SP Gotenks GRN is classified as a Defense Fighter with high base Defense stats and Damage reduction Unique Ability with an interesting twist, but being able to take a hit is not the only thing he’s good at.
SP Gotenks GRN brings two Strike Arts Cards into the Match, which is a welcome sight in the current Strike-oriented Meta and meshes well with the Strike Damage Buff he receives from his Extra Move.
Jack Of All Trades
This Gotenks variant has it all--Arts Card draw speed increase, cost reductions, and Damage Buffs which greatly help with his Combo longevity and Damage output. The Damage reduction and self-Healing also give him higher survivability, making him an all-around well-balanced Fighter.
Master Of None
While his balanced toolkit makes him decent at everything, he does not particularly excel at anything. He’s far away from being an Offensive powerhouse of the likes of SP Gogeta BLU, and his time-limited Damage reduction requires proper switch management to be correctly utilized, unlike the simplicity offered by Cover Abilities used by other Defense Fighters.
Buffs gained from both his Unique Ability "TA-DAAA!" and Extra Move only last 10 timer counts, which forces him to be very aggressive the moment he enters the battlefield in order to utilize his short-term Buffs. The same applies to his Assault Unique Ability.
Paired with both Gogeta variants, all three make an interesting and fun Fusion Team with high Damage output, great Z-Ability Synergy, and decent color wheel.
He doesn't have access to an Ultimate Move, but the Defense in the first slot, as well as a potential Health roll in the last slot, make this the obvious choice here.
While the Special Move Damage slot is situational, at the very least SP Gotenks GRN has a reduced Special Move Arts cost from the start of the Match for 45 timer counts to go along with it.
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Destroys all of your cards and randomly draws four new ones. Restores own health by 25%. Requirements: 15 timer counts must elapse.
Increases Arts Card Draw Speed by 1 level for 10 timer counts when this character enters the battlefield. -10 to own Blast Arts cost for 10 timer counts when this character enters the battlefield. Applies Attribute Upgrade "-40% to Damage Received" to self for 20 timer counts when this character is switched to standby.
Assault: Special Move Cost DOWN
-20 to own Special Move Arts cost from battle start for 45 timer counts.
+22% to "Tag: Fusion Warrior" or "Tag: Legends Road" base Strike Defense during battle.
He has a decently tricky toolkit and his Main Ability creates the potential to continue a Combo after all the useful Arts Cards in a hand have been used by instantly re-drawing a full hand.
His Damage output is quite low with few limited Buffs and unimpressive base stats.
SP Gotenks GRN doesn't really do much Defensively despite being classified as a Defense Fighter other than a very situational Damage Received reduction Buff, which requires him to be switched out to activate. His Defense stats are pretty average--especially his Health, so the self-Healing from his Main Ability won’t go very far.