Table of Contents

Character Stats
Critical |
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Ki Restore Speed |
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Character Info
Battle Style | |
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Ranged | |
Arts Cards Held | |
Tags | |
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Overview
SP 1st Form Cell GRN is a strong Fighter with a detailed and complex toolkit that doesn't really amount to anything. While his positives are numerous - high contextual Damage, Debuff spreading, restoring his Vanshing Gauge, a self-sustaining Extra Arts Card - they are not nearly excellent enough to warrant running him over Fighters that compete for his slot on his Tag Teams.
Cell is an unconventional Blast-oriented attacker with a strange playstyle that revolves around staying in combat as long as possible. His kit is focused on this kind of prolonged exposure to the battlefield, but unfortunately, Cell neither has the neutral tools nor the bulk to pull this playstyle off.
Ultimately, Cell is outlcassed on his Tag Teams by stronger options with stronger Z-Abilities, leaving the ultimate Android in limbo.
Strengths
Deadly Damage Potential
As Cell spends time on the field, his Damage Inflicted ramps up. After 3 Timer Counts on it, he gains a massive +50% Damage Inflicted Buff. The future menace also enhances his Damage Inflicted by 20% for 15 Timer Counts and restores his Ki by 30 whenever his foe switches out. If Cell is able to consistently win exchanges, he'll only cement his lead more and more, with incredibly high Damage and the fuel to make magic with it.
After a brutally long 12 Timer Counts on the field, Cell is rewarded by inflicting all his foes with a +50% Damage Received Debuff for 20 Timer Counts. All in all, Cell is capable of some serious firepower if all goes well.
Main Man
SP 1st Form Cell GRN's Main Ability is his strongest asset. Not only is it active after a mere 5 Timer Counts, giving it great flexibility, it also significantly increases his Offensive and Defensive capabilities. It increases his Vanishing Gauge restoration speed by 100% for 10 Counts, allowing him to restore it up to 2 times for free, if he can hold his foe off long enough.
Offensively, it benefits Cell by ramping his Blast Damage potential through the roof. It discounts his Blast Arts by 15 and Buffs his Blast Damage by 50% for 30 Counts. If Cell is able to leverage these two Buff sets to avoid enemy attacks and stink up the field for a while, he's guaranteed to trigger the Buffs that depend on him staying on it.
This ability is what enables Cell's gameplan.
Weaknesses
Too Much Work
SP 1st Form Cell GRN requires a lot of set-up to function well. If he is swapped in as an Offensive pivot, his Damage is guaranteed to be lackluster, as he needs 3 Counts to pass before his Damage becomes something to fear.
Additionally, Cell's only source of Bulk is the self-Healing he Buffs himself with when he enters Combat and his 10% self-Heal he gets when his Extra Arts makes contact. The Android menace's Bulk is paper thin, and needs a lot of Support.
Outclassed
On Future, Android, and Regeneration, strong Green Fighters abound, all of which give Cell a run for his money. In general, Green Fighters are difficult to justify including on most Teams, and Cell does little to justify his inclusion on any of the aforementioned Tags.
He gets the closest on Android, where his strange, split Z-Ability is the most applicable.
Team Synergy
Android
SP 1st Form Cell GRN is at best a side-grade for SP Android #14 GRN. In #14's place, Cell offers some strong mixed Offense, which is appreciated by some of this Tag's best Fighters.
Cell is a wonderful partner for his completed self, SP Perfect Cell YEL, whose mixed Offensive power doesn't mind his first form bringing mixed Arts Cards. SP Android #21: Evil PUR is of course this Tag's strongest Fighter, and her frequent switching can corner enemies quickly, providing openings for the ugly future android.
SP Fusion #13 RED appreciates Cell's ability to hard counter enemy Blue Fighters and can dominate the neutral game with this Tag's steady stream of Extra Arts Cards.
Equippable Items
Trunks, stay back!
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Type | Gold |
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Equip Condition | Future, Ranged Type | |
Sale Price | 800 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Defense UP
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6% - 15% |
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![]() Base Blast Defense UP
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6% - 15% |
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![]() Base Blast Attack UP
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6% - 18% |
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Awakened No, You're Gonna Die! No. 1
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Type | Silver |
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Equip Condition | Green, Ranged Type | |
Sale Price | 10000 |
- Slot 1
- Slot 2
- Slot 3
Random Base Stat 5307
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8% - 15% |
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![]() Base Blast Attack UP
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10% - 18% |
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![]() Special Move Damage UP
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5% - 12.5% |
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Goodbye Dad
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Type | Gold |
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Equip Condition | Future | |
Sale Price | 800 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Blast Attack UP
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6% - 18% |
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Random Base Stat 5010
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6% - 15% |
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Random Base Stat 5010
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1% - 5% |
![]() Base Strike Attack UP
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6% - 18% |
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Main Ability
The Ultimate Life Form |
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Draw a Blast Arts Card next. Requirements: 5 timer counts must elapse. |
Unique Ability
Looming Menace |
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Gradually restores own health each timer count for 60 timer counts when this character enters the battlefield. While this character is on the battlefield, applies the following effects to self when enemy switches characters: Restores Ki by 30. |
Evolving Life Form |
The following effects occur according to the number of timer counts elapsed with current character: 3 counts elapsed: +50% to damage inflicted. Effects reset after character switch. |
Z Ability
+22% to "Tag: Future" base Blast Attack during battle.
Character(s) Affected
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+24% to "Tag: Future" base Blast Attack and +24% to "Tag: Android" base Strike Attack during battle.
Character(s) Affected
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Character(s) Affected
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+30% to "Tag: Future" base Blast Attack and +30% to "Tag: Android" base Strike Attack during battle.
Character(s) Affected
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Character(s) Affected
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+33% to "Tag: Future" base Blast Attack and +33% to "Tag: Android" base Strike Attack during battle.
Character(s) Affected
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Character(s) Affected
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Special
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Deals major Impact damage. Cost 50 |
Extra
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The following effects occur on hit: Reduces enemy Ki by 50. [Comboable Arts] *Blast Armor when charging forward. Cost 15 |
Resistance
Slice |
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Pierce |
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Impact |
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Explode |
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Soul Boost Stats
Stat | 100% | 200% | 300% | 400% | 500% | 600% | 698% |
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Health | 21536 | 44596 | 78736 | 121520 | 175476 | 244928 | 325088 |
Strike Attack | 1821 | 3773 | 6662 | 10283 | 14855 | 20743 | 27533 |
Blast Attack | 1860 | 3850 | 6797 | 10492 | 15152 | 21152 | 28080 |
Strike Defense | 1500 | 3109 | 5494 | 8483 | 12252 | 17105 | 22705 |
Blast Defense | 1546 | 3201 | 5657 | 8734 | 12620 | 17621 | 23393 |
Critical | 154 | 338 | 614 | 922 | 1260 | 1614 | 1978 |
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 |
Equipment Slots | 1 | 2 | 2 | 2 | 3 | 3 | 3 |
Recommended Soul Boosts
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