The shortest of the Androids must resort to some particular tricks in order to be useful in battle. In fact, his Supportive Abilities are his biggest strength, and he can also be useful Offensively if used properly.
His problem is that Androids didn’t need another Purple Fighter, since SP Android #17 PURalready covers that color very well on that Team’s Core, to the point SP Android #15 PUR cannot manage to unseat him.
SP Android #15 PUR’s Supportive Abilities are something new for Androids in general. Not only is he able to Boost his teammates’ Damage and lower their Blast and Strike cards’ cost by getting switched out, he also has a useful Cover-like Ability that allows him to take reduced Damage when getting switched in.
Additionally, his Extra Move permanently Boosts the whole Team’s Blast Damage on its second use, an Effect which is very easy to activate considering he draws an Extra Move when he gets switched in up to twice.
For what it's worth, SP Android #15 PUR is a quite decent SupportFighter overall.
His Main Ability potentially allows him to pull off a very long Combo. While his Damage is poor, this Ability remains beneficial because it permits to farm Dragonballs for a faster Rising Rush. It can also be useful to stall the opponent for a bit longer if SP Android #15 PUR’s allies are unavailable to be swapped in.
While SP Android #15 PUR is not bad, he can’t replace what SP Android #17 PUR brings to the table. In fact, the latter’s Tankiness is Androids’ current trump card, so removing him would mean changing the shape of the Team. While SP Android #15 PUR’s addition would make the Team’s Damage output more consistent, that just isn’t enough for him to be worth a spot on the Core.
The same applies for the Bench. He has a good Z-Abilities, but Androids are top notch in that regard, so he can’t even find a spot there.
He’s only to be considered an alternative options for both roles.
He synergizes quite well with this Team, but he’s nothing more than an Alternative Core Fighter.
This Equip continues the theme of trying to help bolster his lackluster Offense, but if the goal is to increase his durability to pass on as much of his Supportive qualities as possible, No Way… is the choice.
Destroys all of your own cards and randomly draws four new ones. Restores own Ki by 60. Requirements: 5 timer counts must elapse.
Artificial Brains Combined
Reduces damage received by 25% until combo ends when changing cover. +20% to damage inflicted by allies for 15 timer counts and -5 to Strike & Blast Arts cost of allied "Tag: Android" for 10 timer counts when this character is switched to standby.
Nullifies own Abnormal Conditions. Draw a Special Arts Card next when this character enters the battlefield (activates twice).
Deals major Explode damage. 50% chance to inflict Paralyze 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 Blast damage received. Card 2: +25% to Blast damage inflicted by allies. Card 3 onward: +3 to all enemies' Blast Arts cost.
He has some nice Support qualities, but his stats leave a lot to be desired.
The release of SP Super #17 GRN gives a lot more appeal, as he can seemingly spam Extra Moves. The first of which Debuffs the opposing Fighters Blast Defense, followed by the second Extra Move used giving his Teammates 25% Blast Damage permanently.
From that point on, his Extra Move will continuously increase Enemy Blast Arts cost by 3, which can flat out cripple them.