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Speed is the name of the game with Turbo Master 1.0. Don’t worry if you have a lot of slow-moving Magnamods in your swarm; Turbo Master 1.0 is your ace in the hole. There are special times when Turbo Master 1.0 works best. Use it against those super-quick Hexites, then attack with Speed Trade to swipe some speed. On the other hand, Turbo Kick can easily reduce the energy level of any particularly healthy Nanovor that you may encounter. Fightspeed is the attack of choice when your energy levels are high. An effective combination attack would be to use a Yellow Spike to not only ramp up Turbo Master 1.0′s speed but to plow right through armor at the same time. So be sure to include the versatile Turbo Master 1.0 in your Nanovor swarm.

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The easiest way to speed up your swarm is to get a Wave 1 Hexite Nanovor Booster Pack. What they lack in strength they make up for in speed and armor piercing capabilities. Not to mention, Hexite Nanovor have the ability to boost their own energy while stealing it away from their opponents. In this booster pack, you will receive Spike Spine 1.0, Gigastriker 1.0, Circuit Flyer 1.0 and Battle Kraken 1.0 in addition to 8 EMs. Get your Wave 1 Hexite Nanovor Booster Pack today because this offer is only available for a limited time!
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A valuable team mate to have in your swarm is Turbo Jumper 1.0, but only if you make strategic use of its abilities. For example, use Bound for the moderate-damage attacks and only after you’ve acquired enough ENs; don’t waste them trying to inflict heavier damage. Throw in a Yellow Spike, and you’ll have an excellent means of smashing to bits those seemingly invincible Nanovor that keep decimating your swarms. For those difficult-to-squish Nanovor that have a high level of health, Snapshot is an excellent attack to use. It, along with Crystal Maul, can be used in many circumstances. But choose Crystal Maul when you’re up against Nanovor that have a high degree of Strength Snapshot will work fine if their Strength level is average. An effective means of playing down Turbo Jumper 1.0′s Yellow Spikes is to use an Alpha; also use Turbo Jumper 1.0 in the attack phase instead of the preparation phase, as a last resort.

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The incredible Turbo Cannon 2.0 can inflict a good deal of damage; however, remember that it doesn’t wear Armor and its health isn’t the best. Therefore, protect Turbo Cannon 2.0 by placing it inside a swarm of heavily armored Nanovor who can block any damage it might otherwise sustain. Turbo Cannon 2.0 can’t be of any assistance if it’s dead! Poison Spray uses a lot of energy, so be sure your energy reserves are high before putting it into action against a burly attacker. And if Turbo Cannon 2.0 is high on energy, execute a combo attack with Stinkbomb and Yellow Spike, and you’ll be sure to siphon off some Strength and HP, to boot. Faster is an efficient way to keep those attacks from hitting their mark, ensuring that you come out on top by increasing your Speed and inflicting a good amount of damage. Despite the fact that it’s one of the shorter-lived Nanovor, you’ll want to be sure to include Turbo Cannon 2.0 in your swarm.

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Shock Hornet 2.0 will do serious damage to Nanovor protected by heavy armor. You can either bring it into battle to pierce armor, or use its Poison Mist to melt off enough armor to cause a fair amount of damage. Shock Hornet 2.0′s attacks are effective at almost any stage of the game, but only use Shock and Awe when conditions call for them. For example, when you’re pitted against an extremely fast Nanovor, execute Shock and Awe and discover how much more effective you are when speed isn’t an issue anymore.

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Scarab Roller 2.0‘s main value lies in its ability to strip away an opponent’s primary safeguards – Strength and Armor, in addition to being able to inflict considerable damage. You’ll definitely deplete your opponent’s Strength early in the game by attacking immediately with Backspin and Spin Out. But the best way to knock your opponent down for the count is to inflict as much damage as possible. Run Down, executed early-game will decrease your opponent’s health; and once you have a decent store of energy, attack with Spin Out. By all means, use Backspin early in the game, especially if your opponent has pitted a heavily-armored Nanovor against you. Magnamod will run screaming in the opposite direction when it sees Scarab Roller 2.0 coming.

