SP Super Saiyan Kid Goten (Green)

Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,102,147
Strike ATK 234,247
Blast ATK 185,285
Strike DEF 130,622
Blast DEF 121,380
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held
SSJ Goten


SP SSJ Kid Goten GRN was introduced to Dragon Ball Legends at the same time as his best friend, SP SSJ Kid Trunks YEL, so it’s not so surprising that they compliment each other. But these two were straight up made for each other.

One of the strongest Melee Offensives in the game with some earth-shattering combos at his fingertips, this Fighter has four--that’s right, four--Abilities that are identical but opposite to SP SSJ Kid Trunks YEL. Where SP SSJ Kid Trunks YEL’s Abilities focus on Blast Attacks and provide Buffs if there is a Goten Variant on the team, SP SSJ Kid Goten GRN replaces Blast with Strike and Goten variants with Trunks variants.

In terms of play style, he should only start the match if SP SSJ Kid Trunks YEL is not on the Team, due to his Blast Arts Card Killing Main Ability.


One-Punch Boy

To list all the ways in which SP SSJ Kid Goten GRN is an unbelievably powerful Strike Fighter would essentially be repeating the entire Analysis. His base Strike Damage is one of the highest, his Arts Cards match his needs, his Z-Ability, Special and Extra Moves, and potentially Strike Damage doubling Main Ability--the list goes on.

It might seem like too much to ask for Ki management on top of this, but SP SSJ Kid Goten GRN delivers in spades with a high base Recovery Speed and an Arts Card cost reducing Extra Move.

Fighters like this put Saitama to shame.

Incredible Tag Synergy

Hybrid Saiyan or Super Saiyan Teams--or an equally viable combination of both--would greatly benefit from the inclusion of SP SSJ Kid Goten GRN’s Strike Attack Buffs. Both Tags also provide powerful if limited options from the Red, Green, and Yellow Element Groups for a Double Color Build.


Attached at the Hip

While it’s completely possible to play SP SSJ Kid Goten GRN and SP SSJ Kid Trunks YEL on a Team without the other, they are most effective together. The problem is that this makes any Team with both highly predictable. Enemy Players will know to expect the Match to start with a heavy onslaught of Ranged Attacks before all those Blast Arts Cards are re-shuffled into the deck for a potentially knockout dealing Strike Attack. In PVE this duo is nigh unstoppable but in PVP this Synergy is a target for equally strong counters.

The Sharpest Knife in a Gunfight

The same thing that makes SP SSJ Kid Goten GRN a powerhouse also makes him especially predictable. If a player is willing to swap in this Fighter it signals they are done dealing Blast Damage--doubly so if he activates his Main Ability. The Enemy now knows to whip out a Strike sponge or save Rising Rush to stop SP SSJ Kid Goten GRN in his tracks.

Equippable Items

Recommended Equipment

Come Out, Cowards!

Type Silver
Equip Condition Super Saiyan
Sale Price 10000

Slot 1

Special Arts Damage Up 5% - 12.5%

Slot 2

Base Strike Attack Up 4% - 10%

Slot 3

Base Blast Attack Up 3% - 7.5%

Leave my dad...ALONE!

Type Gold
Equip Condition Hybrid Saiyan
Sale Price 10000

Slot 1

Base Strike Attack Up 5% - 15%

Slot 2

Base Blast Attack Up 5% - 15%

Slot 3

Base Ki Restore Speed Up 1% - 5%

I'm Gettin' Excited!

Type Silver
Equip Condition Son Family , Super Warrior
Sale Price 10000

Slot 1

Base Strike Defense Up 6% - 15%

Slot 2

Base Blast Attack Up 5% - 12.5%

Slot 3

Base Ki Restore Speed Up 4% - 10%

Team Synergy

Hybrid Saiyan

All Signs point to this Team Build. There are tons of Z-Abilities in this Tag, not to mention his own.

There are plenty of Trunks variants to choose from in order to fulfill SP SSJ Kid Goten GRN’s Primary Unique Ability requirement. This also sets up for some interesting GGY or YYG Double Color possibilities.

The Ranged Fighter count in this Tag is slim with enough Blast Arts Cards among them to optimize his Blast Card killing Main Ability without it becoming a hindrance to the Team. The only problem with this Build is the small roster and Equipment list. Both are growing, but there is a persistent predictability to this Build.

Super Saiyan

This Tag is considerably larger than Hybrid Saiyan and therefore supplies more SP Fighter options. It also lacks many Blast Focused Fighters, so his Main Ability isn't a huge con for this Build either. However, it also doesn’t have many Tagged Equips or Z-Abilities for Team-wide Buffing.

Main Ability


Reshuffles all of your Blast Arts Cards and randomly draws one new card. Enhances the damage of the next Arts Card used based on the number of Blast Arts Cards destroyed.

1 Card: +50%
2 Cards: +100%
3 Cards: +150%
4 Cards: +200%

Requirements: 15 timer counts must elapse.

Unique Ability

Team (Trunks): Strike Atk UP

+40% to Strike damage inflicted when Character: Trunks is a battle member.

Character(s) Affected
Innate Power: Strike Atk UP

+20% to Strike damage inflicted from 30 timer counts after battle start.

Z Ability


+17% to Tag: Hybrid Saiyan base Strike Attack during battle.


+20% to Tag: Hybrid Saiyan base Strike Attack during battle.


+22% to Tag: Hybrid Saiyan base Strike Attack & Defense during battle.


+23% to Tag: Hybrid Saiyan base Strike Attack & Defense during battle.

Character(s) Affected


Kamekameha Can Teach

Deals major Impact damage. +15% to Strike damage inflicted for 15 timer counts. 20% chance to inflict Faint on hit.

Cost 50


Unlock Ki: Rapid Strike Form

+10% to Strike damage inflicted and -1 to Strike Arts cost for each Tag: Hybrid Saiyan battle member for 20 timer counts.

Cost 20
Character(s) Affected



Soul Boost Stats

Stat 100% 200% 300% 398%
Health 21428 44376 78348 120920
Strike Attack 1796 3719 6570 10145
Blast Attack 1761 3649 6442 9943
Strike Defense 1510 3130 5530 8537
Blast Defense 1482 3070 5420 8367
Critical 152 336 612 918
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

Recommended Soul Boosts