1 AW#1 Ehero's Guide to Elemental HEROes! Mon Aug 06, 2012 7:22 pm
Eheroduelist
Galactic Chaos
Today I will be discussing the Elemental HEROes! (I know, very surprising from me huh?)
Lets start off with the basics:
Skyscraper
The highlight field spell card of the entire Elemental HERO series, this Field Spell instantly increases the ATK strength of any attacking HERO monster by 1000 if they're attacking a monster with more ATK.
A nifty field spell that can be searched by Elemental HERO Captain Gold, is very helpful when you're stuck trying to destroy a huge monster who has a monstrously high ATK.
Only downside is, and the reason why a decently sized portion of heroes duelists don't like this card, is that it can be a horrible deaddraw. Put in the deck sparingly if you want it in there. (1-2 copies is usually best)
I personally run Elemental HERO Captain Gold in order to search for it and make the card more consistent, but again, that's just me.
Skyscraper 2 - Hero City
This is a less popular form of Skyscraper; basically it lets you bring back a HERO that's been destroyed in battle once per turn.
A lot of duelists like this one because it lets you get free +1's, and there's no downside to that right?.... I'm inclined to say a few.
Problem is, the HERO archetype in general doesn't usually have their cards destroyed in battle. More often than not (especially in a modern setting with as much trap-sacking) your important Heroes rarely ever get destroyed by battle. Either you end up sending your own cards to the graveyard for fusing, or your monster is destroyed by a trap by your opponent.
Also, the majority of Elemental HERO Fusions (namely ALL of them...) cannot be Special Summoned by anything other than fusing, meaning that the Heroes that have the most powerful effects aren't able to be summoned.
The only Hero that I could promote the use of this card with is Elemental HERO Stratos.
His 1800 ATK makes him a relatively strong level 4 monster, but his 300 defense makes him easy to destroy in battle if he's ever switched to defense. More on him later.
Normal Classic HEROes
HERO Support
Classic Effect HEROes
OTHER HEROes
HEROes fusing cards
Now time for the expected and probably long overdue:
Elemental HEROes Fusions
There are three ways I divide these Fusions up.
Classic Heroes Fusions:
Omni-Heroes Fusions:
Neos
Before I get into the Neos Contact Fusions, it's only logical to introduce the Neos crew.
NOW for the Contact Fusions ^_^
This has been Ehero on Elemental HEROes ^_^
Lemme know if I missed anything
(Especially in terms of Neo-Spacian HEROes, since they aren't usually my specialty.)
Lets start off with the basics:
Skyscraper
The highlight field spell card of the entire Elemental HERO series, this Field Spell instantly increases the ATK strength of any attacking HERO monster by 1000 if they're attacking a monster with more ATK.
A nifty field spell that can be searched by Elemental HERO Captain Gold, is very helpful when you're stuck trying to destroy a huge monster who has a monstrously high ATK.
Only downside is, and the reason why a decently sized portion of heroes duelists don't like this card, is that it can be a horrible deaddraw. Put in the deck sparingly if you want it in there. (1-2 copies is usually best)
I personally run Elemental HERO Captain Gold in order to search for it and make the card more consistent, but again, that's just me.
Skyscraper 2 - Hero City
This is a less popular form of Skyscraper; basically it lets you bring back a HERO that's been destroyed in battle once per turn.
A lot of duelists like this one because it lets you get free +1's, and there's no downside to that right?.... I'm inclined to say a few.
Problem is, the HERO archetype in general doesn't usually have their cards destroyed in battle. More often than not (especially in a modern setting with as much trap-sacking) your important Heroes rarely ever get destroyed by battle. Either you end up sending your own cards to the graveyard for fusing, or your monster is destroyed by a trap by your opponent.
Also, the majority of Elemental HERO Fusions (namely ALL of them...) cannot be Special Summoned by anything other than fusing, meaning that the Heroes that have the most powerful effects aren't able to be summoned.
The only Hero that I could promote the use of this card with is Elemental HERO Stratos.
His 1800 ATK makes him a relatively strong level 4 monster, but his 300 defense makes him easy to destroy in battle if he's ever switched to defense. More on him later.
Normal Classic HEROes
- Spoiler:
Elemental HERO Avian
Avian. Not so commonly used, but a beloved HERO all the same. Most uses for him involve fusing for Jaden's ace (Season 1 anyway), Flame Wingman, but in a more modern setting Elemental HERO Great Tornado is usually the preferred choice if this monster is attribute choice, otherwise he's material for any Super Polymerization HERO and many of Jaden's commonly fused HEROes.
