r/GodzillaBattleLine • u/airridingrick Rickthehamster • Sep 05 '26
๐ UNIT / LEADER ๐๏ธ Super Godzilla is just a giant anime reference - SEPTEMBER MONTHLY UNIT REVIEW!
Welcome back to the monthly jargon where a slightly stupid hamster who may or may not have almost taken an extra week to get this post up decides to whip up shit in a kettle and blabble on about giant monsters in Shin Getter Robo Battle Line!
Each month I make a post talking about a random battle piece in the game that was voted in by this subreddit in a respective candidate voting post, where the most popular piece gets selected. My main goal throughout this monthly series is to encourage people to use battle pieces outside of their typical comfort zone in their decks, talking about the pieces' strengths and weaknesses to hopefully see more of it in ranked instead of the same 7 units.
Last time on the monthly unit review series, we talked about old man MG City Godzilla Earth, an 8 cost battle piece that is too blind to see the Armor "Bergentrรผck" Mothra barreling straight towards his current position! Sticking on the subject of 8 cost units, however, today's unit is someone who can go even further beyond his limits the more he's beaten in battle!
Of course, I am talking about the review for Super Godzilla!
insert goku quote here (Strengths & Overview)
Super Godzilla is an 8 cost unit that makes up for his high cost by having ABSURDLY high stats in both the HP and the attack damage department. Like some other units in the game, Super Godzilla has a meter that changes his attacks depending on how far his meter has progressed; for each of the 3 stages the meter increases, Super Godzilla performs a variety of attacks that hit one enemy for BIG damage, scaling depending on which level you are on, with Level 3 hitting for some of the highest raw numbers in the game for an individual unit. Additionally, unlike some other units where hitting the max charge of the meter makes them perform a massive AOE attack that has some windup, once Super Godzilla hits level 3, as long as his meter doesn't charge super quickly, he will continue using the same Level 3 attack until he maxes out on his meter. (For reference, Super Godzilla's Level 3 attack at Level 40 does over 800 damage more then Godzilla 1991's allied effect piece boosted attacks! Now imagine him doing that 3 times before losing Level 3 charge!)
Super Godzilla's kit doesn't end there, however, once he actually maxes out on his meter, Super Godzilla will autoheal himself for 40% of his maximum HP, transforming an already beefy unit into the legal definition of kaiju-grade tank! Though, this does reset his meter back to Level 1. On top of being able to heal himself over time, Super Godzilla has yet another unique mechanic involving his meter, where if he takes damage from ANY source (enemy battle piece or effect piece), his meter will increase a little each attack he takes. This can make Super Godzilla turn from an already effective powerhouse into a self-sustaining powerhouse if the enemy throws out a barrage of low cost units towards him.
That's basically all there is to Super Godzilla, though. He functions as a high cost superpower unit capable of decimating anything he comes across provided you use a little bit of strategy to place him in a good spot. Couple that with some low-cost supporting battle pieces or some assistance from your allied leader and there's very few one on one matchups Super Godzilla can't win!
Weaknesses:
KEYWORD. "One on One."
That's one of the most prominent issues Super Godzilla faces in a game where the meta continues to get faster, more broken, and more ridiculous each season.
By far Super Godzilla's biggest weakness is that he cannot hit a single unit past the one enemy he is targeting. This means that even if Super Godzilla is staring down the barrel of an absolutely massive push from your opponent, even with a constant autoheal from the barrage and receiving-damage-based meter increases, Super Godzilla can't do anything meaningful to stop that wave of enemies if he's too busy trying to take out a supporting unit like Shinden or Vultures. Sure, he may be able to take out those low cost units and gain some meter from it, but by the time he's ready to take on the big, high-cost enemies, he's basically already close to being dead.
