Posts Tagged “1.0”
War Charger 1.0 can take advantage of multiple situations to launch great attacks. Hexite swarms can easily reap the benefits of the Blue Spike, which is ignored sometimes. Don’t forget about this! It’s a smart strategy to use, most notably in conjunction with Battle Kraken 3.0, which can be used to drain Energy from the opposing swarm. If you’re more interested in delivering damage directly, use War Charger 1.0′s Battle Rush attack. Because it doesn’t cost a lot of Energy, it’s a great attack for the beginning of your game. Try this strategy – use War Charger in the middle of a battle when you have saved four Energy. Then, use War Dance to deliver armor piercing damage. At the same time, this will demoralize your opponent by robbing them of two Energy! Magnamods are weak against this type of attack, as it can break into their heavy defenses. War Charger can be used with a Blue Spike to aid your swarm, and either steal Energy or build up its strength. It guarantees that your swarm will emerge victorious due to its excellent attacking abilities.

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Turbo Cannon 1.0 is another Nanovor which will serve you well at the beginning of a battle. It can deliver some perfect attacks early on. Turbo Cannon 1.0 can use Avalanche to conserve Energy for your swarm, or you can use it in conjunction with Velocitrons or a Yellow Spike to deliver damage. Should your Turbo Cannon 1.0 last throughout the battle, it has the ability to use the Icicle Storm attack, which can inexpensively deal out some heavy damage. This makes it an indispensable Nanovor! You an also reserve the Turbo Cannon 1.0 for the end of the battle, but it won’t ruin you if it’s defeated early on either.

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Triton Manta 1.0 serves as an essential tool when fighting Magnamods. It uses a strong attack which pierces armor, letting you deliver a lot of damage. Triton Manta 1.0 is best used as a finishing Nanovor, and great to deliver the kiss of death to any Nanovor that is perched on the edge of defeat. Because it’s a fast Nanovor, it can usually get away without absorbing any damage after doling out its armor-piercing damage. If Triton Manta 1.0 isn’t speedy enough to get away, you can use the Trip attack to quickly siphon the Speed of your opponent’s Nanovor.

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Thunderpoid 1.0 is great because it utilizes inexpensive attacks, making it a good Nanovor to begin your game. While it may not attack too strongly, they’re great at saving energy for the more powerful Nanovors, letting them deliver some strong attacks later on. Tangler also makes Thunderpoid 1.0 a great initial Nanovor, as it allows you to swap-block your opponent, which makes conquering them, much easier. Use Thunderpoid 1.0 for some early swap manipulation, building up Energy and delivering light damage. Remember that it can also use a Red Spike to spread some highly effective combo attacks.

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Shock Hornet 1.0 can be played very inexpensively, making it an effective Nanovor. Its Shock Sing ability allows you to deliver 40 points of damage whenever you’d like. You can also use Shock Hornet 1.0 to allow your other Nanovors to converse their Energy by using the Slow Down ability to reduce the speed of your opponent’s swarm, if they seem to be faster than your can handle. The Shock Hornet 1.0 also can be used early on with a Yellow Spike to deal out heavy damage, or perform overrides.

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Shard Slider 1.0 can both ally itself with Magnamods very effectively, as well as prove to be highly dangerous to them in a fight. The Shard Slider 1.0 speeds up a swarm that might be slow moving, and it will also be able to penetrate any tough Armor that your opponent has. If the opposing swarm can’t be taken down with Shard Slider 1.0′s Armor piercing abilities, you can use it to establish a swarm by using a Blue Spike. This allows another Nanovor to deliver some powerful combo attacks which can knock out your opponent using excellent mods, effective overrides or by simply hitting them very hard.

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Scarab Roller 1.0 is a great Nanovor to use in the middle of a game also, especially when facing Magnamods. The Exhaust ability will allow you to sap away your opponent’s strength – a move that can be rewarding later on as your opponent’s heavy attacks are reduced to moderate attacks. If you want to deliver some intense damage, use your Scarab Roller 1.0 with Yellow Spike, and lay down some evolutions to do the rest. Obviously, you can allow the Scarab Roller 1.0 to handle itself and use it to launch a Run Down attack when moderate attack Energy expenses are optimal.

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Rumble Hound 1.0 is good to use as the battle begins when playing down a Red Spike, as well as using Threatening Growl to add strength. Switch Rumble Hound 1.0 into the middle of a battle and let is deal out damage using Swipe, or to let it deliver a Red Spike. Rumble Hound 1.0 can also deliver its full arsenal of attacks and never have to store Energy. It’s a Nanovor that lets you mentally relax a bit. Use Rumble Hound 1.0 to hold your ground as you quickly reconstruct the strategy you plan on using. No matter when you play Rumble Hound 1.0, it’s a useful Nanovor in multiple situations.

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The earlier that you can get Psi Blaster 1.0, the better your game will fare. Once you get 3 Energy, swap in Psi Blaster 1.0 immediately so that you have Think Fast! available, which amps the speed of your swarm by 40 points. Psi Blaster 1.0 is also great to use in combo attacks. In your first round, utilize Psi Zap or lay down a Red Spike prior to switching it out for a stronger Nanovor. Psi Blaster 1.0 also has an excellent health value, which lets you perform all of these attacks as the game progresses.

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Hyper Ripper 1.0 is an excellent Nanovor to establish your swarm with. The Hyper Ripper 1.0 can’t build up Energy as it is attacking, so it should be utilized to assist your swarm in conjunction with Red Spike, which will enable your team Energy to increase. You can also use Fireplow, which is an effective attack for a basic Nanovor. Bring out Hyper Ripper 1.0 with 3 Energy and boost Armor by using Hardshell. Any swarm is complemented by Hyper Ripper 1.0, since it brings along a spike ready attack, good damage, and team defense capabilities.

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