Table of Contents

Character Tier 3

DBL17-05S

Character Stats

Level ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ Soul Boost 0% 100% 200% 300% 400% 500% 600% 698% Advanced Soul Boost HP Strike Atk Blast Atk Strike Def Blast Def Crit

Power Level HP 2,265,445 Strike ATK 236,040 Blast ATK 265,251 Strike DEF 157,901 Blast DEF 157,909

Critical 1,433 Ki Restore Speed 2,375

Character Info

Battle Style Ranged Arts Cards Held Strike (Destroy Card) Blast Tags

Overview

The much anticipated SP SSJ3 Goku GRN is a very powerful Fighter, boasting a Legendary Finish - the Super Spirit Bomb.

He operates a bit like SP Perfect Cell YEL, with a similar Damage inflicted Buff, a devastating Ultimate Move, and a Cover: Rescue that nullifies any Damage the first time he’s sent in.

SP SSJ3 Goku GRN’s Damage inflicted Buff lasts for the entire game and cannot be canceled. His Main Ability nullifies Color Disadvantage for 3 seconds, meaning even Purple Fighters are susceptible to being obliterated by his Spirit Bomb.

He’s not the mind-blowing Damage dealer some expected him to be, but he’s a solid all-rounder choice that has aged very well thanks in part to his expanded repertoire of equip options and the Saiyan Tag Team growing exceptionally powerful.

Strengths You're Number One! Goku's iconic Super Spirit Bomb is without a doubt the strongest aspect of his toolkit. It deals Massive Damage and increases its Inflicted Damage with a +50% Ultimate Damage Buff on activation. What makes this Ultimate Arts especially deadly is the fact that its Damage is Buffed infinitely; whenever an enemy switches while Goku is on the battlefield, the Super Spirit Bomb increases its power.



The move itself is nearly inescapable, it negates Sustained Damage Cut effects, Endurance effects, and even Goku's own Color Disadvantage for 3 Timer Counts when it's activated. Barring an opposing Cover: Rescue, no one is safe from this Ultimate Move. Fate-Changing Damge Goku's first Unique Ability gives him 40% Damage inflicted for the entire game, as it cannot be canceled. On top of that, if he’s able to survive until 40 Timer Counts, he becomes even harder to deal with as he gains a Card Draw Speed Buff and a -5 to the Cost of his Strike and Blast Arts - making him an absolute Combo fiend. Cover: Rescue Much like SP Perfect Cell YEL or SP Ultimate Gohan GRN, he completely negates any Damage received for the first time he’s sent in via Cover. This puts immense amounts of pressure on the Enemy Team as they cannot safely use a Rising Rush if he’s available on standby. This is a pivotal aspect of Goku's identity and it must be used at pivotal moments to get the most out of it. If it is used, Goku increases his Substitution Count by 3, so there is opportunity cost inherent to the technique beyond simply wasting it on a a weak attack. Your Equips...are also Number One! SP SSJ3 Goku GRN has received a significant Buff in the form of See Ya!, his Unique Equip. It not only fixes some of his egregious bulk issues thanks to its massive Defensive Stat Buff, it jacks up his mixed Offenses and turns his Ultimate Arts from a nuke to a veritable Supernova. Being a Saiyan, Goku gets access to the tried and true This Should Be Fun! as well, which helps him reach impressive Health totals when factoring in Z-Abilities.

Weaknesses You're Number 145 (In Health) For a hype Legends Limited Fighter, his Health stat is flat out bad. He’ll need all the Health he can get, as this is the best Defensive stat you can get and he’ll be very fragile otherwise. Even if EX Raditz BLU or his Super Saiyan 3 comrade, HE Shallot LGT, are fielded on the bench, Goku's bulk leaves a lot to be desired. He must wait until his Sustained Damage Cut kicks in for him to feel at ease in neutral match-ups, and he's never safe against the Meta's multitude of Purple threats. Average Special Move His Special Move is decent all things considered - it reduces Enemy Ki by 40 and acts moreso as a way to disrupt enemy attacks and follow-up after his Extra Arts Counter, but with only a Major damage multiplier, he won’t be wrecking any serious havoc with it. Speaking of that Extra Arts Counter, it merely destroys two enemy cards when it activates, and only Special Move Arts can chain after it. The former effect is frankly useless, as the enemy will refill their hand as they recover from recoil, and the latter effect essentially makes this counter useless as a Combo enabler.

