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SP Super Baby 2 (Blue)

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Table of Contents

Character Tier
1

DBL19-08S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,437,292
Strike ATK 217,157
Blast ATK 227,902
Strike DEF 161,759
Blast DEF 164,978
Critical
1,385
Ki Restore Speed
2,456

Character Info

Battle Style
Support
Arts Cards Held
Tags

Overview

Tuffle science has given rise to one of the strongest Support Fighters in the game, SP Super Baby 2 BLU. Baby’s power lies in the incremental advantages he gives his GT or Regeneration Allies and his conditionally fantastic Offense. 

SP Super Baby 2 BLU is a supporter through and through, with Abilities that focus on Healing and Buffing the Damage of his Allies whenever he is switched to Standby.

While he has the same weaknesses as many Support Fighters, most notably a lack of self-sufficiency, his combat prowess is notable against Saiyans or Hybrid Saiyans.

SP Super Baby 2 BLU is a welcome addition to both of his Tag Teams; he’s a Tuffle you don’t want to trifle with. 

Strengths

Such a Lust for Revenge

SP Super Baby 2 BLU’s Main Ability is really something special, and it should be activated as soon as it is able to get value for Baby's Team.

The +40% Damage Buff it provides turns his already Offensive Allies into oppressive wrecking balls, and himself into a deadly bruiser capable of dealing and taking lots of Damage thanks to the +20% Sustained Damage Cut Buff it gives to Baby.

What truly sets this Main Ability apart is its massive +50% to Health Restoration Potency Buff to all Allies for 60 Timer Counts. This synergizes with his personal incremental Healing, giving all his Allies a significant Heal every time he switches to standby.

When Baby is paired with Allies that have personal Healing effects, this Buff scales out of control - creating advantage gaps that are nearly impossible to come back from. 

A Shot in the Dark

Revenge Shot, Baby’s Special Arts Card, is a great combo-starter, as it puts the Saiyan Nemeses in prime position for a devastating Combo with the Inflicted Damage Buff it awards him or an opportunity to safely switch in a Teammate and let them tear it up thanks to the Ki it Restores. 

This is a deadly neutral tool as well, as it can be used to catch enemies in the midst of a sidestep or trump any Arts Card at mid range. It can even trump Rising Rushes if timed correctly. 

Immortal Grudge

SP Super Baby 2 BLU's Ability to apply consistent 10% Heals is what makes him so brilliant as an off-tank. Not only can he recover very easily after tanking a hard hit, he can also switch a couple times to rehabilitate Allies hanging on by a thread. 

This Ability incentivizes Baby to switch out frequently, so it's a blessing Baby is so bulky.

Weaknesses

Match-Up Dependant Damage

SP Super Baby 2 BLU has fantastic Damage output for a Support Fighter...assuming he’s facing an enemy with Saiyan Blood.

If the targets of his ire aren’t his opponent, his Offensive capabilities falter significantly. On both of his Tag Teams, it’s entirely valid to leave Baby off the core when non-Saiyan opponents reveal themselves.

That being said, on Regeneration Tag Teams, Baby is an essentially asset for grinding out games. His contributions to his Team's bulk are so invaluable that he is worth fielding against opposing Teams that use attrition-oriented strategies.

A Leader Through and Through

Baby's Support and incremental Healing are fantastic, but they lose value if one of Baby's Allies dies, and are entirely worthless if Baby is forced to fight by himself.

Like most Support Fighters, Baby requires Allies to function. Without the ability to switch to standby, he cannot assist anyone, least of all himself. 

Team Synergy

Regeneration

SP Super Baby 2 BLU is a great boon to the Regeneration Tag, which desperately needed a competent Blue option. Baby’s presence as a Healer and an off-tank ameliorates a lot of the Tag’s best Fighters’ Defensive issues.

The introduction of incredible Defensive and Offensive options in the form of Zenkai 1 SP Majin Buu GRN and SP Evil Android #21 PUR respectively each become immortal brawlers with the Support of Baby in tow.

Evil #21 in particular is one of Baby's best partners, as she counters problematic Greens and shreds neutral match-ups with Baby's Support. Once Baby's Main Ability is triggered, she is more than capable of obliterating the majority of the Meta's strongest Fighters in a single Combo.

SP Piccolo YEL, the Regeneration Tag's premier Crisis Fighter, benefits from Baby's Healing and color. Baby's ability to check enemy Reds is a great boon to the strongest Namekian. 

Finally, SP Omega Shenron RED gives the Team a lot more Damage viability, and an additional Dragon Ball when he comes in, which fits the Regeneration playstyle of battles of attrition.

GT

SP Super Baby 2 BLU is the GT Tag’s best Blue Fighter and its best Support Fighter. He’s an absolute monster on this Tag. His Healing Abilities harmonize with SP Super Saiyan 4 Goku PUR’s self-healing, and his Inflicted Damage Buffs are devastating in the hands of SP Omega Shenron RED

Baby functions as an excellent partner for the Leader of the Shadow Dragons, SP Syn Shenron YEL, whose Endurance effect is considerably magnified by Baby's Buff to Health Recovery.

With Baby's Support in tow, Syn Shenron can output fantastic Damage - assuming a Rising Rush has already been activated by the time he gets them.


Both SP SSJ4 Goku GRN and SP SSJ4 Goku PUR are two excellent all-around Fighters that complete this core.

Equippable Items

Main Ability

Evil Lust for Vengeance

+50% to allies' Health Restoration for 60 timer counts.
+40% to damage inflicted by allied "Tag: GT" or "Tag: Regeneration" for 20 timer counts.
Reduces damage received by 20%.

Requirements: 10 timer counts must elapse.

Unique Ability

A Grudge Against Saiyans

+40% to damage inflicted against the following Tags (cannot be cancelled):

"Tag: Saiyan"
"Tag: Hybrid Saiyan"

Tuffle Science

Nullifies own Attribute Downgrades (cannot be cancelled).
Applies the following effects to allied "Tag: GT" or "Tag: Regeneration" when this character is switched to standby:

Restores health by 10%.
+15% to damage inflicted for 20 timer counts.

Z Ability

1
+22% to "Tag: GT" base Strike Defense during battle. Character(s) Affected
2
+28% to "Tag: GT" or "Tag: Regeneration" base Strike Defense during battle. Character(s) Affected
3
+35% to "Tag: GT" or "Tag: Regeneration" base Strike Defense during battle. Character(s) Affected
4
+38% to "Tag: GT" or "Tag: Regeneration" base Strike Defense during battle. Character(s) Affected

Special

Revenge Death Ball Can Teach

Deals major Explode damage.
Inflicts enemy with Attribute Downgrade "+15% to Strike Damage Received" for 15 timer counts on hit.


Cost 50

Extra

Revenge Shot

+20% to damage inflicted for 10 timer counts upon activation.
Restores own Ki by 35 on hit.

[Comboable Arts]
Strike Arts
Blast Arts
Special Arts
Special Move Arts


Cost 20

Resistance

Slice
96
Pierce
101
Impact
101
Explode
102

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21860 45268 79924 123352 178124 248624 330000
Strike Attack 1849 3829 6760 10441 15081 21053 27949
Blast Attack 1867 3868 6831 10547 15235 21267 28230
Strike Defense 1493 3095 5467 8442 12190 17022 22598
Blast Defense 1507 3123 5523 8530 12317 17198 22830
Critical 152 336 612 918 1254 1606 1968
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
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts