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SP Super #17 (Green)

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Table of Contents

Character Tier
2

DBL16-13S

Character Stats

Soul Boost
Advanced
Power Level
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

Overview

SP Super #17 GRN arrives in the form of a Defense Fighter, but is a bit of an unconventional Tank. He boasts many avenues for reducing or outright negating incoming Damage, including increasing the card cost of the Enemy Team, but he has a few more tricks up his sleeve than that.

However, his flaws are also apparent, with his lack of Offensive presence being the most problematic one. Due to that, SP Super #17 GRN is nothing more than a Bench asset in most of his Teams, which is very disappointing. While Super #17 was meant to be the pinnacle of all Androids, in practice, he's nothing but a nuisance. 

Strengths

Hit Me Harder

SP Super #17 GRN is a great Defensive switch-in due to his capability of absorbing Energy-based attacks. If he pulls this off, he reduces enemy Ki by 50, gains Ki equal to the cost of whatever Attack he absorbed, gets a Damage inflicted Buff, reduces Damage received, and restores his own Health by 10%.

This is required for #17's Damage to reach adequate levels, so it is best to bring him into combat when it is likely he'll be able to absorb an attack. Against Blast-oriented Teams, the threat of a #17 cover-change is enough to deter Combos.

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, and most notably inflicts every single Enemy with Paralyze. 

Paralyze is a deadly status that locks #17's foes down, and if they dare to flee, their Team is only Debuffed further, and #17 draws another Extra Arts Card.

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 by defeating Enemies, but of course this requires him 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.

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

SP Super #17 GRN is not an optimal choice for Android Teams anymore, since his Strike Damage is awful and this Tag is Melee-focused these days. However, his very good Z-Ability still gives him some relevance in the Bench, although Androids have a lot of competent Ability Bonus Boosters.

GT

The GT Tag's relevance has seen a spike with the release of brand new Fighters, and SP Android #17 GRN can perfectly Support the Team from the Bench thanks to his absurdly Effective Z-Ability. He's not really effective on the field, especially when compared to some of his Teammates.

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.

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% 600% 698%
Health 21428 44376 78350 120922 174614 243722 323494
Strike Attack 1849 3829 6766 10447 15087 21063 27959
Blast Attack 1821 3773 6666 10287 14859 20747 27545
Strike Defense 1518 3141 5545 8566 12374 17276 22936
Blast Defense 1500 3109 5494 8483 12256 17112 22716
Critical 148 326 594 892 1220 1562 1912
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
Ultimate Art Level 1 1 2 2 2 2 2
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts