While the Meta was always in favor of Melee Fighter Teams, SP SSJ Kid Goku GRN is an amazing Ranged Fighter that can shake things up with his great Blast focused kit. SP SSJ Kid Goku GRN's power as a Blast-Oriented Fighter has been exponentially increased with the rejuvenation of the GTTag. Goku makes for an excellent addition to Blast-Attack variants of the Tag, and currently stands as the Tag's best Offensive Green Fighter.
SP SJ Kid Goku GRN’s Abilities revolve around Buffing his Blast Damage as much as possible. His Unique Ability “Full Saiyan Power” greatly increases his Blast Damage output, but more importantly, decreases the cost of his Blast Art Cards by 15, making them actually cheaper than Strike Art Cards. The Ki cost of Blast Art Cards was usually the main issue that was holding back Ranged Fighters, so an Ability that reduces their cost is a welcome sight.
Additionally, his Extra Move can increase his Blast Damage even further, by up to +50% when holding three Blast Art Cards, which makes it potentially one of the strongest Damage Buffing Extra Move among all Fighters.
Need For Speed
Activating his Main Ability grants increased Arts Card Draw Speed by 2 levels for first 5 timer counts, then by 1 level for remaining 10 timer counts. When used correctly, this Ability coupled with his reduced Blast Art Cards cost allows SP SSJ Kid Goku GRN to perform a very long Combo, which will be a devastating blow to the Health of Enemy Fighters.
Once upgraded to at least 5 stars, this Fighter Buffs Saiyan Blast Attack and Strike Defense through his Z-Ability, which is rather uncommon because double Buffing Z-abilities are still a rare occurrence in the Saiyan Tag. This makes him a great addition.
One Minute Man
While his Unique Ability “Full Saiyan Power” is active, he’s an excellent Ranged Fighter thanks to his Blast Art Cards cost reduction but as soon as this Ability expires, he becomes a rather mediocre Fighter that needs to rely on his Teammates to carry the rest of the Match.
Card Draw Dependency
Majority of SP SSJ Kid Goku GRN’s Damage comes from his Unique Ability “I’m getting pumped!”, which has potential to provide great Blast Damage Boost when drawing Blast Arts Cards into empty hand. However, he will struggle to properly utilize this Ability when swapped into with a hand full of Arts Cards.
SP SSJ Kid Goku GRN is a perfect match for his son, SP SSJ2 Youth Gohan RED. Both of them are great Ranged Fighters that rely on using Blast Arts Cards as their main source of Damage, have ways to Buff their Blast Damage, and reduce the cost of Blast Arts Cards. SP SSJ2 Youth Gohan RED’s Unique Ability rewards him for using Blast Arts Cards while SP SSJ Kid Goku GRN benefits from drawing them himself and both of them bring two Blast Arts Cards to the deck, meaning they compliment each other very well.
Goku can be run alongside other Goku Fighters like SP Angry Goku BLU or SP SSBSS Goku YEL to form a fully Saiyan-based Son Family Team, letting the Team benefit from both Son Family and Saiyan Z-Abilities.
It should be noted that while this Team is arguably one of the hardest hitting Teams in the game, it's also one of the more fragile Teams in the game, with not a single good Defensive pivot.
The GT Tag, which existed as a meme for most of the SP SSJ Kid Goku GRN's life, has finally received Support, and as such, this Goku variant is more than capable of excelling on this Team. Goku benefits from the Support of Fighters like SP Super Baby 2 BLU, and makes an excellent partner for the deadly SP Super Saiyan 4 Vegeta RED. The three of them form a devastating Blast-Oriented GT Team, which can be Supported by Saiyan-Buffing Z-Abilities.
SP SSJ Kid Goku GRN is a Ranged Fighter that can effectively utilize side-step due to his Main Ability increasing his Card draw speed, so this damage-promoting Equip is a must-run for him. The Awakened version can be used if Goku is expected to see usage on a Son Family Team.
The Damage to Hybrid Saiyan is still not utilized too often, but the Tag is gradually growing. Health and Blast Attack still makes it worth it.
+20% to damage inflicted for 15 timer counts. Increases Arts Card Draw Speed by 1 level for 5 timer counts. Increases Arts Card Draw Speed by 1 level for 15 timer counts. Requirements: 5 timer counts must elapse.
Full Saiyan Power
The following effects occur from battle start for 60 timer counts: +40% to Blast damage inflicted. -15 to own Blast Arts cost. Reduces damage received by 20%.
I'm getting pumped!
+15% to damage inflicted for 15 timer counts every time a Blast Arts Card is drawn while this character is on the battlefield.