Core

Critical | |
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Ki Restore Speed |
Synergy
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---|---|---|---|---|---|
+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.

Critical | |
---|---|
Ki Restore Speed |
Synergy
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---|---|---|---|---|---|
+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.

Critical | |
---|---|
Ki Restore Speed |
Synergy
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---|---|---|---|---|---|
+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.

Critical | |
---|---|
Ki Restore Speed |
Synergy
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---|---|---|---|---|---|
+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
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---|---|---|---|---|---|
+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
+12% to "Tag: GT" max base Health during battle. | |
+15% to "Tag: GT" max base Health during battle. | |
+20% to "Tag: GT" max base Health during battle. | |
+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

Critical | |
---|---|
Ki Restore Speed |
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.

Critical | |
---|---|
Ki Restore Speed |
- 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.

Critical | |
---|---|
Ki Restore Speed |
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.

Critical | |
---|---|
Ki Restore Speed |
SP Super #17 GRN works as a Defensive Fighter with decent late-Game Damage and a solid Ultimate Arts Card.
Alternate Bench
+12% to "Tag: Saiyan" max base health during battle. | |
+15% to "Tag: Saiyan" max base health during battle. | |
+17% to "Tag: Saiyan" max base health during battle. | |
+18% to "Tag: Saiyan" max base health during battle. |
+17% to "Tag: GT" base Strike Attack during battle. | |
+19% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle. | |
+22% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle. | |
+25% to "Tag: GT" or "Tag: Son Family" base Strike Attack & Defense during battle. |
+20% to "Tag: GT" base Blast Defense during battle. | |
+22% to "Tag: GT" base Blast Defense during battle. | |
+28% to "Tag: GT" base Blast Defense during battle. | |
+30% to "Tag: GT" base Blast Defense during battle. |
+21% to "Tag: Android" base Strike & Blast Defense during battle. | |
+25% to "Tag: Android" base Strike & Blast Defense during battle. | |
+30% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle. | |
+35% to "Tag: Android" or "Tag: GT" base Strike & Blast Defense during battle. |