GamePress

Top Red Color-Counter Team

Submit Feedback or Error
Start Discussion!
See All

Team

Core
Bench

Core

HP 2,341,700
Strike ATK 234,724
Blast ATK 253,121
Strike DEF 153,311
Blast DEF 151,804
Critical
1,322
Ki Restore Speed
2,285

Synergy

+66%
+91%
+33%
+23%
  • SP SSJ2 Youth Gohan RED offers a consistently high Damage output with a multitude of Offensive perks and Buffs. His Ultimate Move has one-shot capabilities in a last-man-standing scenario, especially if a Goku variant Teammate is defeated.
  • The unfavorable Element factor nullifying Main Ability and Cover Damage reducing Unique Ability offer much-needed survivability to help him achieve his last-man-standing scenario, too.
HP 2,461,386
Strike ATK 211,487
Blast ATK 213,608
Strike DEF 147,025
Blast DEF 149,219
Critical
1,422
Ki Restore Speed
2,403

Synergy

+99%
+56%
+33%
+23%
  • SP Zamasu RED is a resilient Tank who can withstand massive bursts of Damage through his Immortal Body Unique Ability. He cheats death by Restoring 20% of his Health upon being defeated and his Main Ability Restores another 25% Health for the entire Team.
  • He’s no slump in the Offense department either, dealing 30% additional Damage against the PVP dominant Saiyans and Hybrid Saiyans.
HP 2,200,960
Strike ATK 218,966
Blast ATK 249,069
Strike DEF 138,725
Blast DEF 140,096
Critical
1,339
Ki Restore Speed
2,440

Synergy

+58%
+23%
  • SP SSJ Kid Goku GRN makes great use of his and SP SSJ2 Youth Gohan RED's held Blast Arts Cards. Through his "Full Saiyan Power" Unique Ability, he murders with Blast Damage for the first 60 timer counts and can also tank Damage fairly well for that period. 
  • He becomes significantly weaker after those 60 counts, so his primary role switches to sacrificing himself against Rising Rushes so SP SSJ2 Youth Gohan RED can get the Ultimate Move Buff. 

Bench

1
+19% to "Element: RED" base Strike & Blast Attack during battle.
2
+22% to "Element: RED" base Strike & Blast Attack during battle.
3
+30% to "Element: RED" base Strike & Blast Attack during battle.
4
+33% to "Element: RED" base Strike & Blast Attack during battle.
1
+19% to "Element: RED" base Strike Attack & Defense during battle.
2
+22% to "Element: RED" base Strike Attack & Defense during battle.
3
+30% to "Element: RED" base Strike Attack & Defense during battle.
4
+33% to "Element: RED" base Strike Attack & Defense during battle.
1
+17% to Element: RED base Blast Attack & Defense during battle.
2
+20% to Element: RED base Blast Attack & Defense during battle.
3
+22% to Element: RED base Blast Attack & Defense during battle.
4
+23% to Element: RED base Blast Attack & Defense during battle.

Discussion

This Team is a great blend of Offense and Defense. Although the surplus of Blast Arts Cards in the deck somewhat reduce SP Zamasu RED's Damage output, it's not a big deal since his primary role is to Tank and Heal. 

The first priority for taking a Rising Rush goes to SP Zamasu RED because of his "Immortal Body" Unique Ability. However, if 60 timer counts have elapsed, getting SP SSJ Kid Goku GRN to die first is the better choice since it allows SP SSJ2 Youth Gohan RED to one-shot a single Enemy with his Ultimate Move. 

It’s crucial to ensure SP SSJ2 Youth Gohan RED survives till the end because his death can greatly reduce the Team's chances of winning as SP SSJ Kid Goku GRN isn't a good late game Fighter. 

Alternate Core Members

HP 2,190,165
Strike ATK 251,771
Blast ATK 215,929
Strike DEF 153,210
Blast DEF 153,202
Critical
1,286
Ki Restore Speed
2,185

This Fighter fits great in the current meta due to his insane Strike Damage output and ability to effectively countering the PVP dominant tags Regeneration and Future. The only reason he isn't a primary recommendation is that his Damage output slightly falls short of SP SSJ2 Youth Gohan RED and SP Zamasu RED's Tanking is too good to replace. 

HP 2,334,542
Strike ATK 225,882
Blast ATK 215,898
Strike DEF 136,066
Blast DEF 140,195
Critical
1,311
Ki Restore Speed
2,227

Being a melee Fighter with mixed Arts, SP SSJG Goku RED only pairs well with SP Vegeta GRN because of the latter's held Strike Arts Cards

By replacing SP SSJ2 Youth Gohan RED, he Buffs max Health for SP Zamasu RED and increases the Team's Rising Rush Tanking capabilities because of SP Vegeta GRN's presence. If SP Zamasu RED is replaced instead, SP SSJ2 Youth Gohan RED gets the opportunity to land his 100% boosted Ultimate Move--which is the better option.

HP 2,312,124
Strike ATK 235,888
Blast ATK 190,383
Strike DEF 147,632
Blast DEF 144,742
Critical
1,306
Ki Restore Speed
2,180

With his incredible Strike Damage and exceptional Extra Move, he is great at demolishing Blue Fighters and stalling Purple Fighters, making him a great alternative to SP SSJ Kid Goku GRN.

Similar to SP Zamasu RED, he also Restores 20% of his Health upon death and another 25% through his Main Ability. While this does give him ample Rising Rush Tanking capabilities, it doesn’t justify picking him over SP SSJ Kid Goku GRN as he is in a completely different power class and also allows SP SSJ2 Youth Gohan RED to achieve his Ultimate Move Buff. 

Alternate Bench Members

1
+17% to "Element: RED" base Blast Defense during battle.
2
+20% to "Element: RED" base Blast Defense during battle.
3
+25% to "Element: RED" base Strike & Blast Defense during battle.
4
+28% to "Element: RED" base Strike & Blast Defense during battle.
1
+17% to "Element: RED" base Strike Attack and Defense during battle.
2
+20% to "Element: RED" base Strike Attack and Defense during battle.
3
+22% to "Element: RED" base Strike Attack and Defense during battle.
4
+23% to "Element: RED" base Strike Attack and Defense during battle.
1
+21% to "Element: RED" base Strike Defense during battle.
2
+24% to "Element: RED" base Strike Defense during battle.
3
+33% to "Element: RED" or "Element: GRN" base Strike Defense during battle.
4
+35% to "Element: RED" or "Element: GRN" base Strike Defense during battle.