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SP Super Saiyan Teen Trunks: Battle Armor (Red)

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Table of Contents

Character Tier
2

DBL23-01S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,289,494
Strike ATK 254,400
Blast ATK 222,584
Strike DEF 157,994
Blast DEF 159,562
Critical
1,372
Ki Restore Speed
2,396

Character Info

Battle Style
Melee
Arts Cards Held
Tags

Overview

This fan favorite incarnation of Trunks has finally arrived, and while he's not overwhelming enough to carry his Main Tags to prominence by himself, he's a menage individually. 

Trunks' high Strike Damage, Combo potential, and fantastic neutral tools let him flexibly fill roles on his Teams. 

Aside from his generically strong Offensive Kit, his ability to hamper enemy Health Recovery Effects and deal additional Strike Damage to Regeneration Fighters makes him a killer in the current Meta.

Though SP SSJ Trunks: Battle Amror RED is held back by lackluster Team options and fierce competition, he remains a stellar option on Vegeta Family, Hybrid Saiyan, and Future Teams.

Strengths

Consistent Crusher

Trunks grants himself +20% unstackable Strike Damage and +30% Damage Inflicted the moment he enters the field, making him a great pivot, and his prowess increases drastically in proportion to the time he spends in combat. 

All of his Arts Cards decrease in cost by 5 after 3 timer counts, and after 8 and 12 timer counts respectively, he gains an additional +30% Strike Damage and +20% Damage Inflicted. In Crisis scenarios, or scenarios where Trunks' Extra Arts Card is available, it is more than possible to reach these timer counts thresholds, at which point Trunks becomes a brutal attacker. 

GET OUT OF MY TIMELINE!

Trunks' Main Ability is an absolute marvel. It provides him with +1 Card Draw speed, letting him facilitate long combos, and the Ultimate Arts Card, Heat Dome Attack, which nullifies Trunks' weakness to Blue Fighters for 3 Timer Counts. 

Leading into this is simple with Trunks' borderline broken Extra Arts Card, a ranged projectile that begins a combo, restores his Vanishing Gauge by 60% the first two times it lands, and Restores Trunks' Ki by 50. The best part about this card is the fact that it inflicts all characters on Standby with 3 Substitution Counts on hit, essentially locking Trunks' target in. 

These two abilities can very easily claim the life of Trunks' target. If his Extra Arts manages to land after Trunks has been on the field for some time, his scaling Offenses are all but guaranteed to seal the deal. 

Purge the Unholy

SP SSJ Trunks: Battle Armor RED's efficacy against Regeneration Fighters is his most excellent aspect in the eyes of much of the playerbase. Not only does he hamper their core attrition gameplan by reducing the strength of all Health Restoration Effects by 40% on entrance, he also has an innate +30% Strike Damage against the Tag. 

Weaknesses

Defensive Deficiency

Trunks' bulk isn't horrible, given that he has 15% Damage Mitigation for 15 Timer Counts when he enters the field and that his Z-Ability Buffs a Defensive Stat. 

That being said, however, Trunks' Teams have very poor Defensive pivots in general. Enemy Blue Fighters that get the better of Trunks will be able to run roughshod over the rest of Trunks' Team, reducing his Defensive capacity overall. 

Team Synergy

Hybrid Saiyan

Unfortunately for Trunks, a superior Red Fighter, SP SSJ Gotenks RED, functions better on this Team than him. Despite Trunks losing a direct comparison to Gotenks, Trunks still has some tricks up his sleeve.

His Z-Ability is superior to Gotenks, he has Crisis Utility, and his Anti-Regeneration utility gives him a niche. Alongside SP SSJ Youth Gohan YEL and SP Teen Trunks PUR, Trunks can very easily tear through any enemy. 

The Support of the aforementioned SP Teen Trunks PUR, as well as SP SSJ Teen Gohan GRN each give Trunks serious firepower, with which he can carry this Tag to victory.

Vegeta Family

Trunks definitively turns the Vegeta Family Tag into a Strike-oriented Team. With his ascended father, SP SSGSS Vegeta GRN, Trunks simply shreds through his foes, and Vegeta guards him from problematic Blues. 

SP Vegeta BLU and SP Teen Trunks PUR are the strongest tertiary core Fighters. The former's neutral dominance with Blast Armor and the latter's Support are each situationally brilliant, and ought to be relied on in specific match-ups. 

Equippable Items

Main Ability

The nightmare is over!

Draw the Ultimate Arts Card "Heat Dome Attack" next.
Gain Attribute Upgrade "-100% to enemy's 'Sustained Damage CUT' effects" for 10 timer counts.
Increases Arts Card Draw Speed by 1 level for 30 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

The Final Battle for Peace

The following effects occur when this character enters the battlefield:

+30% to damage inflicted (cannot be stacked).
+20% to Strike damage inflicted (cannot be stacked).
Reduces damage received by 20% for 15 timer counts.
Inflicts all enemies with Attribute Downgrade "-40% to Health Restoration" for 30 timer counts.

Eradicate Evil

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

Applies the following effects to self according to the number of timer counts elapsed with current character:

3 counts elapsed: -5 to all Arts costs.
8 counts elapsed: +30% to Strike damage inflicted.
12 counts elapsed: +20% to damage inflicted.

Effects reset after character switch.

Z Ability

1
+22% to "Tag: Hybrid Saiyan" base Strike Attack during battle. Character(s) Affected
2
+28% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack during battle. Character(s) Affected
3
+30% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack & Defense during battle. Character(s) Affected
4
+35% to "Tag: Hybrid Saiyan" or "Tag: Vegeta Family" base Strike Attack & Defense during battle. Character(s) Affected

Special

Change the Future Can Teach

Deals major Impact damage.
Inflicts enemy with Attribute Downgrade "+20% to Strike Damage Received" for 15 timer counts on hit.


Cost 50

Extra

Time for a change of scenery...

The following effects occur on hit:

Restores own Ki by 50.
Restores own Vanishing Gauge by 60% (activates twice).
Inflicts all allies and enemies with 3 substitution counts.

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


Cost 20

Ultimate Special

Heat Dome Attack

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

+50% to Ultimate damage inflicted for 3 timer counts.
Nullifies own unfavorable Element factors for 3 timer counts.


Cost 20

Resistance

Slice
101
Pierce
96
Impact
104
Explode
99

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21644 44820 79129 122125 176353 246153 326717
Strike Attack 1849 3829 6760 10441 15081 21053 27949
Blast Attack 1839 3808 6726 10386 15002 20942 27803
Strike Defense 1542 3190 5635 8698 12562 17538 23286
Blast Defense 1521 3155 5574 8605 12431 17358 23046
Critical 158 348 634 952 1302 1668 2044
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

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