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SP Omega Shenron (Red)

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Table of Contents

Character Tier
-

DBL24-09S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,473,950
Strike ATK 249,042
Blast ATK 246,594
Strike DEF 156,096
Blast DEF 159,199
Critical
1,394
Ki Restore Speed
2,328

Character Info

Battle Style
Melee
Arts Cards Held
Tags

Overview

While the hype surrounding the ultimate Shadow Dragon wasn’t nearly as palpable as it was for the other new faces introduced by the 2nd Anniversary, SP Omega Shenron RED’s power proves that he’s a Fighter worth paying attention to. 

Omega’s strengths are numerous and unique. For starters, he’s one of the few Fighters in the game to be oriented around spreading Abnormal Conditions. With his Strike and Blast Arts, he can ravage his enemies with strong poison, heavy bleed, and paralysis, and his infliction chances significantly increase when he’s paired with GT Allies, or his fellow Shadow Dragons.

Shenron’s Damage is nothing to scoff at either, thanks to his cavalcade of Inflicted Damage Buffs and ability to scale his Damage with every Dragon Ball collected. Between his high personal Damage and his absurdly powerful Special, Ultimate, and Extra Arts Cards, Omega is a welcome fit on any Team that can accommodate him.

Speaking of Teams, SP Omega Shenron RED is not wanting for them. Possessing the Regeneration, GT, and Fusion Warrior Tags, the former two being heavily Buffed by his Z-Ability, the Apex of the Shadow Dragons thrives on many of the Meta’s most prolific Teams. Those who overlook this terrifying Fighter are certain to change their tune once they feel his sting.

Strengths

Avatar of Demise

SP Omega Shenron RED’s power is best exemplified by his scaling personal Damage, which depends on the number of Dragon Balls the Team possesses when he enters the field. 

He begins with a 15 Timer Count +30% Inflicted Damage Buff, and for each Dragon Ball, he gains an additional 10%.

Keeping Omega on standby and pivoting him in when the Dragon Ball count is high gives him fantastic utility as an Offensive Pivot. The effect of his mutilating Combos are accentuated by the rest of his toolkit.

Writhe Before you Die

What makes Shenron such an annoying foe is his proclivity to spread Abnornal Conditions. 

If he has a GT Ally deployed with him, Omega’s Strike and Blast Arts have a 35% chance to inflict Strong Poison, a 35% Chance to inflict Heavy Bleed, and a 10% chance to inflict Paralysis - that Paralysis chance can be further augmented by 20% if he’s paired with a Shadow Dragon. 

The damage over time that these status ailments enable is easy to underestimate and debilitating in practice. One or two pivotal Paralysis activations can end matches by themselves, so this ability of Omega’s must be respected. 

Overwhelming Conquest

SP Omega Shenron RED’s most incredible tools are his Extra Arts, his Special Move, and his Ultimate. GT’s final boss’ Extra Arts is reminiscent of SP SSJ Youth Gohan YEL’s Power Surge, knocking close range foes back and starting a combo. What makes this ability incredibly strong is the 3 substitution count debuff it inflicts to all enemies, locking in Omega’s target.

Omega’s Special Move provides a fantastic +30% Buff to Special and Ultimate Move Arts Cards, benefitting itself, and inflicts Massive Damage, making it a devastating hit in its own right.

The Negative Karma Power Ball is the crowning jewel of Omega’s kit. This crushingly powerful Ultimate Arts deals a portion of its Damage to standby battle members, so if this attack strikes true, it can easily halve the entire enemy party’s health pool.

Weaknesses

In like a Lion, out like a Lamb

Omega might be a threatening Offensive force, but Defensively the apex Shadow Dragon leaves much to be desired.

The only source of Damage mitigation possessed by SP Omega Shenron RED is a paltry 20% Sustained Damage Cut Buff on entrance, hardly enough to protect him from the Meta’s strongest Combo artists, one of which can evaporate Omega Shenron because of his possession of the Fusion Warrior Tag (distant Yosha).

Instability

SP Omega Shenron RED’s personal Damage has impressive peaks, but with high peaks comes low valleys.

While he might not be helpless in Crisis scenarios because of his excellent neutral tools and status-spreading antics, his efficacy in the damage department entirely depends on his Team’s accrued Dragon Balls when he enters the field. 

For that reason, in the early game and late game, Shenron can falter. This isn’t a significant fault though, as his match performance on average is very impressive. 

