SP Super Saiyan 3 Goku (Green)

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Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,265,445
Strike ATK 236,040
Blast ATK 265,251
Strike DEF 157,901
Blast DEF 157,909
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held


The much anticipated SP SSJ3 Goku GRN is a very powerful Fighter, boasting a Legendary Finish - the Super Spirit Bomb.

He operates a bit like SP Perfect Cell YEL, with a similar Damage inflicted Buff, a devastating Ultimate Move, and a Cover: Rescue that nullifies any Damage the first time he’s sent in. 

SP SSJ3 Goku GRN’s Damage inflicted Buff lasts for the entire game and cannot be canceled. His Main Ability nullifies Color Disadvantage for 3 seconds, meaning even Purple Fighters are susceptible to being obliterated by his Spirit Bomb.

He’s not the mind-blowing Damage dealer some expected him to be, but he’s a solid all-rounder choice that has aged very well thanks in part to his expanded repertoire of equip options and the Saiyan Tag Team growing exceptionally powerful. 


You're Number One!

Goku's iconic Super Spirit Bomb is without a doubt the strongest aspect of his toolkit. It deals Massive Damage and increases its Inflicted Damage with a +50% Ultimate Damage Buff on activation.

What makes this Ultimate Arts especially deadly is the fact that its Damage is Buffed infinitely; whenever an enemy switches while Goku is on the battlefield, the Super Spirit Bomb increases its power. 

The move itself is nearly inescapable, it negates Sustained Damage Cut effects, Endurance effects, and even Goku's own Color Disadvantage for 3 Timer Counts when it's activated. Barring an opposing Cover: Rescue, no one is safe from this Ultimate Move.

Fate-Changing Damge

Goku's first Unique Ability gives him 40% Damage inflicted for the entire game, as it cannot be canceled.

On top of that, if he’s able to survive until 40 Timer Counts, he becomes even harder to deal with as he gains a Card Draw Speed Buff and a -5 to the Cost of his Strike and Blast Arts - making him an absolute Combo fiend.

Cover: Rescue

Much like SP Perfect Cell YEL or SP Ultimate Gohan GRN, he completely negates any Damage received for the first time he’s sent in via Cover. This puts immense amounts of pressure on the Enemy Team as they cannot safely use a Rising Rush if he’s available on standby.

This is a pivotal aspect of Goku's identity and it must be used at pivotal moments to get the most out of it. If it is used, Goku increases his Substitution Count by 3, so there is opportunity cost inherent to the technique beyond simply wasting it on a a weak attack.

Your Equips...are also Number One!

SP SSJ3 Goku GRN has received a significant Buff in the form of See Ya!, his Unique Equip. It not only fixes some of his egregious bulk issues thanks to its massive Defensive Stat Buff, it jacks up his mixed Offenses and turns his Ultimate Arts from a nuke to a veritable Supernova.

Being a Saiyan, Goku gets access to the tried and true This Should Be Fun! as well, which helps him reach impressive Health totals when factoring in Z-Abilities. 


You're Number 145 (In Health)

For a hype Legends Limited Fighter, his Health stat is flat out bad. He’ll need all the Health he can get, as this is the best Defensive stat you can get and he’ll be very fragile otherwise.

Even if EX Raditz BLU or his Super Saiyan 3 comrade, HE Shallot LGT, are fielded on the bench, Goku's bulk leaves a lot to be desired. He must wait until his Sustained Damage Cut kicks in for him to feel at ease in neutral match-ups, and he's never safe against the Meta's multitude of Purple threats.

Average Special Move

His Special Move is decent all things considered - it reduces Enemy Ki by 40 and acts moreso as a way to disrupt enemy attacks and follow-up after his Extra Arts Counter, but with only a Major damage multiplier, he won’t be wrecking any serious havoc with it. 

Speaking of that Extra Arts Counter, it merely destroys two enemy cards when it activates, and only Special Move Arts can chain after it. The former effect is frankly useless, as the enemy will refill their hand as they recover from recoil, and the latter effect essentially makes this counter useless as a Combo enabler. 

