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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%
+63%
+38%
+98%
+35%
  • His Defensive contribution is crucial for this Team, as he’s one of the strongest versatile tanks in the game. Thanks to his self-healing over time being magnified by SP Super Baby 2 BLU,  Goku is a very tough Fighter to put down.

  • Offensively he’s amazing, 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 2,210,433
Strike ATK 229,502
Blast ATK 258,354
Strike DEF 156,169
Blast DEF 153,073
Critical
1,345
Ki Restore Speed
2,325

Synergy

+22%
+63%
+38%
+98%
+35%
  • His attack potency is absurdly high, as his Damage Boosts are some of the best in the Game and he has permanent Arts Draw Speed + 1 plus lowered Blast arts cost too.

  • His Main Ability Buffs considerably Boost the whole Team Offensively and his Ultimate Move is one of the best in the Game since it can inflict massive Damage and Faint.

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%
+63%
+38%
+98%
+35%
  • He’s not going to carry the Team Offensively, but his Damage output is pretty good in a Meta filled by Saiyans and his Supportive Damage Boosts are very helpful, especially when he activates his Main Ability.

  • His Healing Support is even better than his Damage Support, since thanks to him SP SSJ4 Goku PUR will Heal approximately by 30% every time SP Super Baby 2 BLU switches out.

  • He's always worth using when SP Syn Shenron YEL takes the field, as his Offensive Support and incremental Healing are boons to any Defensive Fighter. 

Synergy

+22%
+63%
+38%
+98%
+35%
  • SP Syn Shenron YEL ameliorates the trouble this Team had with strong enemy Purple Fighters prior to his introduction. His high defense and Crisis Utility allows for multiple win conditions. 

  • Syn synergizes absurdly well with SP Super Baby 2 BLU, who can significantly increase the amount of Health he recovers with his Endurance effect.

  • 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
+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.
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 GT Tag's fantastic internal Synergy and overwhelming tempo allow it to shred through the competition. The Main Core's Fighters function very well together, with SP Super Baby 2 BLU enabling his allies to deal consistently high Damage, while healing them as well. 

SP Super Baby 2 BLU is the Team's best lead - he's able to use his Extra Arts Card to snag openings against foes and lob the advantage state to an ally who can wreck havoc. In certain match-ups against problematic Purple Fighters, the Defensive power of SP Syn Shenron YEL may be required; in which case, he promises to deliver consistent Defensive efficacy and impress Offensively in the mid-late game with his innate Damage Buffs and Baby's Support. Once he activates his Main Ability, the Team's overall Damage output will exponential increase. 

The Team's pride and joy, SP SSJ4 Goku PUR, is one of the most flexible and effective Offensive and Defensive Pivots in the game. His high Damage allows for single combo kills and he can survive Rising Rush attacks in certain circumstances with his Sustained Damage Cut. Goku's Special Arts Card is another absurd combo ender, with its Massive Damage Multiplier and fantastic Switch-locking effect.

Offensively, this Team is carried by its near constant Ki restoration and high Damaging Ultimate Arts Card users. SP SSJ4 Vegeta RED’s is particularly impactful, since the Team wide Offensive Buffs his Main Ability provides makes future Special Arts or Ultimate Arts that much more deadly.

The arrival of Syn Shenron has allowed the Team to safely engage any enemy, and with its multitude of additional options and capacity for growth, it doesn't seem like GT is going anywhere anytime soon. 

Alternate Core Members

HP 2,448,563
Strike ATK 238,710
Blast ATK 221,162
Strike DEF 158,212
Blast DEF 161,384
Critical
1,338
Ki Restore Speed
2,342
  • He's somewhat powerful Offensively thanks to how his Ultimate Move Damage works. His Z-Ability is fantastic for this Team and he's a fine Core substitute for SP SSJ4 Vegeta RED.
HP 2,200,960
Strike ATK 218,966
Blast ATK 249,069
Strike DEF 138,725
Blast DEF 140,096
Critical
1,339
Ki Restore Speed
2,440
  • His Blast Damage is still very high in the first 45 timer counts, especially if backed up by SP Super Baby 2 BLU's Support. After 45 Counts pass though, he's a liability.
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
  • He works very similarly to SP Goku RED, in the sense that when he uses Cards his Damage builds up in some ways, however he's much more focused 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 2,335,970
Strike ATK 215,940
Blast ATK 236,145
Strike DEF 144,905
Blast DEF 144,898
Critical
1,361
Ki Restore Speed
2,329
  • The Debuffs he can inflict with his Blast Arts and his Main Ability give him Utility against bulky foes. In Saiyan variants of this Tag Team, he is the only Yellow Fighter, so he can come in handy in the matchups where the opponent has a strong Purple Fighter.
HP 2,437,435
Strike ATK 221,391
Blast ATK 233,860
Strike DEF 154,805
Blast DEF 154,789
Critical
1,534
Ki Restore Speed
2,671
  • Unfortunately, SP Baby Vegeta GRN lacks the solid Z-Ability he'd need to function well on this Team. Despite that, he's a fantastic Supporter who can crank up the Team's already impressive tempo.
     
  • Switching from Baby Vegeta to either of the Super Saiyan 4s creates the most powerful Offensive Pivot situation in the game. 
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
  • In a Meta with so many Offensive Purples, a Defensively oriented Green Fighter with conditional personal Damage Buffs is never going to be a great option.
     
  • That being said, in the few match-ups without a Purple Fighter, SP Super #17 GRN works as a Defensive Fighter with high 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: Saiyan" base Strike Defense during battle.
2
+20% to "Tag: Saiyan" base Strike Defense during battle.
3
+22% to "Tag: Saiyan" base Blast Attack & Strike Defense during battle.
4
+23% to "Tag: Saiyan" base Blast Attack & Strike Defense during battle.
1
+17% to "Tag: Saiyan" base Blast Attack during battle.
2
+20% to "Tag: Saiyan" base Blast Attack during battle.
3
+22% to "Tag: Saiyan" base Blast Attack & Defense during battle.
4
+23% to "Tag: Saiyan" base Blast Attack & Defense during battle.
1
+19% to "Tag: Saiyan" base Blast Defense during battle.
2
+21% to "Tag: Saiyan" base Blast Defense during battle.
3
+22% to "Tag: Saiyan" base Strike Attack and Blast Defense during battle.
4
+23% to "Tag: Saiyan" base Strike Attack and Blast 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.

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