EX Nappa RED has very specific uses, but when all the boxes are checked, he is a force to be reckoned with. He gets two Unique Abilities that improve his Strike Damage potential, and a third which has become especially useful since the release of SP Android #16 GRN.
There’s no getting around the fact that this Fighter can dish it out, but can’t take it in return. He’s a glass cannon, but with the right Team support, EX Nappa RED earns his spot on the Team.
External support is where things get tricky; This Fighter has very few Equip options and since he’s no Super Saiyan, he’s not likely to be everyone’s first pick--but that’s not to say he doesn’t have plenty of uses.
For a Melee Fighter, EX Nappa RED has surprisingly good Ki Recovery, and this is further increased by his Main Ability and Extra move. Under the right circumstances, he could deal a long enough Melee combo then finish the Enemy off with his Giant Storm Special Move.
In addition to massive Damage potential, EX Nappa RED is attached to one of the top Tags in the Meta. This means he is a great candidate for filling out a Saiyan Team Build. Since his third Unique Ability Buffs Strike Damage for the first 20 timer counts, he should be the one to start the Match, then swap out when his Ki finally runs out.
Situational Unique Abilities
His first Unique Ability grants 20% to Strike Damage, but only when a Vegeta variant is on the Team. Since they share at least one Team building Tag with EX Nappa RED, it’s highly likely that Player’s won’t need to work too hard to meet this requirement, but it’s not the only Unique that’s limited in some way.
Self-Destruct Damage reduction from his second Unique Ability is helpful, but it’s only effective against weaker Self-Destruct Fighters like EX Chiaotzu PUR, not SP Rarity ones like SP Android #16 GRN. And when it comes down to it, there just aren't enough Self-Destruct Fighters in the game to make this a useful Ability to have.
A time limit on the third Unique Ability--which is useful but locked behind a grinding requirement--reduces his optimization to being a starter with little use after that.
High Strike Attack output, very low Blast Attack and all Defense stats, a timer based third Unique Ability, and unoptimized Arts Cards not only make this Fighter a glass-cannon but also further reduce the time he’s most effective in a Match.
While his Z-ability specifically help Saiyans with increased Damage against Yellow Fighters, the Vegeta variant requirement would be is satisfied here. Additionally, EX Nappa RED’s stats are still competitive enough to be viable in PVP.
As mentioned before, the Z-Ability helps to counter Teams where Yellow is the majority. This makes him a good fit for Multi-Element or Color Counter Teams, as it gives Teammates an Element advantage they may not have had otherwise.
+35% to Ki Restore Speed for 17 timer counts. Requirements: 15 timer counts must elapse.
Devastating Melee Fighter due to high percentage all Damage Buffs, above average Ki Recovery Speed and good base Strike.
Almost half of his Buffs disappear after the first 20 timer counts of a match and his Defensive stats are not great.
EX Nappa RED is a powerful glass cannon who can deal some serious damage in a Saiyan Tag Strike Team. As Melee Fighter, he is most similar to SP Pan BLU, with better Strike Attack but worse Ki Recovery Speed.