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SUPER DRAGON BALL HEROES WORLD MISSION similar games & best alternatives

SUPER DRAGON BALL HEROES WORLD MISSION

PC (Microsoft Windows), Nintendo Switch • 2019

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Quick resume

SUPER DRAGON BALL HEROES WORLD MISSION is a Tactical-Card game packed with exhilarating confrontation, deep card game strategy and a thrilling storyline taking place in the wide Dragon Ball Heroes universe!

Global score

83/100

Genres

Strategy, Turn-based strategy (TBS), Puzzle, Card & Board Game

Similar games

    Pros

    • Extensive card collection and customization
    • No microtransactions, all content earned by playing
    • Large roster of characters including fanservice and what-if forms
    • Deep strategic gameplay with timing and stamina management
    • Multiple game modes including story, arcade, online, and creation

    Cons

    • High price at full cost, recommended to buy on sale
    • Long and repetitive animations can cause tedium
    • Online multiplayer is mostly inactive or dead
    • Graphics and sound quality are dated and low fidelity
    • Story is formulaic and not engaging for all players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players build and customize their own decks and choose strategies freely, with multiple characters and skill trees."

      Capsule for Concrete Jungle Concrete Jungle

      "Players build and customize their own card decks and teams, create custom cards and missions, and choose strategies in battles, showing high player control and freedom."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves strategic deck building and adapting to random card availability, rewarding skillful play and tactical decisions."

      Capsule for Ascension: Deckbuilding Game Ascension: Deckbuilding Game

      "The game involves strategic deck building, timing-based quick-time events, and managing stamina and team synergy, providing skill challenges and feedback."

    • Competition

      Game with the same Competition vibe

      2

      "Includes multiplayer modes with leaderboards and rankings, but multiplayer is often inactive; competition exists but is limited."

      Capsule for Clones Clones

      "Includes online multiplayer and ranked modes, but multiplayer is reported as dead or inactive, so competition is present but limited."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long play sessions, daily challenges, campaigns, and unlockables encouraging habitual and extended play."

      Capsule for Pinball M Pinball M

      "Players report long playtimes, addictive collecting, and extensive content encouraging habitual play and long sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay is primarily single-player and individual; cooperation with others is minimal or absent."

      Capsule for Marc Eckō's Getting Up: Contents Under Pressure Marc Eckō's Getting Up: Contents Under Pressure

      "Gameplay is primarily single-player or player versus player; cooperation or teamwork with others is minimal or absent."

    • Creativity

      Game with the same Creativity vibe

      5

      "Extensive deck building, card combinations, and strategic experimentation allow for creative expression and customization."

      Capsule for The Elder Scrolls®: Legends™ The Elder Scrolls®: Legends™

      "Strong emphasis on creating custom cards, customizing decks, and designing missions, enabling extensive player creativity."

    • Domination

      Game with the same Domination vibe

      -2

      "No evidence of exerting control or superiority over others beyond strategic competition; interactions appear respectful and balanced."

      Capsule for Gratuitous Space Battles Gratuitous Space Battles

      "No evidence of exerting control or superiority over others beyond standard competitive play; interactions appear balanced."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fun, casual distraction with fanservice and character creation providing escapist enjoyment."

      Capsule for Fight Angel Special Edition Fight Angel Special Edition

      "Players use the game as a fanservice-filled fantasy experience with imaginative characters and scenarios, providing escapism."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and fandom, with no obligation or external pressure reported."

      Capsule for Bendy and the Dark Revival Bendy and the Dark Revival

      "Players engage voluntarily out of personal interest and fandom, with no microtransaction pressure or obligation reported."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players experiment with different card decks, hero combinations, and strategies, exploring many gameplay possibilities."

      Capsule for Marvel's Midnight Suns Marvel's Midnight Suns

      "Players experiment with many cards, team compositions, and custom creations, exploring mechanics and strategies."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of new missions, units, and story content, but largely within known environments and repeated events."

      Capsule for Battle Nations Battle Nations

      "Story mode and missions offer some exploration of new areas and scenarios, though mostly structured and familiar."

    • Expression

      Game with the same Expression vibe

      5

      "High level of avatar and environment customization allows players to express themselves uniquely."

