SP Android #14 (Green)

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Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,436,627
Strike ATK 246,090
Blast ATK 181,304
Strike DEF 153,268
Blast DEF 151,754
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held


Right out off the  “Dragon Ball: Super Android 13!” movie, SP Android #14 GRN storms into battle with his big clanky muscles. This silent, metallic avenger is one of the most unconventional Strike-focused Fighters the game has ever seen.

He’s an ideal Melee Fighter, thanks to his Strike Damage Boosting Unique Abilities and his means to get rid of bothersome Blast Cards by changing them to Strike Cards upon entrance to the battlefield, a bizarre yet welcome aspect of his Kit that always ensures he'll have some thing to work with when he enters combat. 

He's got a number of over interesting utilities to him, like a fantastic Z-Ability that's even welcome on non-dedicated Android Builds, a downright sickening Main Ability that can spread Faint like wildfire, and and Extra Arts Card that can stack permanent Damage Buffs and enemy Debuffs. Don't be disarmed by his quiet demeanor, this Android's power speaks for itself. 


Iron Fist

SP Android #14 GRN’s Strike Damage potential is off the charts. Not only he has multiple Strike Damage boosting Unique Abilities, he also immediately swaps his Blast Cards for Strike Cards once he gets switched in. This is absolutely vital for him, as it lets him excel even on Blast-focused Android Team compositions. 

Stun Hits

Once he activates his Main Ability, his Strike Cards get a 20% to inflict Faint per hit. Considering how easily SP Android #14 GRN can produce Strike Cards when entering the field, this is a very useful Effect. It can be downright maddening watching this ailment work its magic over and over, just make sure to stop laughing before the effect wears off. 

The Silent Android's Special Move Arts even has a chance to Inflict Faint if his Strike-Damage toolkit wasn't deadly enough already. 

Great Z-Ability

SP Android #14 GRN joins the club of numerous group of Androids that have a good Z-Ability, by having one that Boosts both Strike and Blast Damage. This will make him a great option for this Team even in the eventuality he gets powercrept as a Core Fighter.



His Blast Damage output is atrociously low, to the point that it considerably lowers his Special Move Damage output too. Also, considering that Androids have a Blast-centric deck --which is also a fault of his since he has Held Blast Arts Cards-- he’s basically restricted to repeatedly take advantage of his Cards swap Unique Ability to be good. 

This makes him a quite unreliable Fighter to keep on the field for prolonged periods of time, which means he’s also bad as the last man standing in a Match.

Team Synergy


He replaces EX Android #17 GRN on the Androids’ Core. His Strike Damage output can be very useful if his Unique Abilities are properly utilized, but he also can be a nuisance if used wrongly. His Held Blast Arts Cards make him a great partner for SP Android #17 PUR. The strength of the queen of the Androids, SP Evil Android #21 PUR also pairs exceptionally well with the silent killer. 

Thanks to his held Blast Cards, he works well with his untransformed partner, SP Android #13 BLU, as well as his partner in crime, SP Android #15 PUR, each of which favor Blast-Damage over Strike Damage. As far as Support is concerned, his Extreme Variant EX Android #14 BLU, SP Android #21 BLU, and SP Android #18 RED all function as fantastic enablers of his playstyle. With the right Support, #14 can rain havoc, and plenty of Faint, on his foes. 

Equippable Items

Main Ability

Silent Assault

Draw a Strike Arts Card next.
Restores own Ki by 20.
Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT'" effects for 45 timer counts.
+20% chance for Strike Arts to inflict Faint on hit for 10 timer counts.

Requirements: 15 timer counts must elapse.

Unique Ability

Obliterating Power

The following effects occur when this character enters the battlefield:

Changes own Blast Arts Cards to Strike Arts Cards.
+35% to Strike damage inflicted for 15 timer counts.

Cyborg Body

Reduces damage received from enemy physical-type Blast Arts by 40% (cannot be cancelled).
Applies Buff Effect: "Nullify Abnormal Conditions up to 3 times" to self when battle begins.
+15% to Strike damage inflicted per "Tag: Android" battle member other than this character when entering the battlefield.

Z Ability

+21% to "Tag: Android" base Strike & Blast Attack during battle. Character(s) Affected
+24% to "Tag: Android" base Strike & Blast Attack during battle. Character(s) Affected
+29% to "Tag: Android" base Strike & Blast Attack during battle. Character(s) Affected
+31% to "Tag: Android" base Strike & Blast Attack during battle. Character(s) Affected


G.G. Atomic Blow

Deals major Impact damage.
Randomly destroys 2 enemy cards on hit.
15% chance to inflict Faint on hit.

Cost 50


Data Input

The following effects occur based on the number of times Special Arts Card "Data Input" is used by this character:

Card 1: +20% to enemy's Strike damage received.
Card 2: +25% to Strike damage inflicted by allies.
Card 3 onward: +3 to all enemies' Strike Arts cost.

Cost 15



Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21428 44376 78348 120920 174612 243720 323492
Strike Attack 1867 3868 6831 10547 15235 21271 28238
Blast Attack 1821 3773 6666 10287 14859 20747 27545
Strike Defense 1518 3141 5545 8566 12374 17276 22936
Blast Defense 1486 3077 5436 8397 12131 16938 22486
Critical 168 370 674 1012 1382 1770 2168
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