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Cosmic Hero, Grandvolver

- #G-BT07/007EN

Date Reviewed: July 6, 2016

Burst-[ACT](RC)[1/Turn]:[Counter Blast (1)] If your vanguard's [Power] is 15000 or greater, choose up to one of your other rear-guards, that unit and this unit get [Power]+4000 until end of turn. If your vanguard's [Power] is 30000 or greater, until end of turn, this unit gets "[AUTO](RC):When this unit's attack hits a vanguard, Counter Charge (2).". [CONT](VC/RC/GC):Resist (This unit cannot be chosen by the effects of your opponent's cards)

Rating:  3.25

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Saikyo
Cardfighter
R

Cosmic Hero, Grandvolver

 

Here's something a bit more meaty. Grandvolver has Resist, and his second skill is a GB1 ACT. You Counterblast 1, and if the Vanguard's power is 15k+, he and another rear-guard gain 4k until end of turn. Then if your Vanguard's power is 30k+, he gains another skill: when his attack hits, Countercharge 2.

 

Both conditions thanks to Grandgallop are easy enough to fulfill. Pretty sad the Countercharge isn't really reliable unless several power-ups are stacked all at once on him, but pressure is always pretty neat, not to mention cards like Grandsub and Grandchopper. Not much else though, which is kind of a bummer.

 

Having said that, both are pretty neat cards to run, so there you have it. I still think the Vanguard ought to be the main focus and this seems a bit elaborate, but it's still good.

 

3/5


Winston Fairwinds

[Cosmic Hero, Grandvolver]

Resist in this day and age is happily accepted in any clan, and even more so because Cosmic Heroes rely on their rearguards a lot. Furthermore, none of these unit's effects are attached to Gen Break. That alone makes this good support. If you're striding every turn like you're supposed to be, your vanguard is always going to be higher than 15k. He gives himself and another rearguard 4k, which will help force more cards out the opponent's hand when paired with X-Gallop's 4K buffs. If your vanguard is higher than 30k when you use Grandvolver's skill (again, very easy), this unit countercharges 2 if it hits.

Betting everything on the vanguard sometimes doesn't work, but let's be real: your opponent isn't always gonna have the PG to deal with your X-Gallop, etc. Besides, you still have Grandguard for unflip.

3.5/5

 


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