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Team

Note: none of the builds below is the definitive best out of the suggested ones, the fighters highlighted below are just all strong enough to put up a serious argument to be on the team, so they're all listed. Also, "Bench" Fighters aren't necessarily worse than the "Core" Fighters, as the choice of which ones to use is dependant on the matchup.

The Dragon Balls in the LF icons indicate the stars required for them to be considered Core options. If a LF doesn't have the Dragon Ball, it means it's core regardless of Stars.

Core
Bench
Core
Bench
Core
Bench
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
  • He's a really durable Fighter in general. In fact, he can benefit from very high defensive stats, constant Heals, and pretty decent Damage Reduction. Him and #17 are pretty annoying to face together.
  • His Offensive capabilities are great, although he struggles a bit here since GT's deck is pretty evenly split between Strike and Blast cards, and that can be an issue at times since Goku's Blast Damage is not amazing. Other than that, he's still do a pretty great job overall, since his Strike Damage is pretty high, he can stack Arts Draw Speed multiple times through Extra Moves ( although, to take advantage of these it's pretty much necessary to use them before the Combo starts ), he has a Special Move that locks in ( which is deadly ), a really powerful Ultimate Move, and even anti-Endurance and anti-Special Cover Effects.
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
  • After his Zenkai Awakening he became a fantastic Damage dealer again. His Buffs remained mostly the same, but that isn't a bad thing since they looked already pretty great. On the other hand, his stats got a huge increase, so he can harass opponents with hard-hitting Blast Cards, Arts Draw Speed, and his really powerful Ultimate Move, just like in his prime.

  • He can take hits better than he could at his release, thanks to the new Damage Reduction Ability and the decent Defensive stats he got after the Zenkai.

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
  • He has various capabilities that make him an absolute powerhouse Defensively: high Health/Defense stats, Damage Reduction, anti Blast/Special Move Cover, and Healing. These things make him incredibly obnoxious to face.
  • He's just ok Offensively right off the bat, but he gets considerably stronger by Mid Game as he stacks various Buffs up. Also , his Ultimate Move is one of the best in the Game thanks to its AoE Paralysis Effect.
HP 2,460,680
Strike ATK 260,177
Blast ATK 249,358
Strike DEF 165,000
Blast DEF 166,651
Critical
1,377
Ki Restore Speed
2,345
  • His Covers and Damage Reduction make him one of the best Defensive options for the team, as he's basically able to nullify up to three Combos per Match. At 3*, he won't be able to Tank much excluding these gimmicks, while at 6* he's more reliable.
  • His Damage output is not that great, and the lack of Arts Draw Speed also hinders him Offensively, but Blast Armor, an Extra Move that nullifies opponents' Buffs and Special Cover Effects, and Element Disadvantage removal on Main Ability still make him decent at putting pressure on the opponent at 3*. At 6* his Damage output becomes more meaningful, and as a result all of his Abilities become harder to play around for the opponent.
HP 2,435,677
Strike ATK 246,505
Blast ATK 246,493
Strike DEF 159,300
Blast DEF 165,776
Critical
1,373
Ki Restore Speed
2,341
  • His Damage Buffs might not be noteworthy, but the overall support he gets on this Team combined with his Main Ability upside make him surprisingly decent at dealing damage in some situations.
  • He's mainly meant to provide the Team of Support and Defensive tools, thanks to his combo disruption capabilities, Team healing, Endurance and Team Buffs. However, don't expect him to be a full-fledged Tank, as his stats and Damage Reduction are generally on the low side when compared to top tier Defensive Fighters.
HP 2,345,733
Strike ATK 245,079
Blast ATK 258,281
Strike DEF 154,581
Blast DEF 160,865
Critical
1,364
Ki Restore Speed
2,416
  • He's a very annoying Fighter to face for Teams that have a lot of Strike Cards in the Deck, since his Strike Lock on enemy switch is Effective not only for Tanking purposes, but also for neutral phases in general. In fact, don't be surprised if your opponent at some point will just stand in front of you doing nothing: it's Eis' fault. For the rest, his Ki Debuffs against Female Warriors make him a solid pick in that matchup as well, but don't expect him to be a very impressive Tank.

  • Offensively, he's not Amazing but solid nonetheless, as he has access to decent Damage Buffs, a Main Ability that provides him of a strong Special Move and leaves the opponent vulnerable by taking away its vanish gauge ( this can be taken advantage of in many different ways ).

HP 2,334,441
Strike ATK 248,979
Blast ATK 233,440
Strike DEF 157,719
Blast DEF 164,945
Critical
1,438
Ki Restore Speed
2,455
  • His incredibly long Combos thanks to Arts Draw Speed x2 guarantee great stalling capabilities and quick Rising Rushes for the Team. His Extra Move is also really useful in that sense, as it provides him with a full hand of cards and Ki, but since his Damage Buffs elapse after just 10 counts, it's usually better to combine it with a switch-out.

  • Even when his Damage Buffs are up, his Offensive ceiling is not spectacular for the most part due to his below average Offensive stats. The only time where he's really threatening is when he uses his Main Ability.

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

This Team is quite balanced: it will rarely pull off spectacular one-shots like some of the Top Tier Builds, but its consistent Damage sources and reliable Tankiness throughout a whole Match make it a tough Team to put down for good. SP SSJ4 Goku PUR is the perfect representation of the Team's indentity, as he's just a Fighter who can do it all at any point of the Match. He even Supports his Teammates, so it's safe to say that he's the staple of this Team and he should be on the Core in the vast majority of matchups.