Team Synergy


SP SSJ3 Goku GRN is a solid option on this Tag, as he does Buff both Defensive Stats with his Z-Ability when he's limit broken to 3 Stars. In-combat, he can be very effective if properly Supported.

His fellow Super Saiyan 3, HE Shallot LGT, is able to protect him with his Cover Change Sustained Damage Cut and augment his bulk with his Z-Ability.

SP Bardock YEL, is another excellent partner for the Buu Slayer; he can cover Goku's weakness to Purple enemies and supply Support Buffs upon his death, which turns this Tag's Damage dealers into monsters. Alternatively, SP Vegito YEL is an Offensive Yellow option that shreds through Purples utterly, so on Offensive Saiyan variants, he's far superior to Bardock. 

SP Bardock RED is another great choice, as he's able to carry the Team's late-game Damage post-transformation. 

SP Saiyan Saga Goku BLU allows SSJ3 Goku to live up to his Offensive potential with his scaling Damage Buffs, and can assist his bulk with his Z-Ability and his Healing effects.

Son Family

While this Goku variant possesses the Son Family Tag, his Z-Ability will only benefit this Team's other Goku variants. Luckily, Son Family Builds comprised entirely of Goku variants are an option, and it's the environment where SP SSJ3 Goku GRN thrives.

Goku enjoys the company of his ascended counterpart, SP SSJ4 Goku PUR, whose incredible Defensive and Offensive utility keeps the Team's tempo up.

SP Saiyan Saga Goku BLU and SP Angry Goku BLU can provide Support and Crisis Utility in equal measure, accommodating SSJ3 Goku's faults.

SP SSJ Otherworld Goku YEL, SP Super Saiyan God SS Goku YEL, and SP SSJ Youth Gohan YEL (in non mono-Goku variants) are fantastic Yellow options that inherently fit right in with SSJ3. 

Equippable Items

Main Ability

Good luck, Kakarot...

Draw the Ultimate Arts Card "Super Spirit Bomb" next.
Restores own health by 30% and Ki by 20.
Nullifies own unfavorable Element Factors for 3 timer counts.
Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects" for 30 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

Fate Rests on this Battle

+40% to damage inflicted when battle begins (cannot be cancelled).
Applies the following effects to self once 40 timer counts have elapsed from battle start:

-5 to Strike & Blast Arts costs (cannot be cancelled).
Increases Arts Card Draw Speed by 1 level (cannot be cancelled).
Reduces damage received by 20% (cannot be cancelled).

Thank you, Dragon Ball!

Receive zero damage when changing cover for the first time (Available during assists).
+3 to own substitution count when activated.

While this character is on the battlefield, the following effects are applied to self when enemy switches characters:

+20% to damage inflicted for 15 timer counts.
+10% to Ultimate damage inflicted (cannot be cancelled).
Gain one Dragon Ball (activates once).

Z Ability

+17% to "Tag: Saiyan" base Strike Defense during battle. Character(s) Affected
+22% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected
+28% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected
+33% to "Tag: Saiyan" base Strike & Blast Defense during battle. Character(s) Affected


Super Kamehameha Can Teach

Deals major Impact damage.
Reduces enemy Ki by 40 on hit.

Cost 50


Instant Transmission: Rear Attack

Counter will activate upon enemy's Blast Arts attack while in fighting pose.
Restores own Ki by 30 and randomly destroys 2 enemy cards when countered successfully.

[Comboable Arts]
Special Move Arts

Cost 15

Ultimate Special

Super Spirit Bomb

Deals massive Explode damage.
Applies the following effects to self upon activation:

+50% to Ultimate damage inflicted for 3 timer counts.
Nullifies enemy's "Restore health when it reaches 0" effects when this character attacks for 3 timer counts.
*Blast Armor when charging forward.

Cost 20



Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21216 43936 77571 119719 172875 241295 320267
Strike Attack 1807 3741 6605 10194 14722 20550 27277
Blast Attack 1860 3850 6797 10492 15152 21156 28084
Strike Defense 1486 3077 5436 8397 12131 16938 22486
Blast Defense 1532 3173 5605 8654 12501 17452 23168
Critical 124 272 494 742 1014 1298 1590
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