Table of Contents
|Ki Restore Speed|
Enemy Drop Locations
|Arts Cards Held|
True to his usual representations in Dragon Ball video games, SP Android #16 GRN is a Tank Fighter focused on withstanding huge amounts of Damage.
Focusing more on Strike Damage and completely ignoring Ki Attacks, it’s heavily discouraged to run him in Teams that that are more Blast focused.
Do not sleep on this fighter's self-destruct Abilities. Unlike Fighters with similar Abilities, SP Android #16 GRN's guaranteed to do massive damage for an almost certain knockout.
Better Cover Ability
Like all Defense Style Fighters, SP Android #16 GRN possesses the Cover Unique Ability, which lets him take reduced damage when Cover Change (switch in mid-fight).
He also possesses an additional effect that allows him to recover 50% of the Damage taken and instantly recover his substitution gauge.
All in all, this is an interesting Ability that brings a lot of Defense utility to the entire Team.
Decent Strike Attack
SP Android #16 GRN has a good base Strike Attack value that, coupled with the two held Strike Arts Cards, allow him to fit in easily Strike focused Teams. While he doesn’t have any kind of Buff to increase Melee Damage, his Defensive Style makes this a little more forgivable.
SP Android #16 GRN has high Health and Defense values. When combined with his Abilities, he’s able to Tank really well and in almost any situation.
As a bonus, he cannot be affected by abnormal conditions either.
Terrible Blast Attack
SP Android #16 GRN's Blast Attack is low--even for a Melee Fighter. There are HE Fighters with better Blast Attack than him.
This basically limits him to Melee Teams; The Damage lost when played in Ranged Teams would be too great to be worth the effort.
Self-Destructive Ultimate Move
Although this move can deal a great amount of Damage with the potential to kill any Enemy in one go, it also means the Player losing a whole Fighter themselves. This makes him a little weird to use and combo with. It's not a "true" weakness--more like a double-edged sword--it heavily depends on timing. Regardless, a regular Ultimate Move would've been way easier to use.
Like most Androids, SP Android #16 GRN suffers from a good second Equipment option. It’s unlikely he’ll get more since most Androids have already been released and SP Android #16 GRN has a fairly small role in the story.
Of the few Equips available, "Hiya!" seems to be the best choice. Due to his Melee Attack not having any Buffs, it’s suggested use Equips that boost his Strike Damage so he can fight on-par with most of the harder hitters in the game.
Boosting Defense or Health can also be a nice choice to increase the Tanking and resistance of this Fighter.
He’s great with all Androids thanks to his Z-Ability, and his Strike Arts Cards make him a must.
Most Green Element Fighters are focused on Strike Attack, so it’s only natural that SP Android #16 GRN fit well in this Team Build. He’s an excellent Defense utility and can bring a little stability to the Arts Card Deck.
|I'm Going to Self-Destruct!|
Draw the Awakened Arts Card "Final Strength" next. Requirements: 25 timer counts must elapse.
|Cover: Sustained Dmg CUT|
Reduces damage received by 50% until combo ends, when changing cover.
Nullifies Abnormal Conditions.
+20% to Tag: Android base Strike Defense during battle.
+23% to Tag: Android base Strike Defense during battle.
+25% to Tag: Android base Strike Defense during battle.
+28% to Tag: Android base Strike Defense during battle.
Deals major Explode damage. +30% to own Self-Destruct damage for 25 timer counts.
|Unlock Ki: Form of Attack|
+15% to Self-Destruct damage and restores Ki by 30.
Deals major Self-Destruct damage to enemy.
Soul Boost Stats
|Strike Art Level||2||3||4||5|
|Blast Art Level||2||3||4||5|
|Special Art Level||1||1||2||2|
|Extra Art Level||1||1||2||2|
|Ultimate Art Level||1||1||2||2|
Recommended Soul Boosts
Prioritize Health and Blast Defense