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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

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 2,357,579
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's primarily a good Damage dealer, since he's able to quickly stack multiple Damage Buffs and even reach 140-150% at his peak, but note that his very low Blast Attack stats might make him wonky if used alongside other Blast Fighters on this Team. Defensively he's just average for a non Zenkai Fighter, but his Barrier gives him some utility in that sense.
  • His Main Ability can be very useful, but taking advantage of it is not easy. Mainly, if you have a Rising Rush ready and you're Combing the Fighter you specifically want to take out, his Main Ability definitely comes in handy as it assures he'll be the one to receive the blow, but in other cases it's not a foolproof method to defeat an opponent, since it deletes Nuova's Cards. Still, expert Fighters can take advantage of it reliably.
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
  • Right off the bat he's not that good at anything, but as the Match goes on and he racks up Buffs, he becomes pretty decent at dealing Damage. Also, while his Last Man Standing capabilities are not quite game-changing, his Ultimate Move becomes really powerful in that scenario.
  • Despite his high Damage Reduction % ceiling, his durability is just bad at 3* due to his low Defensive stats. At 6* he Tanks somewhat better, but if you're not careful he can still get dealt with rather easily. 
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 ).

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

GT has received no updates for almost a whole year, and then starting from April it started receiving new Fighters ( Zenkai ) up until the 3rd Anniversary, when it got 3 new ones including the LF SP SSJ4 Gogeta GRN.

This Team is quite balanced: it will rarely pull off spectacular one-shots like some of the Top Tier Teams, 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 Eis and Nuova can be good in the third slot of the Team alongside two Zenkai Fighters. Using both is not advised, as they won't be able to carry your Team, but rather they're supposed to make the other Zenkais' job easier in some matchups. For this reason, Eis is more useful than Nuova on the Team, as his kit is more oriented towards utility than raw Damage/Tankiness. On the other hand, Nuova is mostly a Damage dealer, which means he's not needed except for color countering purposes.

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. In general, SSJ4 Gogeta at 6* is probably slightly favored, but either is a very good pick. SP SSJ4 Goku YEL at 6* also deserves a mention, as he becomes a better Offensive Fighter than Nuova for the Team by that point, mostly because his Blast Attack isn't as bad as the Shadow Dragon's. Still, neither is incredibly impactful for the Team.

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 2,436,202
Strike ATK 233,867
Blast ATK 248,109
Strike DEF 143,821
Blast DEF 148,177
Critical
1,442
Ki Restore Speed
2,459

Since he's an EX Fighter, he needs really high stars to work on the Team. If this condition is fulfilled, then he's a respectable replacement for SSJ4 Goku and he fits nicely in a Blast Focused GT Build.

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

The presence of more Shadow Dragons on the Team finally makes his Debuffs more reliable, but at this point he needs to be 14* to work, and even then it's not a really good comp, more of a niche one.

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.