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 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 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.
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 arguably a more effective status than Faint as it can happen at the most inopportune time multiple times in a row.
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.
SP Super #17 GRN is an excellent addition to any Android core, especially ones that include his soulmate, SP Fusion #13 RED. The two of them form a truly infuriating Defensive core that has the potential to counter both Strike and Blast Attacks on Cover-Change. The two of them can be rounded out by any of the Android Tag's star players. SP Android #13 BLU, SP Android #17 PUR, SP Perfect Cell YEL, or even EX Android #13 RED all function excellently with the hellish android.
While SP Super #17 GRN doesn’t Buff this Tag, he is still its 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. He can notably be paired with his fellow Android Fusion Warrior SP Fusion #13 RED to great effect. This absurdly annoying trifecta of Vegito, #13, and #17 can counter every Arts Card type at once via their Cover Change Abilities.
The GT Tag's relevance has seen a spike with the release of brand new Fighters, and SP Android #17 GRN can perfectly Support them Defensively. #17 himself greatly increases the bulk of his Allies with his impeccable Z-Ability even if he is left off the core. In combat, he and SP Super Baby 2 BLU work well together, as Baby allows #17 to recover an incredible amount of HP over the course of a match.
The frequent Special Arts Cards drawn by SP Super #17 GRN can be used well by all of GT's best Fighters. The Super Saiyan 4s, namely SP Super Saiyan 4 Goku PUR, can use the cards to ward off enemy Debuffs and augment their Damage.
EX Hyper Meta-Rilldo YEL can be used with the Cyborg Nephilim to promote an incredibly potent Defensive playstyle, which is where #17 truly excels.
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. #17 greatly appreciates the Health Buff in particular.
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.
Don't you agree?
|Base Strike Defense UP||6% - 18%|
|Special Move Damage UP||5% - 10%|
|Base Blast Attack UP||6% - 18%|
This is an excellent choice for #17, as it greatly boosts his relevant stats and lets his Special Arts Card deal significantly more Damage.
|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.
+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||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|