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Team

Core
Bench

Core

HP 2,334,121
Strike ATK 250,084
Blast ATK 216,399
Strike DEF 154,617
Blast DEF 156,169
Critical
1,416
Ki Restore Speed
2,527

Synergy

+22%
+68%
+73%
+68%
+35%
  • He might not be a complete Tank, but his Damage Reduction and Healing Mechanic make him quite durable overall.

  • He's strong Offensively, boasting a 50% Damage Buff from Battle start that increases in mid game. His Ultimate and Special Moves will hit like nukes and he has many ways to recover Ki during a Combo too.

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

Synergy

+22%
+68%
+73%
+68%
+35%
  • His Offensive potential is quite high, since his stackable Buffs depending on Dragon Balls owned are easy to obtain and his Ultimate Move is potentially fatal for the opponent’s whole Team.
  • He has plenty of whales to impact negatively his enemies, like the three Debuffs he can consistently inflict and his Extra Move both locks the opponent in and puts him in a Combo.
HP 2,347,381
Strike ATK 242,967
Blast ATK 257,114
Strike DEF 161,318
Blast DEF 161,302
Critical
1,444
Ki Restore Speed
2,351

Synergy

+22%
+68%
+73%
+68%
+35%
  • His Blast Damage is fantastic as he’s capable to inflict huge Damage to most enemies thanks to that and the Blast Card he gets every time on switch in.
  • His Ultimate Move has a big flaw which is the lack of anti-Damage Reduction, so its Damage might look underwhelming at times, however its Heal is quite high so it evens out.
HP 2,437,292
Strike ATK 217,157
Blast ATK 227,902
Strike DEF 161,759
Blast DEF 164,978
Critical
1,385
Ki Restore Speed
2,456

Synergy

+22%
+68%
+73%
+68%
+35%
  • He can't deal decent Damage anymore, so his Supportive Healing Effects are the only thing that make him useful for this Team.

  • He's not fragile at all thanks to his high Defensive Stats and Damage Reduction, but the latter can be removed by a lot of Fighters in the current Meta.

Synergy

+22%
+68%
+73%
+68%
+35%
  • He's  mostly good for his Damage Reduction and Endurance, but even with those he's not completely safe against the most powerful Offensive Teams.

  • His Z-Ability's high Buff to Blast Attack and Defense ensures he's not a liability for the Team's Ability Bonus. 

Bench

1
+12% to "Tag: GT" max base Health during battle.
2
+15% to "Tag: GT" max base Health during battle.
3
+20% to "Tag: GT" max base Health during battle.
4
+22% to "Tag: GT" max base Health during battle.

Discussion

The 2nd Anniversary brought two new Fighters to this Team, something that felt much needed since GT didn’t have any relevant releases since last Christmas. However, those didn't make the Team strong enough to be Top Tier even at that point in time, so now it's a Mid Tier one due to powercreep.

This Team mainly depends on SP Omega Shenron RED, SP SSJ4 Goku GRN and SP SSJ4 Goku PUR to impact the Game Offensively. In particular, Omega Shenron can be a real superstar at times, since his Ultimate Move can cripple a whole Team if used against a Yellow Fighter.

This Team's main issue is the substantial lack of Durability mechanics, as even SP Super Baby 2 BLU and SP Syn Shenron YEL can't do much in that sense anymore.

To become relevant in the Meta again, GT needs at least two very strong Fighters, because as things are now this Build is at a disadvantage against most Tags in the Meta.

Alternate Core Members

HP 2,210,433
Strike ATK 229,502
Blast ATK 258,354
Strike DEF 156,169
Blast DEF 153,073
Critical
1,345
Ki Restore Speed
2,325

His Blast Damage output is still amazing thanks to the Buffs he gets and his Arts Draw Speed. His Ultimate Move is very powerful since it ignores Damage Reduction. Overall a very good Offensive Fighter, only held back by his fragility.

HP 2,334,138
Strike ATK 247,509
Blast ATK 213,087
Strike DEF 149,191
Blast DEF 152,952
Critical
1,331
Ki Restore Speed
2,324
  • When he uses Cards his Damage builds up in some ways, however he's specifically reliant on Strike Damage.
     
  • He's a decent option if you lack SP SSJ4 Goku PUR, however a costly one since he's hard to pull.
HP 2,279,047
Strike ATK 215,606
Blast ATK 215,606
Strike DEF 155,223
Blast DEF 160,672
Critical
1,437
Ki Restore Speed
2,416

He's quite good as a Support and a Defensive option, but he's worse overall than SP Super Baby 2 BLU in those regards.

HP 2,311,735
Strike ATK 215,985
Blast ATK 242,161
Strike DEF 159,802
Blast DEF 159,794
Critical
1,465
Ki Restore Speed
2,545

SP Super #17 GRN works as a Defensive Fighter with decent late-Game Damage and a solid Ultimate Arts Card. 

Alternate Bench

1
+12% to "Tag: Saiyan" max base health during battle.
2
+15% to "Tag: Saiyan" max base health during battle.
3
+17% to "Tag: Saiyan" max base health during battle.
4
+18% to "Tag: Saiyan" max base health during battle.
1
+17% to "Tag: GT" base Strike Attack during battle.
2
+19% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle.
3
+22% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle.
4
+25% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle.
1
+20% to "Tag: GT" base Blast Defense during battle.
2
+22% to "Tag: GT" base Blast Defense during battle.
3
+28% to "Tag: GT" base Blast Defense during battle.
4
+30% to "Tag: GT" base Blast Defense during battle.
1
+21% to "Tag: Android" base Strike & Blast Defense during battle.
2
+25% to "Tag: Android" base Strike & Blast Defense during battle.
3
+30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
4
+35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle.
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About the Author(s)

dblegends.gamepress.gg site lead. Childhood Dragon Ball fan, game designer by hobby, forever DM.