Avian also has his own personal Spell and Trap sets, such as a famous yet unpopular Spell "Feather Shot", which allows Avian to attack as many times as you have monsters on your field, yet your other monsters cannot attack. Great against lock cards like The Dark Door, which prevent you from attacking with anything more than one monster per turn, otherwise you're pointlessly swinging around a 1000/2000 ATK beatstick (2000 with Skyscraper) while your most likely stronger monsters are sitting on the sidelines.
Nifty, but not always helpful.
A sideable card at best.
Elemental HERO Burstinatrix
Burstinatrix. Flame Wingman's other half, and a material for another large portion of Jaden's commonly fused HEROes, and as a HERO monster material for any Super Poly fusion.
Just as many of the Classic HEROes have, Burstinatrix has her own spell card, Burst Return. Burst Return, similar to Feather Shot, is not very popular due to lack of necessity to use.
Burst Return lets you return all Face-up Elemental HERO monsters to their owner's hand (excluding Burstinatrix, and she is required to be on the field to activate). Great if you opponent has the preference of stealing your HEROes. Otherwise, not so much, as it decreases your field presence and fill your hand up with monsters you can't summon yet, unless you have a spare Polymerization lying around.
Again, a sideable card at best.
Elemental HERO Sparkman
The strongest of the Classic Normal Elemental HERO monsters, Sparkman has a whooping 1600 ATK, when combined with Skyscraper is equaled out to the entire Classic HEROes set's biggest beatstick, Bladedge.
Sparkman most likely has the largest selection in terms of Fusion choices, as he fuses with a large portion of HEROes to fuse for a majority of the Classic Fusions set,
Thunder Giant,
Tempest,
Plasma Vice,
Shining Flare Wingman, (/Phoenix Enforcer)
and Darkbright.
Not to mention the Super Polymerization HERO set, in which Sparkman fits in just as well with any fusion.
On top of that, Sparkman has his own personal arsenal of equip spells, namely his Spark Blaster, which up to three times allows him to change the Battle Position of a face-up monster on the field, which allows him alot of power when he can force your monster into it's weakest position, destroy it, and then switch himself into defense to protect his owner's Life Points.
Elemental HERO Clayman
Clayman is one of the more humorous HEROes in the set (in my opinion), due to his ease of fooling opponents. In my personal use of him, most of my opponents either don't realize it is him in defense, or just a bluff, since setting him face-down makes it almost impossible for your opponent to know for sure if it's him or not.
Clayman isn't much in terms of attacking without Skyscraper, with a measly 800 attack he's not very powerful. However, with a whooping 2000 DEF, he's just as his description implies, a great wall card. Good for stalling if your opponent can't get out a beatstick strong enough to get past his solid defense.
However, he is not without his own equip; he has a unique equip card called "Clay Wrap". Only downside is is that Clay Wrap is not available outside of the television show.
When Clay Wrap is sent to the graveyard while equipped to Clayman, it destroys one spell or trap on the field, which while fusing for a beatstick while equipped to Clayman would help kill two birds with one stone, getting rid of Spells or Traps while bust out your monsters.
Only thing is, there are much more preferable cards that have a similar effect that don't require being an equip card. Namely, Mystical Space Typhoon. So, even if this card were to hit the market, it is unlikely it would be popular.
HERO Support
- Spoiler:
A Hero Lives
A HERO card that lets you Special Summon any Elemental HERO monster from your deck (level 4 or below). Sounds nifty, but it costs you half your Life Points. A desperation play, but can be worth the cost, especially towards endgame if you only have a low amount of Life Points anyway. Terrible card to start off with though, seeing as how it'll cost you 4k LPs right off the bat, but a decent card not to be simply thrown in the garbage or underestimated. Use wisely.
Bubble Illusion
A nifty spell that lets you activate traps from your hand. A nice card to avoid getting Heavy Stormed, and if it weren't banned, a nice counterplay to Giant Trunade. Downside is it requires bubble to be on the field, making it rather circumstantial and a terrible deaddraw, hence the lack of use.
