Posts Tagged “wave 2”

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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Hyper Ripper 3.0 is one that you do not want to mess with. Hyper Ripper 3.0 is so powerful and deals out so much damage that it won’t even matter what kind of Armor the opponent is wearing, odds are against them. This is why you need to save Hyper Ripper 3.0 until the very end of the game if at all possible. The best way to use Hyper Ripper 3.0 is against those opponents who have extremely high health because it takes away so much of it, but there is one thing that Hyper Ripper has that others don’t; swap blocking obsession. Now, if you have some extra energy to use up, bring out Hyper Ripper for a quick Torch, then lock down your opponent so you can send in your quickest dude to land some hits before you are dealt a lot of damage, if any at all. You can use the Energy Bite in order to hand out a ton of damage, but you should only do this if you have an extra 4 EN. Another great asset for heavily armored opponents is the Hyperburrow attack. In order to maximize the damage you can deal, use it with a Red Spike. Hyper Ripper 3.0 will work the best for you when you use it with an Alpha.
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Now, if you want to prepare your swarm for damage attacks and allow for escape attempts, the best you can use is Hyper Ripper 2.0. In order to help your swarm avoid damage from the beginning, use Dodge Override as soon as you can. You can keep your opponent from swapping out by using Lockdown, as well. Use Fireplow earlier in the game, because it will cause moderate damage. Because your opponent most likely save his most powerful Nanovor for later in the game, this is the best time to use Lockdown. Because you are locking down the most powerful guys on the opposing team, you will be at a great advantage in the battle.
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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.

Warblaze 1.0
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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.

Turbo Master 1.0
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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.

Turbo Jumper 1.0
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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.

Turbo Cannon 2.0
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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.

Shock Hornet 2.0
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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.

Scarab Roller 2.0
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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.

Psi Scarab 1.0
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