Progression
Fusion
How Fusion works - the Fusion Earring and Fusion Dance items, which cards fuse, the FUSE button and the Fusion Preview.
Updated 11 Nov 2026
Some cards can fuse in battle. Two partner cards leave the board and become one much stronger card for the rest of the battle. Every fusion and its ability: Fusion.
What you need
- A fusion item, in two halves:
- Fusion Earring (Left) and Fusion Earring (Right) - rare drops from the Merged Deity, the Draft Mode final boss.
- Fusion Dance (Left) and Fusion Dance (Right) - from the Green Saiyan World Boss when you reach Silver tier. Each half has a pity counter. You only need one of each, and they are never used up.
- A pair of partner cards:
- Fusion Earring on Blue Roku + Blue Vegetable = Blue Fusion 2.
- Fusion Dance on Blue Roku + Blue Vegetable = Blue Fusion 1.
- Fusion Dance on Xeno Roku Son + Xeno Shorts = Xeno Fusion, which can power up again mid-battle.
These are Dragon Realm cards. The Blue Duo cannot fuse (it is already two in one), and Red Roku does not fuse either.
How to fuse
- Open your Deck, click a partner card and choose Fusion: Equip … to put a half on it. Do the same with the other half on its partner.
- Put both cards in the same team.
- In battle, press FUSE (under ACTIVATE) from your first turn. Auto fuses for you too.
- The two cards become one card whose stats are 75% of the two added together.
Only one fusion per team per battle.
Fusion Preview
Hover a fusion card to see the best partner in your Deck and the fused DMG and HP. In Card Inspect, pick any Deck card to see the fused card, its stats (traits and stat grades included) and its ability, or why the two cannot fuse.
Common mistakes
- Equipping the halves but splitting the pair across Decks. Both cards must be in the same team.
- Waiting too long. You can fuse from your first turn, and the fused card is far stronger than the two apart.
