Table of Contents
|Ki Restore Speed||
|Arts Cards Held|
Where to Obtain
SP Super #17 GRN arrives in the form of a Defense Fighter, but is a bit of an unconventional Tank. He’s a bit similar to SP Metal Coora RED in the sense that he defends himself by increasing the card cost of the Enemy Team, but he has a few more tricks up his sleeve than that.
His iconic and primary Defensive strategy is to absorb Ki Blasts, tap Blasts, and Ranged Specials with his Extra Move, “Energy Absorption.” The same effect can be accomplished by sending him in via Cover on an incoming Enemy Ki Blast, tap Blast, or Ranged Special.
But perhaps the most game-changing component of his toolkit is his Main Ability and subsequently Drawn Ultimate Arts Card. His Main Ability gives him 50% Blast Attack and gives him “Shocking Death Ball.” If this lands, it effectively cripples the entire Enemy Team by inflicting them all with Paralyze, as well as increasing their Strike Arts Card cost by 10 for 20 timer counts.
Hit Me Harder
SP Super #17 GRN is a great Defensive switch-in due to his capability of absorbing the aforementioned attacks.
If he pulls this off, he destroys 50 Ki for the Enemy, gains the Ki of whatever Attack he absorbed, gets a Damage inflicted Buff, reduces Damage received, and restores his own Health by 10%
Shocking Death Ball
His Ultimate Move, “Shocking Death Ball,” is absolutely devastating if he’s able to land it. It has a massive Damage multiplier, increases Strike Card cost for all Enemies, but most notably inflicts every single Enemy with Paralyze.
Paralyze is arguably a more effective status than Faint as it can happen at the most inopportune time multiple times in a row. It’s almost imperative to bring along a Fighter that can cleanse this effect off his Teammates, as it puts SP Super #17 GRN at a massive advantage.
Situational Damage output
He does have a multitude of ways of Buffing his Damage, but most of them have pre-requisites of some sort. His primary Damage comes from the effects of his Extra Move, so he needs to absorb an Attack to gain access to it. Alternatively, he can get Damage Buffs from defeating Enemies, but of course this requires him or his Team to secure a kill. He does at the very least get a very nice 50% Blast Damage inflicted Buff just for activating his Main Ability.
While a lack of Damage isn’t a big deal since he’s a Defense Fighter first and foremost, this can have many Players wishing they had SP Android #14 GRN in his place.
Not really needed
SP Android #14 GRN functions entirely differently than SP Super #17 GRN, but can just as easily be used in his place instead.
Androids didn’t really need a new Green Fighter -- let alone a new Fighter at all -- so SP Super #17 GRN doesn’t really have the impact he otherwise would have. That being said, he’s still the superior choice when faced with Blast-centric Teams.
Too many Extra Moves
SP Super #17 GRN increases Strike Arts cost for the Enemy when they switch out, and draws an Extra Move. Both of these are still good effects, but he’ll find his hand will fill up quickly with Extra Moves, which he can’t really utilize consistently. It’s best to pair him with a Fighter that can make use of these.
He gives Androids a massive dual Defensive Buff right off the bat. Either him or SP Android #14 GRN can be used as the primary Green for this Tag, but they do have some incentive to be run together against certain Teams.
He doesn’t Buff the Tag, but is still their best Green Fighter by a mile. He and SP Super Vegito PUR provide nice coverage with one being able to negate Blast and the other being able to negate Strike when using Cover.
Awakened This Should Be Fun! No. １
|Equip Condition||Android #17, Android, Sagas From the Movies|
|Base Strike Attack UP||10% - 16.5%|
|Base Blast Attack UP||10% - 16.5%|
|Base Health UP||8% - 12.5%|
|To Blast Defense for each Tag: Android battle member. Up||2% - 6%|
A must have due to the amazing stats it gives across the board.
Awakened ...It seems we miscalculated. No. １
|Equip Condition||Android, Defense Type|
|Base Strike Defense UP||10% - 15%|
|To own Blast Attack for each Tag: Android battle member. Up||2% - 6%|
|Base Health UP||8% - 12.5%|
Another exceptional Awakened Equipment that's perfect for what SP Super #17 GRN wants to utilize.
|Equip Condition||Fusion Warrior|
|Base Blast Defense UP||6% - 15%|
|Base Strike Defense UP||6% - 15%|
|Base Blast Attack or Strike Attack Up||6% - 15%|
A great choice if Blast Attack is rolled in the last slot.
|This ends now!|
Draw the Ultimate Arts Card "Shocking Death Ball" next. +50% to Blast damage inflicted for 20 timer counts. Requirements: 25 timer counts must elapse.
The following effects occur when this character enters the battlefield: Reduces damage received by 30% for 10 timer counts. +30% to Blast damage inflicted per defeated enemy for 15 timer counts. +20% to damage inflicted every time this character defeats an enemy.
|Dr. Myuu's Absorption Equipment|
Absorbs enemy Ki blast attacks when changing cover (Available during assists). The following effects occur when absorption is successful: Restores own health by 10%. Reduces damage received by 30% for 5 timer counts. +20% to damage inflicted for 20 timer counts. Reduces enemy Ki by 50. While this character is on the battlefield, the following effects occur when enemy switches characters: Draw a Special Arts Card next (activates three times). Inflicts all enemies with Attribute Downgrade "+10 to Strike Arts cost" for 10 timer counts.
|Yardrat Medal (Bronze) +3|
+3 to Yardrat Medals (Bronze) dropped during the Legends Road - Super Saiyan Goku - Event. Active Period:<conv-datetime="2019/09/25 15:00"> - <conv-datetime="2019/10/15 15:00">"
+21% to "Tag: Android" base Strike & Blast Defense during battle.
+25% to "Tag: Android" base Strike & Blast Defense during battle.
+30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
+35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
|Flash Bomber Can Teach|
Deals major Impact damage. +25% to Blast damage inflicted for 15 timer counts upon activation.
Absorbs enemy Ki blast attacks. The following effects occur when absorption is successful: Restores own health by 10%. Reduces damage received by 30% for 5 timer counts. +20% to damage inflicted for 20 timer counts. Reduces enemy Ki by 50.
|Shocking Death Ball|
Deals massive Impact damage. Inflicts all enemies with Attribute Downgrade "+10 to Strike Arts cost" for 20 timer counts on hit. 100% chance to inflict all enemies with Paralyze on hit.
Soul Boost Stats
|Strike Art Level||2||3||4||5||5||5|
|Blast Art Level||2||3||4||5||5||5|
|Special Art Level||1||1||2||2||2||2|
|Extra Art Level||1||1||2||2||2||2|
|Ultimate Art Level||1||1||2||2||2||2|