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The Wave 1 Magnamod Family Pack is available now for a limited time only. In this Booster Pack you get alpha Nanovor Electropod 1.0, Tank Walker 1.0, Gamma Stalker 1.0, and Mega Scorpion 1.0 plus 8 EMs. All of it can be yours for 300 Nanocash which, in my opinion, is a heckuva deal. Unfortunately, the Wave 1 Magnamod Nanovor Pack is only available for a limited time, so you must act fast before it’s too late.
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If teamwork is essential to your battle plan, Psi Scarab 1.0 is a must-have. This Nanovor’s value lies in being able to use a total of TWO Spike colors instead of the usual one. It’s important,therefore, to use this advantage wisely. This means making sure your swarm includes at least one Magnamod and a Velocitron Alpha. There are two ways to use Psi Scarab for the greatest impact: 1) during the second round, using Tonguefire to swap-block an opponent after a Spike has been played, and 2) by attacking a heavy-duty Nanovor with Psi Cannon to drain away Strength and breach Armor. And even though you will most often use Psi Scarab to execute complex attacks, don’t neglect to consider simple attacks like Scarab Slash when needed mid-game.

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Now, let’s take a look at the incredibly balanced Blaze Hydra 1.0. Since your energy level is usually around 2 EN, it’s important to carefully consider which Nanovor and attacks to use. Blaze Hydra 1.0 works well during just about any part of the battle, but some of its attacks should only be used at specific points. For example, to lock down an opposing Nanovor early on or to go up against a heavily armored Nanovor that easily stays out of harm’s way, Frostbite is the attack of choice. Blazeburn, on the other hand, is an effective mid-game attack and will cause significant damage (reserve your 1 EN attacks for early-game play). Use Meditate only for those heavily armored Nanovor, such as the Magnamods. Regardless of the attacks you use, Blaze Hydra 1.0 gets the job done.

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Blaze Dragon 2.0 is a powerful Nanovor that causes massive damage. Use it with an Inferno attack late in the game when your energy stores are high to cause the most amount of damage. But if you don’t want to deplete your energy, use Blaze Dragon 2.0 with Scorch early in the game to inflict a medium amount of damage. You can increase the power of this attack by combining it with a Yellow Spike to effectively deprive a heavily-armored Nanovor of his protection. Be sure to take care when using Blaze Dragon’s Flame Up attack. This attack is best used when you have to eliminate the last hack an opponent plays down.

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Use Pounce, an amazing War Charger 2.0 attack, early in the game to inflict minor to medium Armor-cleaving damage. This attack does double duty by imbuing your swarm with a healthy dose of energy while stealing a nice amount of health from the opposing swarm. Chop Drop is an effective attack to use mid-game because of its double-duty impact. It not only inflicts serious damage, it wrenches away more than enough Speed to put you in the lead for a good amount of time. On the other hand, you still have the option of gaining Speed. When it’s early in the game, your opponent is low on Energy, and you have at least 4 EN, striking with a Battle Dance attack is a smart move because it reduces your opponents energy even further by 1 EN.

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Triton Spider 1.0 is available to help your swarm accomplish specific tasks. Its job is to “KO” those annoying overrides, especially when the other team is playing down too many spikes or is using overrides effectively. Earn an incredible four rounds of blocks by using Snare against those extremely powerful, heavy-hitting Nanovor. The price you pay for this amount of damage is definitely worth it. Fang Blast, a relatively inexpensive Triton Spider 1.0 attack, is best used against those thickly armored Nanovor that easily resist damage. Use it early on, or when you need it.

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Triton Manta 2.0 has a nice repertoire of attacks, like Sting, but what really makes it a powerful Nanovor to play is Spark Siphon. To use Triton Manta 2.0 effectively, you need to be able to play down a Blue Spike, and this means having a Hexite alpha in your swarm. This will almost certainly ensure you get in a fizzle against your opponent by playing a Blue Spike on your first turn and, on your next turn, attacking with a Spark Siphon. Use this combination tactic early on for the best results, but also during the game when you notice your opponent’s energy is on the low side. Of course, to inflict some serious damage on those humongous Nanovor, Sting is the attack of choice. Put Paralyze to use when you want to smack down the other side’s fastest Nanovor.

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Put Shock Triton 1.0 into play against Nanovor that have a significant amount of Strength. Triton Blast and Whirlpool, along with their respective Spikes, are used to best advantage early game. Shock Drain is your attack of choice on those rare occasions when you encounter a Nanovor that has both Strength and Speed. Inflicting as much serious damage as possible is always a good battle strategy, and using a Collider attack will definitely accomplish this.

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Shard Slider 2.0 is a special Nanovor that you only want to use at specific times. Don’t waste this Nanovor’s strength on cheap attacks, early in the game; match it up against a powerful opponent or at mid-game. Because its cost is low, you can use Shard Slider 2.0 often to do some serious damage when the need arises. The best time to use Slider is against Nanovor that stay strong the longest. Slider’s ability to inflict massive damage will have them losing considerable health in no time. Armor issues are best handled by Burn, especially when your other attacks aren’t working well against thickly-armored opponents.

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