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SP Goku (Red)

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Table of Contents

Character Tier
-

DBL16-10S

Character Stats

☆☆☆☆☆☆☆
☆☆☆☆☆☆☆
Soul Boost
Advanced
Power Level
HP 2,448,563
Strike ATK 238,710
Blast ATK 221,162
Strike DEF 158,212
Blast DEF 161,384
Critical
1,338
Ki Restore Speed
2,342

Character Info

Battle Style
Melee
Arts Cards Held
Tags

Overview

This Goku variant is the one that fought against SP Super #17 GRN, and comes with his iconic Dragon Fist in the form of a drawable Ultimate Arts Card.

He’s quite straight forward - the more Blast or Strike Arts Cards he uses, the more powerful his Ultimate Move becomes. Starting a Combo with an Extra Move is especially beneficial for his game-plan, as it increases his Card Draw speed, which pairs nicely his Ki Restoration per Card used. 

He makes Comboing a breeze, but for an Offensive Fighter, he has some of the highest Defense and Health in the game as well, ensuring he’ll be sticking around for a while. His Damage is somewhat dependent on Extra Arts Card Draws, which can be an issue, but despite that set-back, Goku is a strong Fighter who can see Core play.

Strengths

Chaotic Aggression

This Unique Ability describes his playstyle as a whole. He pops into the battlefield with a nice 40% Damage inflicted Buff, can land long Combos thanks to the 5 ki restoration he gets per used Card, and is able to top it off with a heavy-hitting Dragon Fist.

The Ki restore this Ability grants each of his Arts Cards adds up fast and can lead to staggeringly long Combos. If an enemy is caught in SP GT Goku RED's tornado of kicks, they won't be escaping unscathed. 

Dragon Fist

SP Goku RED was fortunate enough to be given the aforementioned Ultimate Move through his Main Ability, which also comes with an instant 30 Ki, letting him immediately use it.

Activating his Main Ability creates a big momentum swing in battle, and has more than enough power to potentially eliminate enemy Fighters in a single blow. It is worth nothing that this Ability can be used strategically to destroy an enemy's own Ultimate or Special Move Arts Card, giving it an extra layer of flexibility. 

Notably, this Card negates all Sustained Damage Cut and Endurance effects, so if this deadly strike finds its mark, it is guaranteed to leave one.

Passable Defenses

Despite being geared towards a hyper-Offensive playstyle, SP Goku RED possess Health and Defense stats that most Tanks would be jealous of. With the right equipment and Z-Abilities, Goku can function very well Defensively.

He does still require Defensive Teammates to shield him from hyper-Offensive Fighters, but he can hold his own Defensively in neutral match-ups. 

Weaknesses

Average Attack Stats

The 40% Damage inflicted Buff he gets when he comes in does a good job making up for his average base Attack stats, but he still struggles in certain situations. It is best to pair him with Fighters that can ameliorate this deficiency of his, like SP Super Baby 2 BLU.

The fact that his main Damage Buff is ephemeral significantly reduces his applicability in Crisis Situations, where his Damage is woefully poor, especially after he has used his Main Ability. 

Team Synergy

Son Family

SP GT Goku RED is a Saiyan, opening up synergy avenues like full Goku-variant versions of Son Family that will let him showcase his Strike Damage prowess. As a Son Family Strike Fighter, he synergizes very well with Fighters like SP Super Saiyan Youth Gohan YEL and SP Super Saiyan 4 Goku PUR, who can set up situations for his Main Ability to score an easy kill and Defend him from losing-color match-ups respectively. 

SP Goku GRN's advantage over Blue Fighters helps SP GT Goku RED Defensively and can shore up the Team's overall lack of Crisis Utility with his Crisis-oriented Toolkit. SP Saiyan Saga Goku BLU really helps Goku's Damage troubles and can help him out Defensively with Healing.

GT

Now that GT has become a well defined Tag, he pairs excellently with the Supportive prowess of SP Super Baby 2 BLU and the overwhelming Offensive hegemony of SP Super Saiyan 4 Goku PUR.

The three of them can shatter Defensively wanting Teams in an instant with their barrage of deadly Strike Damage. SP Super Saiyan GT Goku GRN's Blue-countering Utility helps the un-transformed GT Goku out quite a bit, even if their play-styles differ. 

SP Baby Vegeta GRN and SP Syn Shenron YEL double down on Goku's Damage potential and Defensive prowess respectively, giving the base Saiyan some much-needed Team Support. 

Goku works as a superb bench option for this Tag, providing Strike Defense and Attack in equal measure. 

Saiyan

The strength of SP GT Goku RED can be utilized with a composition that highlights GT or Son Family Saiyan Fighters, like SP Super Saiyan Vegeta YEL and SP Super Saiyan Kid Goku GRN. SP GT Goku RED forms a perfect Color Wheel with these Fighters, and can be further Supported by a full Bench of Saiyan Tag Buffers. 

Equippable Items

Main Ability

You're the fool!

Draw the Ultimate Arts Card "Dragon Fist" next.
Restores own Ki by 30.
Destroys all of your enemy's cards.

Requirements: 25 timer counts must elapse.

Zenkai Main Abilities

You're the fool!
Draw the Ultimate Arts Card "Dragon Fist" next. Restores own Ki by 40. Destroys all of your enemy's cards. Requirements: 25 timer counts must elapse. Character(s) Affected

Unique Ability

Return from Hell

The following effects occur when this character enters the battlefield:

+40% to damage inflicted for 20 timer counts.
+40% to own Ki Recovery for 20 timer counts.

Chaotic Aggression

The following effects occur every time this character uses a Strike or Blast Arts Card:

Restores own Ki by 5.
+15% to Ultimate damage inflicted for 30 timer counts.

Zenkai Unique Abilities

Return from Hell
Applies the following effects to self when this character enters the battlefield: +40% to damage inflicted (cannot be stacked). +40% to Ki Recovery (cannot be stacked).
Chaotic Aggression
Applies the following effects to self every time this character uses a Strike or Blast Arts Card: Restores Ki by 5. +20% to Ultimate damage inflicted for 30 timer counts.
Immeasurable Power (Unlocks at Adept)
Applies the following effects to self according to how many Dragon Balls you possess when this character enters the battlefield: 0-3: +20% to Strike damage inflicted for 15 timer counts. 4-6: +30% to Strike damage inflicted for 15 timer counts. 7: +40% to damage inflicted for 15 timer counts.
One-Hit KO (Unlocks at Powerful)
+40% to Strike damage inflicted against "Tag: Android" (cannot be cancelled). The following effects occur every time this character uses a Strike or Blast Arts Card: Restores own health by 2%. Inflicts enemy with Attribute Downgrade "+10% to Damage Received" for 10 timer counts.

Z Ability

1
+17% to "Tag: GT" base Strike Attack during battle. Character(s) Affected
2
+19% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle. Character(s) Affected
3
+22% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle. Character(s) Affected
4
+25% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle. Character(s) Affected

Zenkai Abilities

1
Increases the following stats of characters that are both "Element: RED" and "Tag: GT" during battle: +20% to base Strike Attack. +15% to base Blast Attack. +20% to base Strike Defense. +15% to base Blast Defense. Character(s) Affected
2
Increases the following stats of characters that are both "Element: RED" and "Tag: GT" during battle: +25% to base Strike Attack. +20% to base Blast Attack. +25% to base Strike Defense. +20% to base Blast Defense. Character(s) Affected
3
Increases the following stats of characters that are both "Element: RED" and "Tag: GT" during battle: +35% to base Strike Attack. +30% to base Blast Attack. +35% to base Strike Defense. +30% to base Blast Defense. Character(s) Affected
4
Increases the following stats of characters that are both "Element: RED" and "Tag: GT" during battle: +40% to base Strike Attack. +35% to base Blast Attack. +40% to base Strike Defense. +35% to base Blast Defense. Character(s) Affected

Special

Dragon Flash

Deals major Impact damage.
+25% to Strike damage inflicted for 15 timer counts upon activation.


Cost 50

Zenkai Special Ability

Dragon Flash
Deals major Impact damage. +25% to damage inflicted for 15 timer counts upon activation.
Cost 50

Extra

Unyielding Stance

+20% to Strike damage inflicted for 15 timer counts.
Increases Arts Card Draw Speed by 1 level for 10 timer counts.
Cancels own Attribute Downgrades.


Cost 15

Zenkai Extra Ability

Unyielding Stance
+20% to Strike damage inflicted for 20 timer counts. Increases own Arts Card Draw Speed by 1 level for 10 timer counts. Cancels own Attribute Downgrades.
Cost 15

Ultimate Special

Dragon Fist

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

Gain Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects activated when changing cover" for 3 timer counts.
Nullifies enemy's "Restore health when it reaches 0" effects when this character attacks for 3 timer counts.


Cost 20

Zenkai Ultimate Ability

Dragon Fist
Deals massive Impact damage. Applies the following effects to self upon activation: Applies Attribute Upgrade "-100% to enemy's 'Sustained Damage CUT' effects activated when changing cover" for 3 timer counts. Nullifies enemy's "Restores own health when it reaches 0" effects when this character attacks for 3 timer counts.
Cost 20

Resistance

Slice
96
Pierce
102
Impact
102
Explode
100

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 52204 111213 182643 267273 364425 480185 543212
Strike Attack 4423 9416 15464 22632 30860 40664 46433
Blast Attack 4282 9130 15004 21962 29950 39466 45402
Strike Defense 3646 7761 12745 18656 25444 33533 37530
Blast Defense 3646 7761 12745 18656 25444 33533 37830
Critical 128 282 514 772 1056 1354 1660
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