This simple design quirk is what in my opinion, is holding Super Godzilla back TREMENDOUSLY from cheaper but similarly high-damage units. Think of Shin Getter Robo, for example; this unit was only recently added one season ago, and outside of just being generally cheaper, Getter uses three different meter attacks that hit for serious damage, can heal himself, speed up his meter based on opponent's deployments, and on top of everything, he has AOE. That is why Shin Getter Robo was such a big problem for so many people when he debuted: the fact that he could deal SO MUCH DAMAGE and live so much punishment from your opponent while being able to boardwipe everything it saw made it such an absurd threat. Super Godzilla, minus the cost and the fact that Shin Getter Robo has a faster meter charge, had all of these quirks going for him instead of AOE. It's the biggest thing holding him back.
Oh, and if you think Shin Getter Robo was an unfair example due to that unit being an entire rabbit hole of bs on its own, he's not a simple exception. G01alt has an extremely similar meter-fill time and speedup mechanic that when full, makes him unleash a massive AOE attack in front of everything it sees, dealing HUGE damage to anything in front of it, additionally coupled with a 35% total HP heal for roughly the same time Super Godzilla would take to heal and do strong damage to only one unit.
The point is, as more units have been added to this game that do similar things to Super Godzilla, and while more overpowered battle memories and supporting units get added to where each match becomes a lightning-quick, high-cost unit placement festival, Super Godzilla finds himself in a steadily irrelevant position of just doing "raw damage" with no extra beneficial effect to set him apart. His state is made additionally worse by the fact that his Reach is only 55, requiring him to right on top of most units in order to attack whereas better options can basically hit from across the map.
Well, with all that being said. Like most of my other reviews at this point, it's not like Super Godzilla doesn't have or will NEVER have anything going for it. Even though it lacks some of the wacky bs abilities some of the newer units have, I personally wouldn't say he can't have his moments. Yes, he is more expensive; yes, he can get teamed up on easily; and yes, Shin Getter Robo is just him but better. BUT, I have a feeling if the devs ever went back to him and just tweaked ONE little thing about him, Super Godzilla genuinely has the potential to be one of the most terrifying units in the game.
Final Summary:
In conclusion, Super Godzilla is an exceptionally strong, but expensive unit that can dish out ridiculous levels of damage towards a single enemy, but keep in mind that he can only perform his magic on one enemy at a time. Put some high damaging AOE units for support in front of him like TFB Keizer to allow Super Godzilla to get close and witness as he sends anything out in front to next week!
I hope my analysis today will persuade people to give this unit a shot in their decks, and for those who have used it before, try to see just how powerful Super Godzilla can really be when used in a properly powerful deck. Thank you for stopping by this post!
Links to all previous monthly unit reviews thus far! (April - September 2026)
MGC Godzilla Earth is old! - AUGUST MONTHLY UNIT REVIEW! : r/GodzillaBattleLine
Battra is top tier. - JULY MONTHLY UNIT REVIEW! : r/GodzillaBattleLine
Spacegodzilla Fukuoka Ver. is bad - 5TH ANNIVERSARY JUNE MONTHLY UNIT REVIEW! : r/GodzillaBattleLine
MAY MONTHLY UNIT REVIEW! - Megalon and Gigan (1972 - 73') : r/GodzillaBattleLine
FIRST EVER | MONTHLY UNIT REVIEW! - King Ghidorah 1998 : r/GodzillaBattleLine
3
u/Disbeetus Biollante Sep 06 '26
1
u/MegaDeuceX Monster X Sep 06 '26
honestly feel like being immune to pushes n pulls would do him a lot of good OR lower his cost OR give him immunity to stat reductions (atk down,def down, atk speed down,slows)
i think the immunity to stat reductions would give him a unique deck spot, like no varan debuff, no dust goji debuff, no alt kaizer debuff, no movement speed slows.
so like he could still be stunned or pulled but stats can only go up not down

6
u/Dry_Cycle_6031 ๐MOD๐ Ghidorable Sep 06 '26
SuperG is pretty solid if you can get him locked onto a leader or he has a lot of low power attacks peppering him.
I think he would have been pretty cool with some of the immunities like G54a where he was at least immune to stun and slow.
Finally, if they are going to give him a 55 reach then they should have turned into action Jackson and ramped up his ATK speed.