Posts Tagged “1.0”
One Nanovor that you can count on to give moderate damage to the opponent is Hypertusk 1.0. The best way to use it is in a hitter mid-game, and use the Infection attack. If you want your Hypertusk 1.0 to be one of your quickest Nanovor, use Hyperspeed with it as much as you can. You can build Hypertusk 1.0 up to the point of almost unbeatable, then use it on the opponents who are in the health danger zone to avoid any damage. This guy is also great to put up against Nanovor who are heavily armored. If you find the Armor is too heavy, however, swap out Hypertusk 1.0 for a huge burst of Belch.
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Warblaze 1.0‘s value lies in its well-balanced use of energy which makes it highly effective in a variety of circumstances. Make your opponent shake in his boots by using it early on with Claw Smash to inflict a little bit of damage. For the most part, you want to play your energy-draining attacks like Whiplash early in the game. But you have to first combine it with Blue Spike in order to siphon off energy. An effective way to achieve this is to attack with Blue Spike during the first round, then come back with Whiplash. As a result, you’ll have 3 ENs available to use in the next round. To get rid of that insubstantial armor that often gets in the way, use Crystal Flash, a Warblaze 1.0 attack that uses 3 ENs. And to inflict serious damage, Fire Splash is your attack of choice. Warblaze 1.0 is a Nanovor that can be used often because its high degree of Health and Armor will keep it in the game a long time.

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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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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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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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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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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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Breakthrough is an excellent attack to use because of Psi Shard 1.0‘s armor-stripping ability. It doesn’t cost you much, so putting it to work early on to inflict a little damage makes sense; or team it up with Red Spike to peel away some arrogant Magnamod‘s Armor. On the other hand, Psi Shard 1.0′s Driller, used mid-game, will start piercing Armor in no time if stripping it away isn’t your favorite strategy. Add a Blue Spike to the mix, and you’ll be inflicting serious damage in no time. Not all Nanovor inflict a lot of damage, but that doesn’t mean they aren’t effective — case in point, Psi Drain. Play it fairly quickly, at mid-game, when your opponent is low on Energy, and you’ll not only create a fizzle, you’ll steal some Speed from those Nanovor that seem to always beat you to the finish line.

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In the middle of a match is the best time to utilize Cyber Shark 1.0. Find yourself running low on Strength? Use a Blue Spike override and throw down Thrash. Thrash boosts your Strength by 10, and when used with a Blue Spike, does additional damage along with the override. For Nanovor that are heavily armored then your best bet is to use Cyber Shock. The thickest of armor can’t withstand Cyber Shock because it will bust right through and deal some medium damage to your opponent. One of the most destructive attacks in the game is Depth Charge. It costs 5 energy, but you won’t be disappointed. Save up your EN and unleash your Depth Charge because it is guaranteed to lay down some nasty damage.

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