Cyclone Boomerang
This equip for Wildheart is nifty in the right circumstance, problem being it is just that. Circumstantial. You need Wildheart to use it, and makes for a deaddraw, but it increases Wildheart's ATK and wipes out the opponent's S/T if the monster is destroyed by a card effect (not helpful in this case since Wildheart can't be destroyed by traps), and hits opponent for 100 damage for each Spell or Trap destroyed by the effect.
Fake Hero
This spell if pretty nifty if you use the right monsters.
thing is, the monster summoned goes back to hand at the End Phase. So, only a few ways to take advantage of this:
1- Summon Stratos, use searching effect, and abuse it by being able to use it again next turn.
2- Summon Elemental HERO Neos, and contact fuse.
3- Summon an Elemental HERO and Xyz summon.
Otherwise, you're wasting your time with the card.
HERO set
H - Heated Heart
As an individual card, H - Heated Heart is a nifty card that is fairly helpful in a large number of occasions.
500 ATK boost is nothing to spit at, as it helps most beaters climb that last little bit of ATK it needs to take down most heavy beaters.
(1600 + 500 = 2100)
(1900 + 500 = 2400)
etc.
On top of that, it's piercing effect helps make your monster all the more deadly.
Downsides, it requires a monster (obviously), so it's a deaddraw when you're run down to nothing but the next draw, or your monsters are too weak.
Although the assisting in overkilling (Like Terra Firma move I pulled not too long ago with 10k ATK and piercing) can be a nice game ender.
E - Emergency Call
A searching card that is usually spammed @2-3 in just about any Ehero deck. This card is nifty when you need a HERO, and you get to pick and choose which HERO you get.
Downsides....
few if any. can be negated I guess? It's a searcher, nothing more, nothing less.
R - Righteous Justice
This HERO spell card is probably the 2nd most unused card in the HERO spell set. Reason being, it requires Elemental HEROes be on your field, and with the trap card selection out and about nowadays, is becoming quite difficult.
However, it's a MST at the least. Downsides,
it is a circumstantial card and is slower than MST.
Upsides, it can help wipe a field at the right time.
Use wisely, and be careful to try avoiding deaddrawing it.
O - Oversoul
This HERO card is quite nifty in alot of situations.
Most HEROes are helpful. Especially with Xyz summoning. This card can be just the right draw to summon out your Xyz! Downside to the card is it requires a Normal Elemental HERO, not just any HERO you want.
Upsides, Neos is a normal, if you run him.
HERO Flash!
Most likely the most unused card in the entire HERO spell set.
This card is extremely circumstantial, powerful, but circumstantial. Reason being is that it requires all H, E, R, & O cards be in the graveyard, only lets you Special Summon a Normal EHERO from deck, but allows you to attack directly with the entire gang.
If you're going to run, beware of deaddrawing it.
Classic Effect HEROes
- Spoiler:
Elemental HERO Bubbleman
Bubbleman is quite the effective card, more so in recent times than back in the days of old.
Reason being is that with Bubbleman's special ability, he can instantly Special Summon himself if he is the only card in your hand. In the age of Exceed monsters, this is quite the nifty card that basically enables the Heroes to become an extremely modern deck, as it allows you to Xyz into any Rank 4 Monster relatively easily.
In terms of his secondary effect, it is like Icing on the cake so-to-speak, as he is an instant +2 if he is the only card in your hand or field. Only downside is, if you're run down to just Bubbleman, you're probably wishing you had alot more than two cards and an 800 weakstick on your field.
However, no need to fear, if you have the right field set up, you can fuse him to make a decently sized portion of the Heroes Fusions, such as Mudballman for defense, Mariner for a quick finisher if you're in a good position to win, or Tempest if you're going for a nice big beatstick, OR the all mighty and feared Elemental HERO Absolute Zero. As for the Super Poly heroes set, Bubbleman is one of the more preferable cards in the HEROes series, because he opens up the fusion for one of the more Infamous Super Poly HERO fusions, Absolute Zero. More on that later.
Bubbleman is not without his own set of support cards, his weapon of choice is his Bubble Blaster, which essentially doubles his original ATK, prevents him from being destroyed in battle once, and in this battle the owner takes 0 damage! Now for the downside, and the main reason Bubble Blaster is not very popular in modern times.
More often than not you're not planning on using Bubbleman to create field prescence, so Bubble Blaster is rendered useless in that sense, and, Bubble Blaster requires you to HAVE Bubbleman, and with a deck of at least 40 cards the two might be a little farther apart than you may prefer.
