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

Where to Obtain

Clear Rewards


The much anticipated SP SSJ3 Goku GRN -- known as “Bombku” to some -- has finally arrived and comes with a Legends Limited rarity, and a Legendary Finish via his Super Spirit Bomb.

He operates a bit like SP Perfect Cell YEL in his prime, 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. While similar, there are also some key differences to note.

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 nuked. He also becomes stronger at 40 timer counts -- reducing Damage received by 20%, decreasing Card cost and increasing his Arts Card Draw speed.

He’s not the mind-blowing Damage dealer some expected him to be, but he’s a very solid all around choice that has a home in the Saiyan Team for quite some time.


Hang in there, Kakarot

His iconic Super Spirit Bomb is one of the aspects of this Fighter that makes him so scary. Barring an opposing Cover: Rescue, no one is safe from this Ultimate Move. His Main Ability gives him Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects", meaning even units with Cover won’t be safe.

As previously mentioned, the Main Ability itself also negates color disadvantage, so anyone is at the mercy of this move. Endurance won’t help either, as the Ultimate Move itself nullifies these effects.

Fate Rests on this Battle

This Unique Ability gives him 40% Damage inflicted for the entire game no matter what, 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 the Damage reduction Buff and intangible Offensive Buffs he receives make him an even bigger force on both sides of the field.

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 on standby.


You're Number 99 (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. A bench spot needs to be reserved for EX Raditz BLU if he wants to stick around

Average Special Move

His Special Move is still OK, it reduces Enemy Ki by 40 and acts moreso as a disruptor, but with only a “Major damage” multiplier, he won’t be blowing anyone up with this anytime soon.

Extra Move

His Extra Move is a counter that only works on Blast Attacks, meaning he’s still vulnerable to Strikes, Tap Blasts, or Specials.

Even if he lands the counter, the only move he can use to Combo with afterwards is a Special Move. SP SSJ3 Goku GRN probably would’ve rather just have an Extra Move that buffs his Damage instead here.

Team Synergy


He Buffs the Tag, and will likely be their primary Green for quite a long time. His Legends Limited counterpart SP Angry Goku BLU is just as rare as he is, but if these two are limit broken to 3 stars, it provides optimal Z-Ability coverage for the Team.

Son Family

He’s tagged as Son Family, true, but this Team’s lack of Z-Abilities are really starting to hurt. SP SSJ3 Goku GRN only Buffs Saiyans, meaning SP SSJ2 Gohan RED and SP SSJ Goten PUR get nothing from him. 

Still, he’s powerful enough to have a major impact on this Team and gives them a much-needed early game Fighter.

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%
Health 21216 43936 77571 119719 172875 241295 241295
Strike Attack 1807 3741 6605 10194 14722 20550 20550
Blast Attack 1860 3850 6797 10492 15152 21156 21156
Strike Defense 1486 3077 5436 8397 12131 16938 16938
Blast Defense 1532 3173 5605 8654 12501 17452 17452
Critical 124 272 494 742 1014 1298 1298
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

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