In general, the Zenkai trio of Goku-Vegeta-#17 is a very solid bunch of Zenkai Fighters that can win Games through their sheer combination of durability and Damage output, but the non Zenkai Fighters on this Team can also be helpful, as they diversify this composition in terms of colors. Starting from the non LFs, one, Majuub is definitely the most unique one out of the bunch as the type of utility he provides is pretty rare in the Game. In the context of this Team, he can be a good off Tank to mitigate Damage thanks to his Card sealing capabilities. An important thing is that you don't want him to take loads of Damage early in a Match as it might sacrifice his Endurance, an extremely valuable tool to delay opponents' Rising Rushes. For this reason, a good way to use Majuub Defensively is sending him after the opponent has already used a few Cards, so he can disrupt the remainder of the Combo while not risking the loss of a huge chunk of HP in the process. Luckily, on this Team he's surrounded by decently durable Fighters, which make this strategy pretty consistent as a whole.

SSJ3 Goku and Eis are generally similar in impact, although they're pretty different Fighters. It comes down to your playstyle: Goku benefits an aggressive and reckless playstyle since his long combos are helpful to stall and recover from potentially dangerous situations where other units' sub counts are high, while Eis suits patient playstyles better thanks to his Defensive utility and overall balanced toolkit.

Regarding LFs, the most interesting topic is 6* SSJ4 Gogeta vs #S17. In general it's pretty close, SSJ4 Gogeta has some really reliable Defensive gimmicks, but he doesn't Match 17's Defensive presence for the whole Match. On the other hand, while S17 gets some good Damage Buffs by Mid-Late Game, his Offensive contribution can't compare to Gogeta's, as at that star amount the Fusion Warrior can deal respectable Damage and harass opponents through his constant Blast Armor. Eitherof them is good pick. 

As a whole, GT is pretty good and balanced, but it's not top tier yet and it probably won't be until it receives another very good Fighter.

Alternate Core Members

HP 2,357,579
Strike ATK 256,991
Blast ATK 230,930
Strike DEF 160,711
Blast DEF 164,744
Critical
1,450
Ki Restore Speed
2,404

He has some upside thanks to his Main Ability that locks the opponent ( it thrives when chained with a Rising Rush ), and thanks to his combination of Arts Draw Speed and Strike Damage output, but he's rather one-dimensional and the drawbacks related to himself getting locked in by his own Main Ability can also screw him over.

HP 2,460,780
Strike ATK 261,569
Blast ATK 251,957
Strike DEF 154,508
Blast DEF 156,052
Critical
1,428
Ki Restore Speed
2,311

He's only suggested at 6*. His Damage is decent for the most part, and he only really erupts when he uses his Ultimate Move. He won't Tank despite having stackable Damage Reduction in his Team.

Alternate Bench

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
+22% to "Tag: GT" base Blast Defense during battle.
2
+25% to "Tag: GT" base Blast Defense during battle.
3
+30% to "Tag: GT" base Blast Attack & Defense during battle.
4
+35% to "Tag: GT" base Blast Attack & Defense during battle.
1
+19% to "Tag: GT" base Blast Attack during battle.
2
+22% to "Tag: GT" base Strike & Blast Attack during battle.
+10% to "Tag: Shadow Dragon" base Strike Attack during battle.
3
+25% to "Tag: GT" base Strike & Blast Attack during battle.
+15% to "Tag: Shadow Dragon" base Strike Attack during battle.
4
+28% to "Tag: GT" base Strike & Blast Attack during battle.
+20% to "Tag: Shadow Dragon" base Strike Attack during battle.
1
+19% to "Tag: GT" base Strike Attack during battle.
2
+21% to "Tag: GT" or "Tag: Regeneration" base Strike Attack during battle.
3
+28% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle.
4
+32% to "Tag: GT" or "Tag: Regeneration" base Strike Attack & Defense during battle.
1
+20% to "Tag: GT" base Blast Attack & Defense during battle.
2
+24% to "Tag: GT" or "Tag: Saiyan" base Blast Attack & Defense during battle.
3
+28% to "Tag: GT" or "Tag: Saiyan" base Blast Attack & Defense during battle.
4
+32% to "Tag: GT" or "Tag: Saiyan" base Blast Attack & Defense during battle.
1
+20% to "Tag: GT" base Strike Attack & Defense during battle.
2
+24% to "Tag: GT" or "Tag: Powerful Opponent" base Strike Attack & Defense during battle.
3
+28% to "Tag: GT" or "Tag: Powerful Opponent" base Strike Attack & Defense during battle.
4
+32% to "Tag: GT" or "Tag: Powerful Opponent" base Strike Attack & Defense during battle.
1
+20% to "Tag: GT" base Strike & Blast Attack during battle.
2
+24% to "Tag: GT" or "Tag: Android" base Strike & Blast Attack during battle.
3
+28% to "Tag: GT" or "Tag: Android" base Strike & Blast Attack during battle.
4
+32% to "Tag: GT" or "Tag: Android" base Strike & Blast Attack during battle.
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About the Author(s)

I'm a Dragon Ball Legends' writer who also consistently ranks in top 500-100 in the game's PVP.  I'm not part of the Kefla bandwagon.