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.

Turbo Jumper 1.0

Evolutionary Formula

Badges Required

  • Mag Squisher 10

Attacks

  • Bound – A damage attack that costs 2 EN and does 32 DAM; with a Yellow Spike override, the target also loses 15 Strength.
  • Snapshot – A damage attack that costs 3 EN, does 42 DAM, and also swap-blocks the opponent for 2 rounds.
  • Crystal Maul – A damage attack that costs 3 EN, does 42 DAM, and also causes the target Nanovor to lose 10 Strength.
  • Yellow Spike – Costs 1 EN and places an Override that allows your swarm to make a Yellow Spiked attack.
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