Team Synergy

GT

SP Omega Shenron RED joins the GT Tag as a versatile marauder with a lot to offer. What makes Omega so fun is that he’s essentially able to fit in with any crowd on account of his universally high Offense.

He synergizes excellently with his bannermate and nemesis, SP SFPS4 Goku GRN, who essentially needs to be fielded alongside him out of necessity. 

Rounding out this duo is the other main antagonist of GT, SP Super Baby 2 BLU. Baby’s Support and incremental Healing augments Omega’s strengths and supplements his weaknesses.

SP SSJ4 Goku PUR is another great choice, as is SP Syn Shenron YEL, whose Shadow Dragon Tag enables Omega’s full Paralysis capabilities. SP SSJ4 Vegeta RED has a difficult time competing with Omega Shenron, but the two can easily be fielded together if Full Power SSJ4 Goku is available. 

Regeneration

Regeneration is simply a constant in the DBL Meta, and SP Omega Shenron RED slots right into it as its primary Red Fighter. Alongside absurdly powerful Fighters like SP Android #21: Evil PUR and Zenkai 1 SP Majin Buu: Good GRN, this manifestation of negative Karma is more than capable of shredding through enemy Teams.

SP Super Baby 2 BLU is a very important part of any Team that uses Omega, as he enables some of Omega’s status-spreading passive. Zenkai 1 SP Majin Buu: Good GRN is arguably the most pivotal Fighter for Omega, because now is not a great time to be have no answer to enemy Blue Fighters on a Team.

Equippable Items

Main Ability

I promise to kill you at all costs!

Draw the Ultimate Arts Card "Negative Karma Power Ball" next.
Restores own Ki by 30.
+30% to damage inflicted for 20 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

Apex Shadow Dragon

Increases own Dragon Balls by 1 when battle starts.

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

+30% to damage inflicted for 15 timer counts.
Reduces damage received by 20% for 15 timer counts.
+10% to damage inflicted per Dragon Ball you possess.
Effects reset when characters switch.

Shadow Dragon's Prowess

Applies the following effects to enemy when this character lands a Strike or Blast Arts hit:

20% chance to inflict Strong Poison.
20% chance to inflict Heavy Bleed.
10% chance to inflict Paralyze.

The following effects occur if a "Tag: GT" other than this character is a battle member:

+15% chance to inflict Strong Poison upon landing a Strike or Blast Arts hit.
+15% chance to inflict Heavy Bleed upon landing a Strike or Blast Arts hit.

The following effect also occurs if a "Tag: Shadow Dragon" other than this character is a battle member:

+20% chance to inflict Paralyze upon landing a Strike or Blast Arts hit.

Z Power [Trunks (Youth)] +10

+10 to Z Power [Trunks (Youth)] dropped during the "Legends Road - Trunks (Youth) -" Event.
Active Period: -

Z Ability

1
+19% to "Tag: GT" base Strike Attack during battle. Character(s) Affected
2
+21% to "Tag: GT" or "Tag: Regeneration" base Strike Attack during battle. Character(s) Affected
3
+28% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle. Character(s) Affected
4
+32% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle. Character(s) Affected

Special

Negative Karma Ball

Deals massive Explode damage.
+30% to Special Move, Awakened, and Ultimate damage inflicted by allies for 20 timer counts upon activation.


Cost 50

Extra

Gigantic Blaze

Inflicts all enemies with 3 substitution counts upon activation.
Inflicts enemy with Attribute Downgrade "+20% to Damage Received" for 15 timer counts on hit.

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


Cost 15

Ultimate Special

Negative Karma Power Ball

Deals massive Explode damage.
+50% to Ultimate damage inflicted for 3 timer counts upon activation.
A portion of the damage inflicted will also be dealt to enemy members on standby on hit (this cannot cause them to be defeated).


Cost 20

Resistance

Slice
100
Pierce
99
Impact
103
Explode
98

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21644 44820 79129 122125 176353 246161 326729
Strike Attack 1874 3882 6858 10588 15296 21356 28351
Blast Attack 1821 3773 6659 10280 14848 20732 27522
Strike Defense 1532 3169 5601 8650 12493 17441 23157
Blast Defense 1500 3109 5494 8480 12249 17102 22702
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
Ultimate Art Level 1 1 2 2 2 2 2
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts