SP Super Saiyan God SS Vegito (Blue)

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Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,486,187
Strike ATK 269,191
Blast ATK 252,777
Strike DEF 156,852
Blast DEF 156,860
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held


Yosha! The ultimate Fusion Warrior has arrived, and his overwhelming strength sets a new standard for Offensive Fighters.

SP Super Saiyan God SS Vegito BLU’s consistently unbelievable Damage, nearly unparalleled versatility, defensive utility, and ridiculous set of combat tools undoubtedly establish him as the strongest Fighter ever released. His power puts most Zenkai 7 Fighters to shame.

Vegito enters the battlefield locked and loaded for carnage; he immediately has access to an Extra Arts Card draw, Strike Arts that draw Strike Arts and restore Ki, Blast Armor, Inflicted Damage, Sustained Damage Cut, Ailment and Attribute Downgrade nullification, and a unique Buff depending on the battle style of the foe he’s challenging. 

As a lead, a crisis Fighter, an Offensive Pivot, or a Defensive Pivot, Vegito excels. Simply categorizing him as a Melee Type does a disservice to the rest of his hilariously broken toolkit.

His Special Move possesses one of the most coveted effects in the game - Switch prevention. His Z-Ability makes him a permanent fixture on 3 of the meta's strongest Tags. He negates Blast Arts when changing Cover. His Main Ability, and its resulting Ultimate Arts Card, is contextually stronger than an on-command Rising Rush. 

Every aspect of this Fighter is exceptional - peerless even. Teams without slots dedicated to Vegito countering Fighters, or their own Vegito, simply cannot survive in this Meta. This is SP SSG SS Vegito BLU’s world, we were all just keeping it warm for him.


Strike? More like Strike 3!

Vegito’s overwhelming Damage is mainly derived from his unique Strike Arts effects.

Not only do they possess Blast Armor, and have the potential to come equipped with special properties because of the two unique Strike Arts Vegito adds to his Team’s deck, they draw an additional Strike Arts the first two times they make contact and restore 5 Ki.

This effect is refreshed whenever Vegito leaves the battlefield, and essentially allows him to perform full combos against his foes even if he only begins with a single Strike Arts Card in his hand. If Vegito begins with a full hand, and the enemy Team has no solid answer for him, he can defeat enemy Fighters in a single combo without difficulty.

Looming Presence

When Vegito is off the field, there’s still no safety from his rampage. If one of Vegito’s allies is targeted by an enemy Blast Arts during a Combo, he can cover change to negate it and push his opponent back to long range.

Even if Vegito's user guesses wrong, it's not as though Vegito is weak Defensively; his 30% Sustained Damage Cut and high base stats let him tank decently well.

Vegito can double down on his cover change by chaining his Special Move Arts Card after it. This Special Move deals Massive Damage and prevents switching, so it can easily obliterate an unsuspecting opportunist in an instant.

Just the threat of this interaction is usually enough to dissuade Vegito’s foes from practicing optimal Blast combos while he’s on standby.


Everything described thus far factors into Vegito’s dominance, but the last two aspects of his kit are what let him dominate any match-up.

Vegito’s Extra Arts Card is a lunging attack that removes all of his target’s Buffs the first two times it lands, which can close out a game by itself if it makes contact with an enemy that relies on Buffs, like Crisis Fighters or Fighters with one-time Damage Buffs.

It can even erase a foe’s Sustained Damage Cut, to ensure the kill on a presumptuous Defensive Pivot who entered the field to defend a comrade. The fact that it chains into any Arts Card and inflicts a sizable +25% Damage Received Debuff makes it an excellent Combo starter.


Vegito’s Main Ability is what miracles are made of. It provides the omnipotent fusion with a 20% Heal, a +40% Inflicted Damage Buff, 50 Ki, a +20% Sustained Damage Cut, and draws the most powerful individual attack in the game, the Final Impact Rush Ultimate Arts Card.

This Blast Armor-possessing charging attack is the first in the game’s history to have a Supreme Damage modifier, and it is essentially impossible to mitigate. This attack negates all Sustained Damage Cut effects, Endurance effects, and even special Cover Change effects such as SP FP Boujack PUR’s.

The Main Ability that bequeaths this orbital nuke even has the courtesy of destroying one of Vegito’s Cards to give it a guaranteed spot in his hand. This attack defines Vegito and can turn most Fighters in the game, even those with color advantage over Vegito, into vapor.

Landing this attack relatively early in a match can guarantee a character lead. The only downside is that this warhead is so useful in the early and mid-stages of a game that it’ll rarely stay in Vegito's arsenal long enough to enable a Legendary Finish.


Trips Over Himself Occasionally

This isn’t a particularly glaring fault, nor is it even relevant most of the time, but some aspects of Vegito’s kit conflict with each other. If Vegito is used as a lead and lands a Strike Arts before spending any of his other cards, his guaranteed Extra Arts card draw that activates when he first enters the field can be overwritten by his guaranteed Strike Arts draw.

Another minor issue is that the Card destroyed by Vegito’s Main Ability to make room for his Ultimate Arts is random, so if Vegito has a Special Move Arts card in his hand and he simply needs an injection of Ki in order to guarantee a kill on an enemy Fighter, it’s possible for Vegito’s Main Ability to destroy that Special Arts Card in the process.

While these are uncommon, they are interactions that players using Vegito need to be mindful of when using him.

Team Synergy

Fusion Warrior

This Tag needs no introduction. Vegito fits onto this Team as its strongest Fighter by far, a running theme for all of Vegito’s Teams, resulting in a line-up with hardly any weak points.

Vegito himself synergizes fantastically well with Fighters that accentuate his strengths, like SP SSJ2 Kefla GRN and SP Vegito YEL, the latter being able to draw a Special Move for his Blue counterpart.

