Posts Tagged “velocitron nanovor”
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.

Read the rest of this entry »
3 Comments »
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.

Read the rest of this entry »
No Comments »
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.

Read the rest of this entry »
No Comments »
Blaze Dragon 1.0 is effective in launching a sudden attack that can save you at the last moment. Using the Obliterate, it is capable of eliminating hindering overrides which are on the table, allowing you to keep your own in play. This Nanovor can also do some quick damage with Dragonfire, a dangerous move which leaves your opponent’s Nanovor suffering from burn injuries. If you want to avoid attacking with your Blaze Dragon 1.0 use a Yellow Spike, and perform attacks which deliver great combo damage.

Read the rest of this entry »
No Comments »
Storm Spinner 1.1 is known for the Crystal Trap attack which he uses to mesmerize opposing Nanovor. Once the trap is set that Nanovor feels the wrath of your entire swarm. This is what makes Crystal Trap a great first round attack. Don’t worry about Magnamods standing in your way because Storm Spinner RAD loves to use Spin Strike which can pierce any armor. Also, if necessary, use a Yellow Spike to allow the rest of your swarm to unleash some punishing attacks.

Read the rest of this entry »
No Comments »
A girl that is one of my classes always makes me think of Storm Hunter 1.0. It might not be nice to think of a girl being like a tentacled creature, fighting everyone around them so that they can survive, but I am. This girl has it in her mind that she is the best of thing since sliced bread. All our class is wrapped around her little pinky, and it isn’t because everyone likes her, but because when she is around, she makes you feel like she is smarter, better, and has more talent than you do. This describes a Storm Hunter. A Storm Hunter has a vibe that makes you feel like it is full of itself and if its ego were any bigger, it would probably explode. A lot of Nanovor won’t even acknowledge your existence, but if you are around a Storm Hunter, it will give you a look that will send shivers all over your body. The same as the girl in my class.

Read the rest of this entry »
No Comments »
Each time Plasma Locust 3.0 comes on scene, he comes from the shadows and always has a creepy smile. It always seems like he should put on a pair of sunglasses and a trench coat so he can work on his research in secret. Even though he is a bit creepy, he is a really intelligent Nanovor and always has a plan of attack. He is always ready to perform an attack, which can be used anytime, and he won’t disappoint you unless his research requires that he does.

Read the rest of this entry »
No Comments »
Plasma Lash 3.0 has teeth that are tough and ready to do damage as long as you can find them a target. They want nothing better than to fight a bunch of Nanovor and get a lot of other Plasma Lash to fight with them in against the Nanovor as well. The Velocitrons love the Plasma Lash 3.0, and with its ability to tough it out and its strong attacks, it is a great role model for the Velocitrons to have.

Read the rest of this entry »
No Comments »
Plasma Locust 1.0 concentrates specifically on how a particular Nanovor is going to die, which is rather morbid, in my opinion. It keeps an eye on all the dismemberments, decapitations, and explosions that happen. It is easy to think of Plasma Locust killing some other lesser Nanovor, then writing down the details of the kill on his small pad of paper. It isn’t psychotic like Doom Mantis is though. It is similar to a scientist who runs into the middle of everything so that they can see how exactly the Nanovor died. It isn’t scared to take care of business itself, and will destroy anything it is able to. This isn’t the sort of guy you would hang out with because he can be as sinister as they come if he so chooses to be that way.

Read the rest of this entry »
No Comments »
Plasma Lash 2.1 isn’t scared to attack first in a match. It wants to be a hero, so it will always attack first if it has a chance. Actually, I might be disappointed if the Plasma Lash RAD didn’t try and use the Head Whip right away. And can you really ignore him jumping up and down begging to be picked first? Let the Plasma Lash 2.1 off the leash, so it can bust out some early, quick damage, which is what it does best.

Read the rest of this entry »
No Comments »
|