Table of Contents

Character Stats
Critical |
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Ki Restore Speed |
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Character Info
Battle Style | |
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Defense | |
Arts Cards Held | |
Tags | |
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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.
Teams Featured In
Equippable Items
Awakened This Should Be Fun! No. 1
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Type | Gold |
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Equip Condition | Android #17, Android, Sagas From the Movies | |
Sale Price | 30000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Attack UP
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10% - 16.5% |
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![]() Base Blast Attack UP
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10% - 16.5% |
![]() Base Health UP
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8% - 12.5% |
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![]() To Blast Defense for each Tag: Android battle member. Up
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2% - 6% |
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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
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Type | Silver |
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Equip Condition | Android, Defense Type | |
Sale Price | 10000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Defense UP
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10% - 15% |
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![]() To own Blast Attack for each Tag: Android battle member. Up
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2% - 6% |
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![]() Base Health UP
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8% - 12.5% |
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Another exceptional Awakened Equipment that's perfect for what SP Super #17 GRN wants to utilize. The added Health brings his base-line Defensive Abilities to the next level.
Don't you agree?
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Type | Gold |
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Equip Condition | Android | |
Sale Price | 800 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Defense UP
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6% - 18% |
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![]() Special Move Damage UP
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5% - 10% |
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![]() Base Blast Attack UP
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6% - 18% |
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This is an excellent choice for #17, as it greatly boosts his relevant stats and lets his Special Arts Card deal significantly more Damage.
Main Ability
This ends now! |
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Draw the Ultimate Arts Card "Shocking Death Ball" next. Requirements: 25 timer counts must elapse. |
Unique Ability
Growing Energy |
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The following effects occur when this character enters the battlefield: Reduces damage received by 30% for 10 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). Restores own health by 10%. While this character is on the battlefield, the following effects occur when enemy switches characters: Draw a Special Arts Card next (activates three times). |
Z Ability
+21% to "Tag: Android" base Strike & Blast Defense during battle.
Character(s) Affected
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+25% to "Tag: Android" base Strike & Blast Defense during battle.
Character(s) Affected
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+30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
Character(s) Affected
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+35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
Character(s) Affected
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Special
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Deals major Impact damage. Cost 50 |
Extra
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Absorbs enemy Ki blast attacks. Restores own health by 10%. Cost 15 |
Ultimate Special
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Deals massive Impact damage. Cost 20 |
Resistance
Slice |
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Pierce |
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Impact |
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Explode |
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Soul Boost Stats
Stat | 100% | 200% | 300% | 400% | 500% | 600% | 698% |
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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
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