Table of Contents
Stats
Tags
Overview
SSJ3 Goku is the Card who ushered in the concept of EZAs to Dokkan Battle, and he has aged very well. He has very high ATK and DEF, but his ATK is Debuffed 7 turns after the start of the battle. His DEF is uneffected, but he becomes very weak after his turn limit is up.
Overall, SSJ3 Goku is a great Card and is very powerful while his full Passive Skill is active.
Strengths
SSJ3 Goku is the first EZA in Dokkan, and he was very powerful right out of the gate. His upgraded Passive Skill gives him an unconditional +70% to his DEF at the start of the turn and Boosts ATK to 120% for 7 turns.
These percentages combined with his increase to his stats from the EZA make him an Offensive and Defensive powerhouse.
Adding onto his Offensive capabilities, Goku’s Super ATK can lower Enemy DEF by 50% for 3 turns, opening up his victims to take even more Damage from his allies. This gives the Team some support, even after his ATK Buff has expired.
Weaknesses
SSJ3 Goku has some very strong Offensive power, but this disappears completely once his 7 turn limit is up. To go from a 120% ATK Buff to nothing is a huge drop in Damage.
He is a great Card, but Goku is a weaker pick for longer events like Infinite Dragon Ball History or Fighting Legend: Goku.
One of Goku’s lesser weaknesses is that he has to compete with a summonable LR for his place on a Team. This is a smaller weakness because this Goku and Golden Fist - SSJ3 Goku TEQ are good in different situations. TEQ Goku has to sacrifice DEF to unleash his full Offensive potential, and AGL Goku can only maintain his high Attack for so long.
Synergy
SSJ3 Goku is a great pick for shorter events like Super Battle Road or Virtual Dokkan Ultimate Clash. He also fits in extremely well with Cards that have the “Over in a Flash Ki” Link Skill, like in the Super Saiyan 3, Full Power, and Movie Heroes categories, etc.
He’s a Card that can deal lots of Damage, tank fairly well, and should be kept on main rotation to take full advantage of his Attack Buff while it is active.
Awakenings
Moves and Skills
Leader Skill
Super ATK
Dragon Fist |
Causes supreme damage to enemy and lowers DEF |
Ki Cost |
12 |
Max Lv Bonus |
Increase Rate |
150 |
Level Req. |
20 |
Dragon Fist (Extreme) |
Causes immense damage to enemy and greatly lowers DEF |
Ki Cost |
12 |
Max Lv Bonus |
Increase Rate |
180 |
Level Req. |
25 |
Passive Skill
Link Skills
Linkable Cards
Linkable Cards
Linkable Cards
Linkable Cards
Linkable Cards
Linkable Cards
Hidden Potential
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. |
Type DEF Boost |
Slightly lowers damage received when AGL is attacked by STR, STR is attacked by PHY, PHY is attacked by INT, INT is attacked by TEQ, and TEQ is attacked by AGL. It works for both Super and Extreme Types. The effect increases along with the skill level. |
Super Attack Boost |
Slightly raises the Super Attack power. Any additional effects of the Super Attack will not change. The higher the skill level, the more the additional power. |
Recovery Boost |
Slightly raises the amount of HP recovered when obtaining a Ki Sphere that matches that character's Type. The effect increases along with the skill level. |
Combo Attack |
Grants a rare chance of performing an extra attack, and may trigger a Super Attack during a combo. The higher the skill level, the higher the chance of launching an extra attack. |
Total Stat Buffs
Total Cost
About the Author(s)