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SP Super #17 (Green)

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Table of Contents

Character Tier
1

DBL16-13S

Character Stats

Soul Boost
Advanced
Power Level
722735
HP 2,311,735
Strike ATK 215,985
Blast ATK 242,161
Strike DEF 159,802
Blast DEF 159,794
Critical
1,465
Ki Restore Speed
2,545

Character Info

Battle Style
Defense
Arts Cards Held
Tags

Where to Obtain

Drop
Clear Rewards
Other

Overview

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.

Strengths

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.

Excellent Equipment

Due to having the Android #17, Android, and Fusion Warrior Tags, he has access to some of the better Equipment options in the game, accentuating his already good stats.

Weaknesses

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.

Team Synergy

Android

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.

Fusion Warrior

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.

Equippable Items

Main Ability

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.

Unique Ability

Growing Energy

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">"

Z Ability

1
+21% to "Tag: Android" base Strike & Blast Defense during battle. Character(s) Affected
2
+25% to "Tag: Android" base Strike & Blast Defense during battle. Character(s) Affected
3
+30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle. Character(s) Affected
4
+35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle. Character(s) Affected

Special

Flash Bomber Can Teach

Deals major Impact damage. +25% to Blast damage inflicted for 15 timer counts upon activation.


Cost 50

Extra

Energy Absorption

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.


Cost 15

Ultimate Special

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.


Cost 20

Resistance

Slice
100
Pierce
100
Impact
100
Explode
100

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 598%
Health 21428 44376 78350 120922 174614 243722
Strike Attack 1849 3829 6766 10447 15087 21063
Blast Attack 1821 3773 6666 10287 14859 20747
Strike Defense 1518 3141 5545 8566 12374 17276
Blast Defense 1500 3109 5494 8483 12256 17112
Critical 148 326 594 892 1220 1562
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
Equipment Slots 1 2 2 2 3 3

Recommended Soul Boosts