Table of Contents
SSJ Goku is an okay Card. He is not bad, but there are better Super Saiyan Goku options for almost all of his Teams.
His Super ATK does have special utility by increasing his allies’ ATK and it’s very easy to activate, but he has a bizarre HP restriction on his Passive Skill that holds him back from being useful in dire situations.
His EZA gave him quite a Boost, but he should have gotten a much bigger increase or had no HP restriction whatsoever.
SSJ Goku’s post-EZA Super ATK increases his allies’ ATK by 25%. This can give him extra utility as a main rotation Card so he has a chance to launch his Super ATK before his allies.
His Passive Skill also gives him Ki +3 and Buffs ATK and DEF by 80%. The Ki +3 makes it very easy to launch his Super Attack.
All the Family Kamehameha EZA Cards have a lot of categories and while Goku has the lowest amount of the three, he still has 6 categories.
Failure to Launch
Goku’s Leader Skill is strange--he Boosts all AGL, INT, and STR stats by 70%. This is weirdly specific but makes him more flexible. The biggest problem is a lack of Ki, making it harder to launch Super Attacks when he’s a leader.
Heart Disease Flaring Up Again...
His Passive Skill is also very specific. The Ki and stat Boost is only active when HP is above 30%. His Boosts are nowhere near high enough to warrant such an odd restriction to his stats.
He should become more powerful in such a bad spot but frustratingly, he instead becomes a huge liability that the rest of the Team has to work around.
Great Third or Fourth Choice
SSJ Goku falls in at the bottom of the Family Kamehameha EZA Cards, but his biggest problem is his name. There are much better Super Saiyan Gokus in the game to choose from in just about any of his Teams.
This is not a bad Card by any means, but it’s not great either. His best use is with the other two Family Kamehameha EZAs because he shares their Link Skills, giving ATK +25%, ATK +3200, Ki +3, and (when launching a Super Attack) Enemy Defense -2000 in bonuses.
Next Awakening Cost
Moves and Skills
|AGL, INT and STR Type HP, ATK & DEF +30%|
|Causes supreme damage to enemy|
|Max Lv Bonus|
|Family Kamehameha (Extreme)|
|Causes supreme damage to enemy and raises allies' ATK by 25% for 1 turn|
|Max Lv Bonus|
|Disable rampage; when HP is 30% or above, Ki +3 and ATK +5000|
|Disables enemy's Rampage, and ATK +15%|
|Ki +1, enemy DEF -2000|
|Saiyan Warrior Race|
|ATK +2500 when Super Attack is launched|
|Shattering the Limit|
|Type ATK Boost|
Slightly raises ATK when AGL attacks STR, STR attacks PHY, PHY attacks INT, INT attacks TEQ, or TEQ attacks AGL. It works for both Super and Extreme Types. The effect increases along with the skill level.