Equippable Items

See ya! Type Equip Condition Goku, DBL17-05S Sale Price 90000 Slot 1

Slot 2

Slot 3 Health Restoration Up 5% - 10% Base Strike Defense UP 15% - 30% Base Blast Defense UP 15% - 30% Base Strike Attack UP 15% - 30% Base Blast Attack UP 15% - 30% Base Health UP 5% - 10% Special Move Damage UP 10% - 20% Ultimate Damage UP 10% - 30% The release of this Equip revitalized SP SSJ3 Goku GRN's relevance in the Meta. Its incredible increases to every meaningful Offensive and Defensive stat make it a mandatory inclusion for any serious player using this Goku. This Should Be Fun! Type Gold Equip Condition Android #17, Saiyan Sale Price 30000 Slot 1

Slot 2

Slot 3 Base Blast Attack UP 6% - 15% Base Health UP 5% - 12.5% Damage to Hybrid Saiyan UP 6% - 15% This is the quintessential equip for any Blast-focused Saiyan; SP SSJ3 Goku GRN is no exception to this rule. It provides a sizeable increase to his primary Offensive Stat as well as an invaluable Health Buff, and it is niche, the increased Damage against Hybrid Saiyan Tag enemies is useful in certain match-ups. Hi-Yaaaah! Type Gold Equip Condition Saiyan, Green Sale Price 30000 Slot 1

Slot 2

Slot 3 Base Strike Defense UP 6% - 15% Base Ki Restore Speed UP 6% - 10% Base Blast Attack UP 8% - 20% This Equip significantly augments Goku's Blast Attack and gives him the fuel he needs to keep his Combos going with its Buff to Ki Recovery. The extra bit of Strike Defense is fantastic as well - Goku needs all the help he can get his hands on to stay alive.

Main Ability

Good luck, Kakarot... Draw the Ultimate Arts Card "Super Spirit Bomb" next.

Restores own health by 30% and Ki by 20.

Nullifies own unfavorable Element Factors for 3 timer counts.

Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects" for 30 timer counts. Requirements: 25 timer counts must elapse.

Unique Ability Fate Rests on this Battle +40% to damage inflicted when battle begins (cannot be cancelled).

Applies the following effects to self once 40 timer counts have elapsed from battle start: -5 to Strike & Blast Arts costs (cannot be cancelled).

Increases Arts Card Draw Speed by 1 level (cannot be cancelled).

Reduces damage received by 20% (cannot be cancelled). Thank you, Dragon Ball! Receive zero damage when changing cover for the first time (Available during assists).

+3 to own substitution count when activated. While this character is on the battlefield, the following effects are applied to self when enemy switches characters: +20% to damage inflicted for 15 timer counts.

+10% to Ultimate damage inflicted (cannot be cancelled).

Gain one Dragon Ball (activates once).

Z Ability 1 +17% to "Tag: Saiyan" base Strike Defense during battle. Character(s) Affected 2 +22% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected 3 +28% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected 4 +33% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected

Special

Super Kamehameha Can Teach Deals major Impact damage.

Reduces enemy Ki by 40 on hit. Cost 50

Extra

Instant Transmission: Rear Attack Counter will activate upon enemy's Blast Arts attack while in fighting pose.

Restores own Ki by 30 and randomly destroys 2 enemy cards when countered successfully. [Comboable Arts]

Special Move Arts Cost 15

Ultimate Special

Super Spirit Bomb Deals massive Explode damage.

Applies the following effects to self upon activation: +50% to Ultimate damage inflicted for 3 timer counts.

Nullifies enemy's "Restore health when it reaches 0" effects when this character attacks for 3 timer counts.

*Blast Armor when charging forward. Cost 20

Resistance

Slice 96 Pierce 101 Impact 105 Explode 99

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698% Health 21216 43936 77571 119719 172875 241295 320267 Strike Attack 1807 3741 6605 10194 14722 20550 27277 Blast Attack 1860 3850 6797 10492 15152 21156 28084 Strike Defense 1486 3077 5436 8397 12131 16938 22486 Blast Defense 1532 3173 5605 8654 12501 17452 23168 Critical 124 272 494 742 1014 1298 1590 Strike Art Level 2 3 4 5 5 5 5 Blast Art Level 2 3 4 5 5 5 5 Special Art Level 1 1 2 2 2 2 2 Extra Art Level 1 1 2 2 2 2 2 Ultimate Art Level 1 1 2 2 2 2 2 Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts