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SP Yardrat Super Saiyan Goku (Red)

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Table of Contents

Character Tier
3

DBL-EVT-08S

Character Stats

Soul Boost
Advanced
Power Level
691090
HP 2,188,550
Strike ATK 218,639
Blast ATK 216,466
Strike DEF 150,080
Blast DEF 150,073
Critical
1,367
Ki Restore Speed
2,378

Character Info

Battle Style
Defense
Arts Cards Held
Tags

Where to Obtain

Drop
Clear Rewards
Other

Overview

While not being a first Goku variant that is both a Super Saiyan and a Red Fighter, he comes back into the fray better than ever after picking up a new trick from his friends on planet Yardrat. The Instant Transmission Extra Move is a unique and interactive mechanic, making him harder and riskier to play as, yet a rewarding Fighter when used right.

Strengths

A Little Lesson In Trickery

His Extra Move Arts Card is essentially an additional Vanish, which can save him in a pinch when Vanish Gauge is depleted. This can easily surprise an unsuspecting opponent and potentially mess with their timings and gameplan. While it has a drawback of not being able to switch to an Ally for a short duration, it only matters when getting caught by Enemy right away after using his Extra Move.

Additionally, in similar fashion as SP Super Saiyan God SS Goku BLU, his Main Ability fully restores Vanish Gauge, providing yet another way to dodge Enemy attack, free of charge. The increased Damage Inflicted Buff and Special Move Arts Card Draw is also a nice bonus to top it off.

Ki Control

Either when first entering the playing field, having low Ki after a Combo, or using a Special Move Arts Card, SP Yardrat SSJ Goku RED has multiple ways to Buff his Ki Recovery. This makes it much easier to top off Ki with a quick charge up, and is especially helpful when using techniques such as Side-Step to squeeze more Arts Cards in during a Combo.

Weaknesses

One Time Deal

While he reaps great benefits when switched into -- the 60% damage reduction being a highlight -- this can only happen once per Match, meaning that from second switch in onwards, he’s limited to only one Unique Ability for the rest of the Match. This makes sending him out for the first time a more strategic and risky decision, because it can be countered by Enemy quickly switching to a Blue Fighter, putting this Goku in a tough situation, and potentially wasting his prime time.

Delayed Gratification

While a total of 50% Damage Inflicted Buff is nothing to scoff at, the time it requires to get to that point is rather long, thus his Damage potential being rather unreliable. This is especially a hindrance when being switched into during his Team’s Combo, since he doesn’t get any Damage Buffs whatsoever until being out for at least 3 timer counts.

Team Synergy

Super Saiyan

This Goku was clearly made to work in a Super Saiyan Team - his Z Ability buffs this Tag Blast Defense, and his Damage output will greatly benefit from Buffs provided by SP SSJ Bardock BLU. Additionally, being a Red Fighter makes him a great Teammate for SP Super Vegito PUR, since he can protect him from Enemy’s Yellow Fighters.

Legends Road

While his Z Ability also Buffs Legends Road Tag, this Team is still rather mediocre at best and missing last member for a full roster with proper synergy.

Equippable Items

Main Ability

Taught Technique

Draw a Special Move Arts Card next. Restores own Vanishing Gauge by 100%. +20% to damage inflicted for 50 timer counts. Requirements: 15 timer counts must elapse.

Unique Ability

A Hero's Return

The following effects occur when this character enters the battlefield (activates once). Draw a Special Arts Card next. Reduces damage received by 60% for 15 timer counts. +30% to own Ki Recovery for 15 timer counts.

Super Saiyan Control

The following effects occur according to the number of timer counts elapsed with current character. 3 counts: +30% to Strike damage inflicted. 6 counts: +30% to Blast damage inflicted. 9 counts: +20% to damage inflicted. Effect resets after character switch. +50% to own Ki Recovery for 5 timer counts if Ki is 30 or lower after using an Arts Card.

Z Ability

1
+22% to "Tag: Super Saiyan" or "Tag: Legends Road" base Blast Defense during battle. Character(s) Affected
Character(s) Affected
2
+24% to "Tag: Super Saiyan" or "Tag: Legends Road" base Blast Defense during battle. Character(s) Affected
Character(s) Affected
3
+29% to "Tag: Super Saiyan" or "Tag: Legends Road" base Blast Defense during battle. Character(s) Affected
Character(s) Affected
4
+32% to "Tag: Super Saiyan" or "Tag: Legends Road" base Blast Defense during battle. Character(s) Affected
Character(s) Affected

Special

Super Kamehameha

Deals major Impact damage. +60% to own Ki Recovery for 5 timer counts upon activation.


Cost 50

Extra

Instant Transmission

Evades enemy attacks, excluding certain moves like Rising Rush, and teleports into close range. Reduces own Vanishing Gauge by 50% and inflicts allies with "No Switching" for 3 timer counts upon activation. +5 to own Special Arts cost per use (max +15) (cannot be cancelled).


Cost 15

Resistance

Slice
99
Pierce
102
Impact
101
Explode
98

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 598%
Health 21428 44376 78348 120920 174612 243720
Strike Attack 1821 3773 6666 10287 14859 20747
Blast Attack 1807 3741 6605 10194 14722 20550
Strike Defense 1549 3204 5660 8737 12623 17628
Blast Defense 1532 3173 5605 8654 12501 17452
Critical 146 320 582 874 1194 1328
Strike Art Level 2 3 4 5 5 5
Blast Art Level 2 3 4 5 5 5
Special Art Level 1 1 2 2 2 2
Extra Art Level 1 1 2 2 2 2
Equipment Slots 1 2 2 2 3 3

Recommended Soul Boosts