card per turn, it is dangerous to enter an attrition war. Instead, focus on building tempo early without helping them awaken, and become the aggressor once you have a comfortable lead on the board.
  • Beerus is a critical leader with a 20,000-power attack even before it awakens. This means FB01-124 or FS04-12 is not safe from a leader hit like they typically would.
  • The trio of FB01-126, FB01-109, and FB01-132 is great to pressure their leader but can be removed by FB01-023. Then keep those three for refill once they played it, or when they will at least set up one of your big cards to push for the kill on its own.

Yellow

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  • You probably want to consider this match-up as an attrition war, where you have no reason to help their leader awaken. On the other end, taking out their battle cards is crucial.
  • FB01-113 is the key to stabilize the situation, as it will routinely take out multiple opposing battle cards when attacking, while you can keep it active for blocking duty as well.
  • Consider Ginyu can easily play three to five cards in a single turn once it reaches the four, to five energy range. Then, don't passively take too many hits early in the match, especially once awakened. Use your 5,000 power combo cards when they can save you a life card.
  • FB01-127 end of turn ability should be used on your blockers rather than to gain value from an ability in this match-up.
  • Ginyu doesn't pack many defensive tools, so they can be pretty vulnerable to their own trick of summoning multiple cards at once. As such, the Ginyu Force trio you have in your deck can be fantastic to pressure them or land multiple trades on their battle cards at once.
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  • Frieza typically packs more value than you, and their ability scales better into an attrition-based battle. Then, you need to accept being the default aggressor in this match-up.
  • Early in the match, it is completely fine to accept a couple of leader hits in order to play our cards second, and pick our trades as a result. Plus, you hit at 20,000 power when they only have 15,000 power until they awaken, so you have more agency to remove battle cards.
  • You both are great at neutralizing a single target but can struggle when the board is filled with mid-sized battle cards. The emphasis should definitely to be on going wide, even if you don't attack with your card immediately.
  • Frieza's awakened ability will greatly limit the use you get out of FB01-136 or FS04-03. Don't count on these two too much outside of landing a big hit with a double strike.

Closing Words

Cooler is a really pleasant leader to play, giving you both the ability to fight for pressure against a control opponent, or try to run an aggressive foe out of battle cards.
There definitely is a learning curve about this one, as discarding a card per turn, knowing which battle card to turn into rest mode, or prioritizing either the Ginyu package or our bigger cards based on the match-up might take a few missed attempts.
However, once you found your groove with Cooler, the yellow leader had plenty of upsides. Notably, It probably is the most versatile color, as Ginyu is fast-paced only while Frieza is stronger in an off-tempo play style.
Then, if you enjoy games based on building your lead early, and then adapting to your opponent once you are in the driver's seat, Cooler definitely should fit the bill.

I hope you are having a good time on Dragon Ball Super Fusion World, and found some useful tips in this guide. Feel free to join me on Twitter if you are interested in my free-to-play experience on the game, or simply would like to get in touch, and remember to have some fun.

Good Game Everyone!

Den
Den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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