Yes. There are 2 Xs.
It's been more than a week since the Nova Grappler event ended in Vanguard Zero Global.
I should've shared this long ago but better late than never.
To be fair, I did spend some time testing the builds so that, at the very least, the build you'll see below is not purely theoretical.
The Nova Grappler event introduced Victor and the Extreme Battlers to the world of mobile Planet Cray.
However, unlike in the TCG, Game Studio nerfed some skills and increased some rarities so they wouldn't be overpowered in Zero.
The most significant was Victor's whose GB2 and Strode Bonus now require the attacks to hit the vanguard in order to stand your rear-guards while giving less power.
They also rescaled Sazanda's skill to only activate once per turn.
I won't go through it in detail but if you'd like to, please let me know.
Our opinions about the nerf may vary but its there so let's deal with it for now and let Bushi know how we feel by giving them constructive feedback.
Anyway...
Pros and Cons
PROS
Has Access to Multiple Support Cards
Monstrous Mid-game Plays
CONS
Weak Late Game
Single-use Key Cards
Decklist
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Trigger Line-up
All draws to help Victor to increase his chances of drawing his key cards - stride fodder, Hank or Anglet.
Stands are good for this deck but because the draws provide more utility and consistency, I still pick them. Besides, Nova Grapplers have a way of sneaking in 1 Stand Trigger in this deck. *wink wink*
Although Victor's personal critical trigger works as a draw trigger on your opponent's turn, Break-pass and crits in general bring more harm than help to Victor.
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The first reason is that checking a Critical Trigger on the drive check may proc your opponent's Heal Guards or Perfect Guards.
Since Victor and Vic-Ten rely on hitting the opponent's vanguard to activate their skills, having it NOT hit will screw up your strategy. No double rear-guard stand for you.
The second reason is that even if the attack hits, the damage shield may be too great for your rear-guards to reach.
The only time Crits are good is when you're using Victoplasma.
Other than that, it will only slow down your momentum and overall, it's not worth it.
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G-Units
Pretty standard G Unit lineup for Nova Grapplers. They are literally the only G Units Nova Grapplers have in Global at the time of writing.
If you have 4 Victoplasma, then that's better
Meteokaiser, Vic-Ten
Meteokaiser, Victoplasma
Main Support
To support Victor, I chose the following cards.
The sentinels are standard because they give Countercharge.
Heal Guards are mandatory to increase survivability and I hope to deal the final blow with them one day.
Extreme Leader, Musashi
Cool Hank
Beast Deity, Golden Anglet
Hungry Dumpty & Muscle Hercules
Starlight Hedgehog & Cray Soldier
Energy Charger
Battleraizer vs Runbhol
Other Considerations
If you're looking for alternatives to my deck list, you may experiment with these cards.
Or you know, whatever you like. I find these useful.
Phoenixraizer Drill-wing and Flame-wing
Beast Deity, Yamatano Drake
Brutal Jack
Magician Girl, Kirara
Extreme Battler, Sazanda
Final Wrench & Dancing Wolf
Claydoll Mechanic
Decks to Watch Out For
The decks that will screw you over are of course, those who control the board preventing you from doing your thing.
Retire. Bind. Bot Deck. Lock. They will make life a living hell.
Any Kagero (Overlord/Blademaster) / Narukami (Big Bang) Deck
Any Link Joker Deck
Any Gear Chronicle Deck
Revengers
How do you beat them, though?
Against Kagero/ Narukami/ Gear Chronicle
Well, the generic strategy against these MFers is to take advantage of your explosive midgame.
Push them early to 4 or 5 damage and then try to either win in the next 2 turns or outlast them until you do. That is why I have lots of draws in the deck.
Gears and Big Bang can be more manageable because they don't have consistent resource replenishment unlike this next MFer...
Dragonic Ovelord The X
This sucker has access to strong G Units, can re-stand and legion consistently, clear the board, replenish CB and Soul.
In general, you can't win against this deck unless you're a player blessed by the Messiah itself.
Against Link Joker, thank that they don't have strides yet. Link Joker decks suffer from a lack of resource replenishment. They don't have countercharge outside of heals so they're a bit more manageable than the
Same with Shadow Paladins. Thank the divine power that they don't have strides yet. But nevertheless, do not underestimate them. Revengers are still good on their own and do not really need the strides to win.
Conclusion
Victor is a fun, strong and aggressive deck with access to a multitude of supports but gets screwed over the The X.
Videos
Credits
Did you like this article? Any suggestions for improvement?
Any vanguard-related stuff you'd like me to cover? Please let me know! Thank you
Wish you well
-R
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