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
Contrary to his counterpart SP SSJ3 Goku PUR, this variant starts the Match off with a multitude of Buffs that eventually fade, as opposed to gradually improving as the Match goes on. This is indicative of Goku not being able to handle the Super Saiyan 3 form for very long.
Similar to his Purple variant, however, they are both complete glass cannons. Neither one should be on the receiving end of any kind of Damage.
That being said, SP SSJ3 Goku RED is a dangerous Fighter to start off the Match due to his increased Damage output and deck manipulating Unique Ability.
Strengths
Starting at Full Power
SP SSJ3 Goku RED has 45 timer counts to make his Buffs at the start of the Match really count. These include 40% to Damage inflicted and 30% to Ki Recovery Speed.
These Buffs are further increased by his Main Ability, which only requires 5 timer counts to elapse. When activated, his Damage is increased for every Strike or Blast Arts Card landed for 10 timer counts.
Deck Master
When this Fighter enters the battlefield, his Strike and Blast Arts Card costs are decreased by 5 and his Arts Card draw speed is also increased. Both of these Buffs last for 10 timer counts.
This effectively makes him capable of using the side-step mechanic with little to no drawbacks, further increasing his Damage output.
Weaknesses
Glass Cannon
SP SSJ3 Goku RED has bad Health and even worse Defense, as well as nothing in his toolkit capable of sustaining any kind of Damage whatsoever.
Super Saiyan 3's Toll
While the Damage Buff for the first 45 timer counts is nice, it comes with a huge drawback -- his Ki Recovery Speed is halved for 15 timer counts once the first 45 timer counts have elapsed. If he’s forced to be on the battlefield during this time, his Damage output is severely compromised since his base Ki Recovery Speed stat is already quite low.
Team Synergy
Red Color Counter
Due to his dual Z-Ability Buff for Red Fighters, he fits into this Team very nicely. SP SSJ3 Goku RED should be the main focus of any Team he’s put in, and a Red Color Counter Team would have him on the receiving end of many Offensive Buffs.
Saiyan
Despite his Z-Ability not helping Saiyans directly, he can still be put in this Team as the main Damage dealer. He should be Supported by as many Offensive Z-Abilities as possible.
Son Family
As a Ranged Fighter with Son Family Tag, this Goku pairs exceptionally well with SP SSJ2 Gohan RED. He naturally Buffs him via Z-Ability, and increases his Ultimate Arts Cards damage once dead. While SP SSJ3 Goku RED is able to heavily Damage Enemies early on, SP SSJ2 Gohan RED can carry the Team in later stages of the Match. They also greatly utilize the Blast Arts Cards provided by both of them, thanks to having Unique Abilities that reduce their cost.
Equippable Items
I'm Gettin' Excited!
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Type | Silver |
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Equip Condition | Son Family, Super Warrior | |
Sale Price | 10000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Defense UP
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6% - 15% |
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![]() Base Blast Attack UP
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5% - 12.5% |
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![]() Base Ki Restore Speed UP
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4% - 10% |
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SP SSJ3 Goku RED is a Ranged Fighter with great Card draw speeds, but terrible Ki Recovery Speed after the first 45 timer counts of the Match, making Blast Attack and Ki Recovery Boosts imperative.
This Should Be Fun!
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Type | Gold |
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Equip Condition | Android #17, Saiyan | |
Sale Price | 30000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Blast Attack UP
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6% - 15% |
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![]() Base Health UP
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5% - 12.5% |
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![]() Damage to Hybrid Saiyan UP
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6% - 15% |
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Blast Attack is self-explanatory.
Please, Lend Me Your Energy!
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Type | Gold |
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Equip Condition | Goku | |
Sale Price | 30000 |
- Slot 1
- Slot 2
- Slot 3
![]() Base Strike Attack UP
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7.5% - 15% |
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![]() Base Blast Attack UP
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7.5% - 12.5% |
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![]() Damage to Frieza Force UP
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2.5% - 7.5% |
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There are two good options here. This one gives him a Boost to both Offensive categories and allows him to obliterate SP FF Frieza YEL very quickly.
However, he does have good Strike Attack and needs Ki Recovery Speed Buffs, making ”You'll Pay!” another great option.
Main Ability
Extreme Power |
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Applies the following effects to self for 30 timer counts. Requirements: 5 timer counts must elapse. |
Unique Ability
Starting at Full Power |
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+40% to damage inflicted & +30% to own Ki Recovery from battle start for 45 timer counts. |
Just try and hit me! |
The following effects occur when this character enters the battlefield: -5 to own Strike & Blast Arts cost for 10 timer counts. |
Z Ability
+19% to "Element: RED" base Strike & Blast Attack during battle.
Character(s) Affected
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+22% to "Element: RED" base Strike & Blast Attack during battle.
Character(s) Affected
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+30% to "Element: RED" base Strike & Blast Attack during battle.
Character(s) Affected
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+33% to "Element: RED" base Strike & Blast Attack 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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Restores own Ki by 30. Cost 15 |
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 | 78348 | 120920 | 174612 | 243720 | 323492 |
Strike Attack | 1821 | 3773 | 6666 | 10287 | 14859 | 20747 | 27545 |
Blast Attack | 1821 | 3773 | 6666 | 10287 | 14859 | 20747 | 27545 |
Strike Defense | 1532 | 3173 | 5605 | 8654 | 12501 | 17452 | 23168 |
Blast Defense | 1532 | 3173 | 5605 | 8654 | 12501 | 17452 | 23168 |
Critical | 200 | 440 | 800 | 1202 | 1644 | 2106 | 2580 |
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
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