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SP Super Saiyan Goku (RoC) (Green)

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Table of Contents

Character Tier
1

DBL25-07S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,175,325
Strike ATK 245,042
Blast ATK 230,643
Strike DEF 160,302
Blast DEF 165,955
Critical
1,486
Ki Restore Speed
2,489

Character Info

Battle Style
Melee
Arts Cards Held
Tags

Overview

While SP SSJ Goku (RoC) GRN joins a competitive field of Green Saiyans, a crowd mainly comprised of other Green Goku variants, this Goku impresses with a solid strike-based toolkit that has some incredible burst potential. His Strike-based kit is exactly what sets him apart and makes him viable, as the Saiyan Team is a largely strike-oriented Team. 

Goku might not be an offensive juggernaut the second he enters the field, but he makes up for that deficiency with decent Defensive utility and combo extension. His free Strike Card Draw when hopping onto the battlefield ensures he'll always have gas in the tank, and it sets him up to synergize perfectly with the Support Fighters on the Saiyan Tag. 

His sustained damage cut effects and self-heal when below 50% health make him a strong long-game contender, and his Special Move is a one-hit one-count atom bomb when enhanced by a few of his Strike Arts. 

Just because SP SSJ Goku (RoC) GRN isn't breaking any new ground doesn't mean he's not a great option for the Saiyan and Sagas from the Movies Teams. Each of those Tags were itching for a solid Green Melee Type, and that's exactly what Goku is. 

Strengths

Striking Offenses

Goku is the quintessential Melee Fighter, with a toolkit based entirely around buffing Strike and Strike-based Special Move Damage, and a Strike-buffing Z-Ability to match. 

Goku enters the field drawing a Strike Card and buffing himself with a respectable +40% Strike Damage. His Damage exponentially increases whenever he sustains a hit, which is solid, but unreliable, so at base, Goku will be relying on this +40% Buff to deal Damage. 

Each of the Strike Cards he uses increases his Special Move's Damage by 20% for 15 Counts, and seeing as that Special Move is discounted by 15 Ki and accessible with his Main Ability, it's not uncommon for him to bust it out with spectacular results.

That aforementioned main ability also restores Goku's Ki by 50 and increases his Draw Speed by 2, setting Goku up for a burst of Damage whenever the situation calls for it. 

A Warrior's Grit

This movie star isn't only bringing offense to the table. Goku's able to reduces his sustained damage by 30% for 20 Counts when he takes the stage, and he gets an additional 30% unstackable damage cut buff for 10 Counts when he takes a hit.

With these abilities, the 5% Heal Strike Arts Card he adds to his Team's deck, and his 30% self-heal when hitting 50% health all taken together, it's clear that Goku is adding quite a bit of defensive utility to his Teams.

The 50% Strike Damage Buff he obtains when taking a hit is valuable enough to justify sending him in as a defensive pivot, and he doesn't do a terrible job as one. It's worth mentioning that Goku's Buffs that he gives himself when taking damage activate if he charges through a Blast Arts with his Blast-Armor Special Move.

If that happens, Goku is guaranteed to put a gaping hole in the opposition. 

Weaknesses

Support Reliant

While Goku does Offense and Defense well on his own, his true strength isn't apparent until he's paired with Support Fighters. Goku might draw a Strike Arts when he hits the field, but he's not restoring Ki, and a mere +40% Strike Damage Buff isn't really enough to dominate solo if he doesn't have allies able to increase his efficacy. 

SP Turles YEL and Zenkai 7 SP Kid Goku YEL are incredibly important to accentuate his power, otherwise his output might seem unimpressive.

Team Synergy

Saiyan

The Saiyan Team, otherwise known as the Goku Team, otherwise known as the Son Family Team, is easily able to accomodate SP SSJ Goku (RoC) GRN. Goku is far from a one-trick-pony, and he proves his worth by smashing through his foes alongside other versions of himself. 

Zenkai 7 SP Youth Goku YEL is, quite frankly, required on the Team if Goku is being used. The Support he provides is instrumental for facilitating his Super Saiyan counterparts gameplan. 

SP SSJ4 Goku PUR and SP SSB Goku RED are both fantastic partners, though the former will have a bit of trouble if he doesn't have any Red Fighters watching his back. SP Saiyan Saga Goku BLU is solid, but his lack of Defense is really starting to make him tough to use. 

Sagas From the Movies

Goku is the long-awaited replacement for SP Goku GRN on this Tag Team, which desperately needed new blood. Goku is able to pump out high Damage when paired with this Tag's superb support options, SP Turles YEL and SP Full Power Boujack PUR.

Boujack might not be Defensively powerful anymore, but his Cover Change makes up for it and his Support is truly what makes him excel. 

Turles is a tad unwieldy. Despite that, he's able to protect Goku from troublesome Purple enemies. SP SSJ Youth Gohan YEL is a decent Yellow option if Turles is unavailable, but Goku's reliance on Support is so severe that doing so is only recommended if another Support Fighter is present in the Team composition. 

This Tag needs a bit more support for it to truly take off. Right now it's able to hold its own, though.

Equippable Items

Main Ability

Let's end this!

Draw a Special Move Arts Card next.
Restores own Ki by 50.
Increases own Arts Card Draw Speed by 2 levels for 10 timer counts.

Requirements: 20 timer counts must elapse.

Unique Ability

Supreme Warrior

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

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

Draw a Strike Arts Card next.
+40% to damage inflicted for 20 timer counts.
Reduces damage received by 30% for 20 timer counts.
-15 to Special Move Arts cost for 20 timer counts.

Collision Force

Applies the following effects to self after enemy attack is over:

Restores Ki by 25.
+50% to Strike damage inflicted for 15 timer counts.
Reduces damage received by 30% for 10 timer counts (cannot be stacked).

Restores own health by 30% if own remaining health is 50% or below after enemy attack is over (activates once).

Z Power [Nappa (Young)] +2

+2 to Z Power [Nappa (Young)] dropped during the "Elite Soldier N" Event.
Active Period: 07/29/2020 08:00 AM (GMT+2) - 08/19/2020 08:00 AM (GMT+2)

Z Ability

1
+24% to "Episode: Sagas From the Movies" base Strike Attack during battle. Character(s) Affected
2
+26% to "Episode: Sagas From the Movies" base Strike Attack during battle. Character(s) Affected
3
+30% to "Episode: Sagas From the Movies" or "Tag: Saiyan" base Strike Attack & Defense during battle. Character(s) Affected
4
+35% to "Episode: Sagas From the Movies" or "Tag: Saiyan" base Strike Attack & Defense during battle. Character(s) Affected

Special

Destructive Dragon Fist Can Teach

Deals massive Impact damage.
Gain Attribute Upgrade "-100% to enemy's 'Sustained Damage CUT' effects" for 3 timer counts upon activation.
*Blast Armor when charging forward.


Cost 50

Extra

Defiant Spirit

+20% to Strike damage inflicted for 15 timer counts.
Changes own Blast Arts Cards to Strike Arts Cards.


Cost 10

Resistance

Slice
96
Pierce
102
Impact
102
Explode
100

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21860 45268 79924 123352 178124 248624 330000
Strike Attack 1821 3773 6659 10280 14848 20732 27522
Blast Attack 1839 3808 6726 10382 14998 20938 27799
Strike Defense 1518 3141 5545 8559 12367 17269 22925
Blast Defense 1556 3222 5691 8786 12689 18489 23515
Critical 166 366 666 1000 1368 1752 2146
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