      Capsule for WWE 2K22 WWE 2K22

      "Customization of cards, avatars, and missions allows players to express themselves and personalize their experience."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "The game features surreal lore, metaphysics, and imaginative fiction with whimsical characters and settings."

      Capsule for 24 Killers 24 Killers

      "The game features extensive fanservice, improbable fusions, alternate timelines, and imaginative Dragon Ball lore."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Limited social interaction mainly via chat; players mostly play independently."

      Capsule for Tales of Maj'Eyal Tales of Maj'Eyal

      "Social interaction is limited; online multiplayer is mostly inactive, so players mainly engage individually."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in deck-building, tactics, and character builds, with ongoing learning."

      Capsule for Waven Waven

      "Players develop skills in deck building, timing, and strategy; progression systems reward learning and mastery."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity involved; sedentary gameplay typical of video games."

      Capsule for Wobbly Life Wobbly Life

      "No physical activity involved; gameplay is sedentary and typical of card-based video games."

    • Idle

      Game with the same Idle vibe

      2

      "Game allows pausing and has some idle elements, but requires active management and attention during play."

      Capsule for Minami Lane Minami Lane

      "Gameplay includes some downtime watching animations and waiting for timed inputs, but requires active attention."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social or emotional connection; interactions are mostly surface-level or absent."

      Capsule for Two Point Hospital Two Point Hospital

      "Minimal social or emotional connection; interactions are mostly surface-level or absent."

    • Leadership

      Game with the same Leadership vibe

      -3

      "Players manage their own decks and heroes but do not lead groups or others; no leadership roles."

      Capsule for Etherlords II Etherlords II

      "No evidence of leading others; players manage their own decks and strategies without group leadership roles."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through unlocking cards, leveling heroes, and acquiring artifacts and skills."

      Capsule for Etherlords II Etherlords II

      "Strong progression through collecting cards, leveling avatars, and unlocking abilities and custom content."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find the game relaxing and nostalgic, though slow animations and puzzles can cause frustration."

      Capsule for Coromon Coromon

      "Some players find the game relaxing and nostalgic, but lengthy animations and grind can cause tedium."

    • Sensation

      Game with the same Sensation vibe

      3

      "The game features appealing graphics, animations, and sound effects that provide sensory enjoyment."

      Capsule for NEOVERSE NEOVERSE

      "The game provides flashy visual effects, animations, and sound effects that stimulate sensory enjoyment."

    • Status

      Game with the same Status vibe

      1

      "Online leaderboards and multiplayer offer some recognition, but limited by low player base."

      Capsule for Team Sonic Racing™ Team Sonic Racing™

      "Some recognition through online modes and leaderboards, but limited by low multiplayer activity."

    • Story

      Game with the same Story vibe

      2

      "Includes story mode with cutscenes and character lore, but narrative is secondary to gameplay."

      Capsule for SAMURAI SHODOWN SAMURAI SHODOWN

      "Includes a story mode with original and fanservice narrative elements, though story is considered formulaic."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires tactical deck building, card placement, and anticipating opponent moves."

      Capsule for Card City Nights Card City Nights

      "Requires strategic deck building, stamina management, timing, and countering opponent tactics."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some thrill from risk and suspense in skill checks and RNG, but overall gameplay is controlled and predictable."

      Capsule for Slots & Daggers Slots & Daggers

      "Some thrill from timed button presses and critical impact clashes, but overall gameplay is predictable."

    • Value

      Game with the same Value vibe

      -1

      "Mixed opinions on value; many recommend buying on sale due to limited new content and high price."

      Capsule for F1® 24 F1® 24

      "Mixed opinions on price; many recommend buying on sale due to high full price but good content value."

    • Violence

      Game with the same Violence vibe

      1

      "Combat is present but stylized and card-based; not focused on graphic violence or destruction."

      Capsule for The Lord of the Rings: Adventure Card Game - Definitive Edition The Lord of the Rings: Adventure Card Game - Definitive Edition

      "Combat involves attacks and super moves, but presented in a stylized card game format without graphic violence."

    • Survival

      Game with the same Survival vibe

      1

      "Battles involve avoiding defeat but overall low risk and stable environment."

      Capsule for Last Word Last Word

      "Battles involve managing stamina and health to avoid defeat, but threats are predictable and low risk."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Idle, Fantasy. It leans lower than usual among comparable games on Value.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026