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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Ranged | |
Arts Cards Held | |
Tags | |
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Overview
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.
Strengths
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.
Weaknesses
You're Number 199 (In Health)
For a hype Legends Limited Fighter, his Health stat is flat out bad.
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
Saiyan
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.
Teams Featured In
Parent ID: 133206
Parent ID: 138956
Parent ID: 138966
Equippable Items
See ya!
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Type | |
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Equip Condition | Goku, DBL17-05S | |
Sale Price | 90000 |
- Slot 1
- Slot 2
- Slot 3
![]() Health Restoration Up
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5% - 10% |
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![]() Base Strike Defense UP
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15% - 30% |
![]() Base Blast Defense UP
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15% - 30% |
![]() Base Strike Attack UP
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15% - 30% |
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![]() Base Blast Attack UP
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15% - 30% |
![]() Base Health UP
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5% - 10% |
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![]() Special Move Damage UP
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10% - 20% |
![]() Ultimate Damage UP
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10% - 30% |
The release of this Equip revitalized SP SSJ3 Goku GRN's relevance in the Meta. Its incredible increases to every meaningful Offensive and Defensive stat make it a mandatory inclusion for any serious player using this Goku.
Hurry, Vegeta!
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Type | Gold |
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Equip Condition | Saiyan, Ranged Type | |
Sale Price | 30000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Defense UP
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6% - 15% |
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![]() Base Blast Defense UP
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6% - 13% |
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![]() To Blast Attack for each "Tag: Saiyan" battle member. Up
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2% - 5% |
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This is a must-have Equipment for Goku on the Saiyan Team, providing a large Pure Blast Buff. On the Son Family Team, I didn't know it was going to be that kind of fight is optimal here.
Hmph. Did It!
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Type | Gold |
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Equip Condition | Super Saiyan 3 | |
Sale Price |
- Slot 1
- Slot 2
- Slot 3
![]() Base Blast Attack UP
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5% - 13% |
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![]() Base Strike Defense Up
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8% - 18% |
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![]() Base Blast Attack UP
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8% - 18% |
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This Equip provides Goku with a very large Base Blast Buff, further boosting his Blast Damage.
Main Ability
Good luck, Kakarot... |
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Draw the Ultimate Arts Card "Super Spirit Bomb" next. Requirements: 25 timer counts must elapse. |
Zenkai Main Abilities
Good luck, Kakarot...
Draw the Ultimate Arts Card "Super Spirit Bomb" next.
Restores own health by 30% and Ki by 50.
Nullifies own unfavorable Element factors for 10 timer counts.
Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects" for 30 timer counts.
Requirements: 25 timer counts must elapse.
Character(s) Affected
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).
Zenkai Unique Abilities
Fate Rests on this Battle
+40% to damage inflicted when battle starts (cannot be cancelled).
Applies the following effects to self once 30 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 Balls!
Receive zero damage when changing cover for the first time (Available during assists).
+2 to own substitution count when activated.
While this character is on the battlefield, applies the following effects 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).
Resolve for the Final Battle (Unlocks at Adept)
Applies the following effects to self from battle start for 30 timer counts:
Reduces damage received by 20%.
+50% to Ki Recovery.
Nullifies Attribute Downgrades and Abnormal Conditions.
Full Force (Unlocks at Powerful)
Applies the following effects to self per "Tag: Saiyan" battle member in the party other than this character when this character enters the battlefield:
Restores Ki by 10.
+20% to damage inflicted for 15 timer counts.
+15% to Health Restoration for 15 timer counts.
Z Ability
1
+17% to "Tag: Saiyan" base Strike Defense during battle.
Character(s) Affected
2
+22% to "Tag: Saiyan" base Strike & Blast Defense during battle.
Character(s) Affected
3
+28% to "Tag: Saiyan" base Strike & Blast Defense during battle.
Character(s) Affected
4
+33% to "Tag: Saiyan" base Strike & Blast Defense during battle.
