It’s been quite the journey for SP Piccolo GRN. Once considered a necessity for any Team no matter the Tags, to falling off so harshly due to power creep that he saw almost no play, to now being the target of recentBalance Changes to return him to prominence once again.
He received a wide variety of Buffs as far as his stats and toolkit go, but one of the more notable additions is that his Z-Ability now BuffsRegeneration Strike Defense at 5 stars. This is one of the best things that could’ve happened to SP Piccolo GRN, as it breathes new life into his viability as far as Team building goes.
Unfortunately for SP Piccolo GRN, he’s once again feeling the effects of power creep, and the recent addition of PurpleAnti-Regeneration Fighters as well as the release of SP UGA Super Buu GRN make using SP Piccolo GRN very hard to justify.
Even when he had fallen off a bit, his Main Ability was still great and game-changing. Now that he has the stats and toolkit to go along with it, it’s better than ever.
The 25% Heal to all Teammates as well as removal of any Attribute Downgrades and Abnormal Conditions is one of the most powerful comeback mechanics currently in Dragon Ball Legends.
His Anti-Saiyan Unique Ability is also back and better than ever with a whopping 50% extra Blast Damage inflicted against the Saiyan Tag.
Any Team without a Purple Fighter will have a hard time taking SP Piccolo GRN down, as he now boasts some of the highest Health, Strike Defense and Attack stats in the entire game with a Cover that reduces Damage by 50% to top it all off.
While he can do a surprising amount of Damage – especially against the Saiyan Tag – his Damage output is very inconsistent and situational. If he’s not up against Saiyans, he can feel lackluster on the Offensive side of things.
Alternatively, his Extra Move can increase the next Special Move Damage any Teammate deals by 50%, but only after 40 timer counts have passed.
The release of Fighters with either Anti-Regeneration or Anti-Healing capabilities - as well as power creep within his own Tag Team and Color - have made SP Piccolo GRN incredibly dangerous to use in a Match. His Z-Ability is also trumped by multiple Regeneration Fighters who own dual Z-Abilities
This Team is still his home, but only if the Player is missing key Core Fighters.
Green Color Counter
If nothing else, SP Piccolo GRN does BuffGreen Strike Defense, so he can be used in this type of Team. The Meta has largely remained Strike-heavy, giving it some usefulness.
To Blast Damage inflicted for each Tag: Regeneration battle member. Up
1% - 7%
If used in a Regeneration Team, this gives him a nice mix of Offense and Defense.
Restores ally health by 25%. Cancels allies' Attribute Downgrades and Abnormal Conditions. Requirements: 15 timer counts must elapse.
Cover: Reduce Damage
Reduces damage received by 50% until combo ends when changing cover. Inflicts enemy with Attribute Downgrade "-1 Arts Card Draw Speed level" for 15 timer counts when activated. +2 to own substitution count when activated.
Anti-Saiyan: Blast Atk UP
+50% to Blast Damage inflicted against "Tag: Saiyan".
Deals major Pierce damage. Applies Attribute Upgrade "-50% to enemy's 'Sustained Damage CUT' effects activated when changing cover" to self for 5 timer counts upon activation. Inflicts enemy with Attribute Downgrade "+15% to Blast Damage Received" for 15 timer counts on hit. 100% chance to inflict Heavy Bleed on hit.
Unlock Ki: Form of Attack
+15% to Strike & Blast damage inflicted for 30 timer counts. If 40 battle timer counts has elapsed, additionally enhances the next Special Move Arts Card used: +50% to Special Move damage.
SP Piccolo GRN’s Team-wide Healing, high Defensive stats, and Cover Unique Ability make him a good Tank.
His Damage output is very low.
This Fighter can Tank again and brings a nice Strike Defense Z-Ability forRegeneration at 5 stars. Unfortunately, that's about all he can do, as his only somewhat consistent source of Damage is extra Blast Damage inflicted to Saiyans. Many other Regeneration Fighters can do his job and actually pack a punch to go along with it.