GamePress

SP 1st Form Cell (Green)

Submit Feedback or Error

Table of Contents

Character Tier
4

DBL23-02S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,401,064
Strike ATK 226,779
Blast ATK 239,836
Strike DEF 145,077
Blast DEF 149,426
Critical
1,455
Ki Restore Speed
2,557

Character Info

Battle Style
Ranged
Arts Cards Held
Tags

Overview

SP 1st Form Cell GRN is a strong Fighter with a detailed and complex toolkit that doesn't really amount to anything. While his positives are numerous - high contextual Damage, Debuff spreading, restoring his Vanshing Gauge, a self-sustaining Extra Arts Card - they are not nearly excellent enough to warrant running him over Fighters that compete for his slot on his Tag Teams. 

Cell is an unconventional Blast-oriented attacker with a strange playstyle that revolves around staying in combat as long as possible. His kit is focused on this kind of prolonged exposure to the battlefield, but unfortunately, Cell neither has the neutral tools nor the bulk to pull this playstyle off. 

Ultimately, Cell is outlcassed on his Tag Teams by stronger options with stronger Z-Abilities, leaving the ultimate Android in limbo.

Strengths

Deadly Damage Potential

As Cell spends time on the field, his Damage Inflicted ramps up. After 3 Timer Counts on it, he gains a massive +50% Damage Inflicted Buff. The future menace also enhances his Damage Inflicted by 20% for 15 Timer Counts and restores his Ki by 30 whenever his foe switches out. If Cell is able to consistently win exchanges, he'll only cement his lead more and more, with incredibly high Damage and the fuel to make magic with it. 

After a brutally long 12 Timer Counts on the field, Cell is rewarded by inflicting all his foes with a +50% Damage Received Debuff for 20 Timer Counts. All in all, Cell is capable of some serious firepower if all goes well. 

Main Man

SP 1st Form Cell GRN's Main Ability is his strongest asset. Not only is it active after a mere 5 Timer Counts, giving it great flexibility, it also significantly increases his Offensive and Defensive capabilities. It increases his Vanishing Gauge restoration speed by 100% for 10 Counts, allowing him to restore it up to 2 times for free, if he can hold his foe off long enough. 

Offensively, it benefits Cell by ramping his Blast Damage potential through the roof. It discounts his Blast Arts by 15 and Buffs his Blast Damage by 50% for 30 Counts. If Cell is able to leverage these two Buff sets to avoid enemy attacks and stink up the field for a while, he's guaranteed to trigger the Buffs that depend on him staying on it. 

This ability is what enables Cell's gameplan. 

Weaknesses

Too Much Work

SP 1st Form Cell GRN requires a lot of set-up to function well. If he is swapped in as an Offensive pivot, his Damage is guaranteed to be lackluster, as he needs 3 Counts to pass before his Damage becomes something to fear.

Additionally, Cell's only source of Bulk is the self-Healing he Buffs himself with when he enters Combat and his 10% self-Heal he gets when his Extra Arts makes contact. The Android menace's Bulk is paper thin, and needs a lot of Support. 

Outclassed

On Future, Android, and Regeneration, strong Green Fighters abound, all of which give Cell a run for his money. In general, Green Fighters are difficult to justify including on most Teams, and Cell does little to justify his inclusion on any of the aforementioned Tags.

He gets the closest on Android, where his strange, split Z-Ability is the most applicable. 

Team Synergy

Android

SP 1st Form Cell GRN is at best a side-grade for SP Android #14 GRN. In #14's place, Cell offers some strong mixed Offense, which is appreciated by some of this Tag's best Fighters. 

Cell is a wonderful partner for his completed self, SP Perfect Cell YEL, whose mixed Offensive power doesn't mind his first form bringing mixed Arts Cards. SP Android #21: Evil PUR is of course this Tag's strongest Fighter, and her frequent switching can corner enemies quickly, providing openings for the ugly future android. 

SP Fusion #13 RED appreciates Cell's ability to hard counter enemy Blue Fighters and can dominate the neutral game with this Tag's steady stream of Extra Arts Cards. 

Equippable Items

Main Ability

The Ultimate Life Form

Draw a Blast Arts Card next.
-15 to own Blast Arts cost for 30 timer counts.
+50% to Blast damage inflicted for 30 timer counts.
+100% to own Vanishing Gauge Recovery for 10 timer counts.

Requirements: 5 timer counts must elapse.

Unique Ability

Looming Menace

Gradually restores own health each timer count for 60 timer counts when this character enters the battlefield.

While this character is on the battlefield, applies the following effects to self when enemy switches characters:

Restores Ki by 30.
+20% to damage inflicted for 15 timer counts.

Evolving Life Form

The following effects occur according to the number of timer counts elapsed with current character:

3 counts elapsed: +50% to damage inflicted.
6 counts elapsed: Draw a Special Arts Card next (activates three times).
12 counts elapsed: Inflicts all enemies with Attribute Downgrade "+50% to Damage Received" for 20 timer counts.

Effects reset after character switch.

Z Ability

1
+22% to "Tag: Future" base Blast Attack during battle. Character(s) Affected
2
+24% to "Tag: Future" base Blast Attack and +24% to "Tag: Android" base Strike Attack during battle. Character(s) Affected
Character(s) Affected
3
+30% to "Tag: Future" base Blast Attack and +30% to "Tag: Android" base Strike Attack during battle. Character(s) Affected
Character(s) Affected
4
+33% to "Tag: Future" base Blast Attack and +33% to "Tag: Android" base Strike Attack during battle. Character(s) Affected
Character(s) Affected

Special

Kamehameha Can Teach

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


Cost 50

Extra

Life Force Absorption

The following effects occur on hit:

Reduces enemy Ki by 50.
Inflicts enemy with Attribute Downgrade "-50% to Ki Recovery" for 5 timer counts.
Restores own health by 10% and Ki by 50.

[Comboable Arts]
Special Move Arts

*Blast Armor when charging forward.


Cost 15

Resistance

Slice
99
Pierce
100
Impact
102
Explode
99

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21536 44596 78736 121520 175476 244928 325088
Strike Attack 1821 3773 6662 10283 14855 20743 27533
Blast Attack 1860 3850 6797 10492 15152 21152 28080
Strike Defense 1500 3109 5494 8483 12252 17105 22705
Blast Defense 1546 3201 5657 8734 12620 17621 23393
Critical 154 338 614 922 1260 1614 1978
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