Character(s) Affected
Zenkai Abilities
1
Increases the following stats of characters that are both "Element: GRN" and "Tag: Saiyan" during battle: +15% to base Strike Attack. +20% to base Blast Attack. +15% to base Strike Defense. +20% to base Blast Defense.
Character(s) Affected
2
Increases the following stats of characters that are both "Element: GRN" and "Tag: Saiyan" during battle: +20% to base Strike Attack. +25% to base Blast Attack. +20% to base Strike Defense. +25% to base Blast Defense.
Character(s) Affected
3
Increases the following stats of characters that are both "Element: GRN" and "Tag: Saiyan" during battle: +30% to base Strike Attack. +35% to base Blast Attack. +30% to base Strike Defense. +35% to base Blast Defense.
Character(s) Affected
4
Increases the following stats of characters that are both "Element: GRN" and "Tag: Saiyan" during battle: +35% to base Strike Attack. +40% to base Blast Attack. +35% to base Strike Defense. +40% to base Blast Defense.
Character(s) Affected
Special
Super Kamehameha
Can Teach
Deals major Impact damage.
Reduces enemy Ki by 40 on hit.
Cost 50
Zenkai Special Ability
Good luck, Kakarot... |
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Draw the Ultimate Arts Card "Super Spirit Bomb" next.
Restores own health by 30% and Ki by 50.
Nullifies own unfavorable Element factors for 10 timer counts.
Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects" for 30 timer counts.
Requirements: 25 timer counts must elapse.
Character(s) Affected
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Unique Ability
Fate Rests on this Battle |
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+40% to damage inflicted when battle begins (cannot be cancelled). -5 to Strike & Blast Arts costs (cannot be cancelled). |
Thank you, Dragon Ball! |
Receive zero damage when changing cover for the first time (Available during assists). 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. |
Zenkai Unique Abilities
Fate Rests on this Battle |
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+40% to damage inflicted when battle starts (cannot be cancelled). Applies the following effects to self once 30 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 Balls! |
Receive zero damage when changing cover for the first time (Available during assists). +2 to own substitution count when activated. While this character is on the battlefield, applies the following effects 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). |
Resolve for the Final Battle (Unlocks at Adept) |
Applies the following effects to self from battle start for 30 timer counts: Reduces damage received by 20%. +50% to Ki Recovery. Nullifies Attribute Downgrades and Abnormal Conditions. |
Full Force (Unlocks at Powerful) |
Applies the following effects to self per "Tag: Saiyan" battle member in the party other than this character when this character enters the battlefield: Restores Ki by 10. +20% to damage inflicted for 15 timer counts. +15% to Health Restoration for 15 timer counts. |
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Deals major Impact damage. Cost 50 |
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Deals massive Impact damage.
Reduces enemy Ki by 40 on hit.
Cost 50 |
Extra
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Counter will activate upon enemy's Blast Arts attack while in fighting pose. [Comboable Arts] Cost 15 |
Zenkai Extra Ability
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Counter will activate upon enemy's Blast Arts attacks while in fighting pose.
Restores own Ki by 50 and randomly destroys 2 enemy cards once the counter is activated.
[Comboable Arts]
Strike Arts
Blast Arts
Special Move Arts
Ultimate Arts
Cost 15 |
Ultimate Special
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Deals massive Explode damage. +50% to Ultimate damage inflicted for 3 timer counts. Cost 20 |
Zenkai Ultimate Ability
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Deals massive Explode damage.
Applies the following effects to self upon activation:
+60% 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 |
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 | 50916 | 108471 | 178142 | 260680 | 355436 | 468326 | 540065 |
Strike Attack | 4336 | 9231 | 15162 | 22189 | 30257 | 39869 | 45916 |
Blast Attack | 4463 | 9510 | 15615 | 22851 | 31159 | 41063 | 46443 |
Strike Defense | 3566 | 7605 | 12492 | 18288 | 24943 | 32870 | 37785 |
Blast Defense | 3680 | 7837 | 12877 | 18849 | 25705 | 33876 | 38262 |
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
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