EX Gogeta RED’s scaling Damage Support, Team Healing, and Ki Support makes switching in Vegito and letting him stomp all over the enemy party an absolute breeze. SP Super Vegito PUR fittingly acts as Vegito’s answer to problematic Green Fighters, and he has no trouble doing so.


Vegito functions as a brutal Melee Type who appreciates the Defensive efficacy of SP Fusion Zamasu PUR, one of the few Fighters that can claim to rival Vegito’s utility. This Team’s Defensive prowess doesn’t stop there, as it can easily accommodate SP SSJ Rage Trunks YEL, a strong Defensive pivot with some Support capabilities. 

Speaking of Support, SP SSR Goku Black RED and SP SSG SS Vegeta GRN can make Vegito’s combos even more menacing with Debuffs and scaling Damage Buffs respectively. 

God Ki

This Team is very similar to Future, subbing out Trunks for SP SSG SS Goku YEL and SP Mai GRN for SP SSG Goku RED. The Team maintains the same gameplan for the most part as well, utilizing some mixture of Support and Defensive utility to accentuate Vegito’s efficacy in combat.

Son Family...wait huh?

Yes, it is very easy to fit SP SSG SS Vegito BLU onto the Son Family Team, turning it into a variant of the Saiyan Team. This Team looks to highlight Vegito’s strengths by pairing him with Zenkai 7 SP Youth Goku YEL.

The vast majority of strong Saiyans also possess the Son Family Tag, which is fantastic news for Vegito, a Fighter who can benefit from the Z Ability of SP Kaioken Goku BLU. SP SSJ4 Goku PUR and SP SFPS4 Goku GRN round out this Team’s devastating core suite of Fighters, with SP Raditz GRN, SP Saiyan Saga Goku BLU, and EX Raditz BLU rounding out the bench.

Equippable Items

Main Ability

You can't even keep up with me, can you?!

Randomly destroys one of your own Cards.
Draw the Ultimate Arts Card "Final Impact Rush" next.
Restores own health by 20% and Ki by 50.
+40% to damage inflicted for 20 timer counts.
Reduces damage received by 20% for 20 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

What do you say we wrap this up?

Applies the following effects to self when this character enters the battlefield:

+50% to damage inflicted (cannot be stacked).
Reduces damage received by 30% for 15 timer counts.
Nullifies Attribute Downgrades and Abnormal Conditions for 15 timer counts.
Draw a Special Arts Card next (activates once).

Knocks back enemy to long range if a cover change is performed against their Blast Arts attack (activates during assists).

[Comboable Arts]
Special Move Arts

I'm tired of listening to you preach.

+30% to damage inflicted against "Tag: Fusion Warrior" (cannot be cancelled).

Applies the following effects to self every time when faced with an enemy depending on their Battle Style:

Melee Type: +40% to Strike damage inflicted for 15 timer counts.
Ranged Type: +40% to Blast damage inflicted for 15 timer counts.
Support Type: Increases Arts Card Draw Speed by 1 level for 15 timer counts.
Defense Type: Gain Attribute Upgrade "-30% to enemy's 'Sustained Damage CUT' effects" for 15 timer counts.

The following effects occur upon landing a Strike Arts hit:

Draw a Strike Arts Card next (activates twice, count resets when switched to standby).
Restores own Ki by 5.
Inflicts enemy with Attribute Downgrade "-100% to Health Restoration" for 3 timer counts.

Z Power [Trunks (Youth)] +15

+15 to Z Power [Trunks (Youth)] dropped during the "Legends Road - Trunks (Youth) -" Event.
Active Period: -

Z Ability

+17% to "Tag: Fusion Warrior" base Strike Attack & Defense during battle. Character(s) Affected
+22% to "Tag: Fusion Warrior" or "Tag: God Ki" base Strike Attack & Defense during battle. Character(s) Affected
+28% to "Tag: Fusion Warrior", "Tag: God Ki", or "Tag: Future" base Strike Attack & Defense during battle. Character(s) Affected
+38% to "Tag: Fusion Warrior", "Tag: God Ki", or "Tag: Future" base Strike Attack & Defense during battle. Character(s) Affected


Final Kamehameha

Deals massive Impact damage.
Inflicts all enemies with "No Switching" for 3 timer counts upon activation.
Inflicts enemy with Attribute Downgrade "+15% to Damage Received" for 15 timer counts on hit.
Cannot be nullified by most other Special Moves.

Cost 50


Savage Strike

The following effects occur on hit:

Cancels enemy Attribute Upgrades (activates twice).
Inflicts enemy with Attribute Downgrade "+25% to Damage Received" for 15 timer counts.

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

Cost 15

Ultimate Special

Final Impact Rush

Deals supreme Impact damage.
Applies the following effects to self upon activation:

+50% to Ultimate damage inflicted for 3 timer counts.
Gain Attribute Upgrade "-100% to enemy's 'Sustained Damage CUT' effects" for 3 timer counts.
Nullifies enemy's "Restore health when it reaches 0" effects when this character attacks for 3 timer counts.
Gain Attribute Upgrade "Nullifies enemy's special actions that activate when changing cover" for 3 timer counts.
*Blast Armor when charging forward.

Cost 20



Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21860 45268 79923 123351 178123 248623 329999
Strike Attack 1839 3808 6726 10382 14998 20938 27799
Blast Attack 1839 3808 6726 10382 14998 20938 27799
Strike Defense 1532 3169 5601 8650 12493 17441 23157
Blast Defense 1518 3141 5545 8562 12370 17272 22932
Critical 166 364 662 994 1358 1738 2128
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