Table of Contents
|Ki Restore Speed|
|Arts Cards Held|
Released together with SP Super Vegeta YEL, SP Super Trunks GRN makes his way into the game as an Offensive Fighter who’s all about Melee Damage. To balance out a really high Strike Attack, SP Super Trunks GRN has some drawbacks in terms of in his other stats or less than impressive Abilities.
Despite this, he’s still a great Fighter with the potential deal high levels of damage.
Insane Strike Damage Output
This Fighter has an incredible Strike Attack base stat, backed up by his Abilities which allow him to further increase the Damage dealt. His Main Ability allows him to increase Damage dealt by 75% which is impressive, but only lasts 10 timer counts. He also increases Damage output by 20% every time he enters the battlefield, making him a good Fighter for tactical switching.
Extra Move Chance to Inflict Faint
His Extra Move boosts his Strike Attack and grants him a 15% chance of inflicting Faint. Considering this Buff lasts for 10 timer counts, landing a full strike combo during this time means there is about a 50% chance to inflict Faint to the Enemy, making them unable to move for some time. Despite being a little situational, this is nonetheless a Move with a lot of potential.
Situationally Increased Ki Recovery Speed
It's a 30% increase in Ki recovery speed when a Vegeta variant is defeated. Due to how many versions of Vegeta there are, this can be a nice Buff to counter his otherwise low Ki Recovery Speed.
Average in Everything but Strike Attack
Excluding Strike Attack, SP Super Trunks GRN has mediocre stats in almost every field. That's a huge drawback for this Fighter, making him a bit of a glass cannon--dealing lots of damage but easily countered or killed. That's why timing is very important with this Fighter, especially in PVP Matches.
Main Ability Drawbacks
This Fighter's Main Ability has various drawbacks for balancing purposes. His vanishing gauge's Recovery Speed is halved for 10 timer counts. This means if the timing is just a bit off, what could have been an awesome combo becomes an opening for attack.
No Ultimate Move
SP Super Trunks GRN doesn't have a 20 Ki-cost Ultimate, which would have helped on stepping up the damage even further. While it's true that the Main Ability 75% Strike Attack Buff sounds awesome, it's still far from the average damage output of an SP Ultimate Move.
"Mysterious Youth", is an Equip that was probably released for this specific Fighter as it boosts not only his Melee Damage potency, but also solves some Ki Recovery Speed issues. Most other Equips follow this trend of boosting his Attack Damage first followed by his secondary stats like Health or Defense.
SP Super Trunks GRN is one of the main choices for Hybrid Saiyan Team Builds. His Z-Ability Buffs the entire team in base Strike Attack and base Critical, playing a key role both as Offense and Secondary Fighter.
Green has a lot of good Fighters, so being the Main Fighter in a Green Team Build is pretty unlikely. On top of this, SP Super Trunks GRN doesn't support other Green Fighters much due to weird Tags and an otherwise focused Z-Ability. Forget about using him in the bench--he must be an active fighter or left off the Team completely.
+75% to Strike damage inflicted for 10 timer counts. +10 to own Strike Arts cost and -50% to own Vanishing Gauge Recovery for 15 timer counts. Requirements: 15 timer counts must elapse.
|Intimidate: Strike Def DOWN|
Inflict Attribute Downgrades "+20% to Strike Damage Received" to enemy every time this character goes on the battlefield (10 timer counts)
|Avenge (Vegeta): Ki Recovery UP|
+30% to Ki Recovery when allied Character: Vegeta is defeated.
+19% to Tag: Hybrid Saiyan base Strike Attack and base Critical during battle.
+22% to Tag: Hybrid Saiyan base Strike Attack and base Critical during battle.
+24% to Tag: Hybrid Saiyan base Strike Attack and base Critical during battle.
+25% to Tag: Hybrid Saiyan base Strike Attack and base Critical during battle.
|Buster Cannon Can Teach|
Deals major Explode damage. Causes enemy to receive 10% more Strike damage for 15 timer counts.
|Unlock Ki: Form of Attack|
+15% to Strike damage inflicted for 15 timer counts. +10% chance to inflict Faint for 10 timer counts upon landing a Strike Arts hit.
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|
Recommended Soul Boosts
Strike Attack is the priority, as it will be further improved by all the percentage boosts his Abilities provide. After that, it’s really up to the Player. In a Green Team Build, increasing Health may be a smart choice, while boosting Defense stats would be a better option in Saiyan Team Builds.