Right out off the “Dragon Ball: Super Android 13!” movie, SP Android #14 GRN storms into battle with his big clanky muscles.
He’s an ideal Melee Fighter, thanks to his Strike Damage Boosting Unique Abilities and his means to get rid of bothersome Blast Cards.
He’s also a rather tanky Fighter, which has become a given for Androids nowadays.
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, considering that Android’s decks generally focalize on Blast Cards.
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.
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.
He replacesEX Android #17 GRNon 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.
20% Strike Attack makes this a great choice. The Special Move Damage isn't too bad as the Player should be looking to utilize it as much as often due to the 15% chance of faint.
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.
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.
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.
Deals major Impact damage. Randomly destroys 2 enemy cards on hit. 15% chance to inflict Faint on hit.
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.
SP Android #14 GRN is a pulverizing Melee Fighter with exceptionally high Strike Attack, Strike Buffs, and a multitude of ways to inflict faint. While the Blast-centricAndroid Team would seem problematic for him, he swaps any Blast Arts Card to a Strike Arts Card when he enters the battlefield, ensuring he’ll be able to do what he does best.
He has a lot of competition now with SP Super #17 GRN’s release, but he’s still exceptional and makes a case for their primary Green Fighter