GamePress

SP Super Saiyan Kid Goten (Green)

Submit Feedback or Error

Table of Contents

Character Tier
4

DBL05-01S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,102,147
Strike ATK 234,247
Blast ATK 185,285
Strike DEF 130,622
Blast DEF 121,380
Critical
1,023
Ki Restore Speed
2,187

Character Info

Battle Style
Melee
Arts Cards Held
Tags
Nicknames
SSJ Goten

Overview

SP SSJ Kid Goten GRN was introduced to Dragon Ball Legends at the same time as his best friend, SP SSJ Kid Trunks YEL, so it’s not so surprising that they compliment each other. But these two were straight up made for each other.

While his Strike Attack stat has aged a bit, he still has some strong Combos at his fingertips. This Fighter has four--that’s right, four--Abilities that are identical but opposite to SP SSJ Kid Trunks YEL. Where SP SSJ Kid Trunks YEL’s Abilities focus on Blast Attacks and provide Buffs if there is a Goten variant on the Team, SP SSJ Kid Goten GRN replaces Blast with Strike and Goten variants with Trunks variants.

In terms of play style, he should only start the match if SP SSJ Kid Trunks YEL is not on the Team, due to his Blast Arts Card Killing Main Ability.

Strengths

Melee Specialist

While he is a bit one-dimensional in terms of playstyle, it fits him very well since Hybrid Saiyan Teams are heavily Strike-centric. His held Strike Arts Cards and multiple Strike Attack Boosting Abilities make any blow he lands leave the Enemy in a world of hurt.

Incredible Tag Synergy

Hybrid Saiyan or Super Saiyan Teams--or an equally viable combination of both--would greatly benefit from the inclusion of SP SSJ Kid Goten GRN’s Strike Attack Buffs. Both Tags also provide powerful--if limited--options from the Red, Green, and Yellow Element Groups for a Double Color Build.

Weaknesses

Attached at the Hip

While it’s completely possible to play SP SSJ Kid Goten GRN and SP SSJ Kid Trunks YEL on a Team without the other, they are most effective together.

The problem is that this makes any Team with both highly predictable. Enemy Players will know to expect the Match to start with a heavy onslaught of Ranged Attacks before all those Blast Arts Cards are re-shuffled into the deck for a potentially knockout dealing Strike Attack.

In PVE this duo is nigh unstoppable but in PVP this Synergy is a target for equally strong counters.

The Sharpest Knife in a Gunfight

The same thing that makes SP SSJ Kid Goten GRN a powerhouse also makes him especially predictable. If a player is willing to swap in this Fighter it signals they are done dealing Blast Damage--doubly so if he activates his Main Ability. The Enemy now knows to whip out a Strike sponge or save Rising Rush to stop SP SSJ Kid Goten GRN in his tracks.

Fragile

This Fighter’s Defenses, namely his Blast Defense, are very weak. He can’t afford to take many--if any--hits whatsoever in this current Meta.

Team Synergy

Hybrid Saiyan

All signs point to this Team Build. There are tons of Z-Abilities in this Tag, not to mention his own.

There are plenty of Trunks variants to choose from in order to fulfill SP SSJ Kid Goten GRN’s Primary Unique Ability requirement. This also sets up for some interesting GGY or YYG Double Color possibilities.

The Ranged Fighter count in this Tag is slim with enough Blast Arts Cards among them to optimize his Blast Card killing Main Ability without it becoming a hindrance to the Team. The only problem with this Build is power creep. There are way better options now, so there's no guarantee that he will make the cut.

Super Saiyan

This Tag is considerably larger than Hybrid Saiyan and therefore supplies more SP Fighter options. It also lacks many Blast Focused Fighters, so his Main Ability isn't a huge con for this Build either.

SP SSJ Bardock BLU has breathed new life into older Super Saiyan Fighters, and as such can make SP SSJ Goten GRN the truly terrifying Offensive Fighter he once was.

Equippable Items

Main Ability

CHAAAARGE!!

Destroys all of your Blast Arts Cards and randomly draws 1 new card.
Enhances the damage of the next Arts Card used based on the number of Blast Arts Cards destroyed (cannot be cancelled):

1 Card: +50%
2 Cards: +100%
3 Cards: +150%
4 Cards: +200%

Requirements: 15 timer counts must elapse.

Z Ability

1
+17% to Tag: Hybrid Saiyan base Strike Attack during battle. Character(s) Affected
2
+20% to Tag: Hybrid Saiyan base Strike Attack during battle. Character(s) Affected
3
+22% to Tag: Hybrid Saiyan base Strike Attack & Defense during battle. Character(s) Affected
4
+23% to Tag: Hybrid Saiyan base Strike Attack & Defense during battle. Character(s) Affected

Special

Kamekameha Can Teach

Deals major Impact damage.
+15% to Strike damage inflicted for 15 timer counts upon activation.
20% chance to inflict Faint on hit.


Cost 50

Extra

Unlock Ki: Rapid Strike Form

+10% to Strike damage inflicted & -1 to own Strike Arts cost per "Tag: Hybrid Saiyan" battle member for 20 timer counts.


Cost 20
Character(s) Affected

Resistance

Slice
100
Pierce
101
Impact
102
Explode
97

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21428 44376 78348 120920 174612 243720 323492
Strike Attack 1796 3719 6570 10145 14653 20461 27163
Blast Attack 1761 3649 6442 9943 14363 20051 26619
Strike Defense 1510 3130 5530 8537 12331 17215 22851
Blast Defense 1482 3070 5420 8367 12083 16872 22400
Critical 152 336 612 918 1254 1606 1968
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