Elemental HERO Bladedge
Now this is a HERO meant to intimidate on first sight. This whooping beatstick comes in at an astounding 2600 ATK, with a Special Ability that inflicts Piercing damage when he attacks a monster in defense.
This boss monster was designed to be a monster not to be trifled with. However, in a modern era this 2600 ATK is not as impressive, but it can still turn the tide of a duel if used properly.
Downside to this beatstick is he is a level 7 monster, meaning you have to give up two monsters to summon him out. However, in synch with a less popular HERO, Necroshade, he can be summoned without tributes, making this beatstick all the more to be feared.
However, most people use the effect of a monster card called D.D. Crow to dispose of the Necroshade threat, so timing and maintaining field advantage is important when dealing with this matter.
Like most Heroes, he has his own support cards, not that he needs very many, considering his great size.
His main support card is Edge Hammer. This trap disposes of an opponent's monster, at the cost of bladedge himself, and deals some damage to the opponent. Great if you want to get rid of an opponent's monster whose ATK is higher than Bladedge and hit your opponent HARD, or just a nice finisher if your opponent is low on Life Points (which after a beating from Bladedge is right where you want them).
Downside is, it costs you a beatstick you've probably went through a lot of trouble to summon, and it only hits the opponent for the original ATK of the destroyed monster. But, if used correctly, is great way to end the duel.
Elemental HERO Necroshade
This HERO is, as with the commonly known prefix "Necro-", a card that channels his hidden power while he's chilling in the graveyard. This HERO lets you Normal Summon any Elemental HERO monster without having to tribute. Downside is, he's relatively weak monster for his level, having only 1600 ATK, and is level 5, meaning if you deaddraw him he is a toughy to get rid of.
OTHER HEROes
- Spoiler:
These heroes are newer than the classic Heroes, and came shortly after Classic Heroes.
Elemental HERO Ocean
Kicking off this series I'm starting with an unpopular HERO. Reason being, his effect is pretty simple and usually not very effective unless used properly.
Elemental HERO Ocean is one of two HEROes that activate from your Standby Phase. This makes him unpopular because it means it has to survive until your next move to be usuable effect-wise. It also means you have to stack up and use your defense cards (staples you probably would rather save for later), to protect him from being destroyed, which is a particularly difficult feat with the selection of cards your opponent has to choose from in the modern era of Yu-Gi-Oh. On top of that, 1500 ATK is not very powerful for a monster, making him easy prey to a wide variety of attacks by your opponent.
A personal preference of mine is to use the Trap card Hero Signal, which activates when a monster you control is destroyed and sent to the graveyard, which lets you Special Summon Ocean straight to the field during your opponent's battle phase, near when your opponent is either out of attacks or close enough to where Ocean is safe.
Overall, a decent card but difficult to play.
Elemental HERO Woodsman
Woodsman is superior to Clayman in almost every way. Equaled out in terms of defense, stronger in ATK, and even has a Special ability to boot. Only thing Woodsman doesn't have that Clayman does is the name Clayman and the fame. Same attribute and everything.
However, it is not a commonly used card. Reason being? Despite his superiority to Clayman, he is not as famous, is an effect monster (=/= Hero Blast target), and Polymerization is losing popularity due to the numerical disadvantage to using it.
Woodsman is helpful in Classic Heroes builds though, due to his ability to search out any Polymerization from your graveyard or your deck. Used or new, Polymerization is quite nifty when you're backed into a corner and have the monsters for it.
Another disadvantage to Woodsman is that, similar to his Watery counterpart, Ocean, his effect activates only during your standby phase. Meaning similar defensive tactics are necessary to pull off this monster's effect.
Elemental HERO Heat and Elemental HERO Lady Heat
Elemental HERO Heat is quite popular amongst the newer Heroes users, due to his raw power.
weighing in at a base ATK of 1600, this HERO is as powerful as the Classic HERO, Elemental HERO Sparkman. But wait, there's more! Elemental HERO Heat also boosts his own ATK by way of his Special Effect, giving himself 200 points of power for every HERO monster you control. Instantly overpowering most casually used monsters, this HERO is undoubtedly a popular HERO and with good reason.
Heat was designed to work either in synch or with his female counterpart, Elemental HERO Lady Heat. Both having similar effects AND their own fusion, this duo is one to be feared in the hands of a skilled duelist.
Especially with Lady Heat's effect to deal 200 points of damage for each Elemental HERO monster you control. There's a reason they say not to play with FIRE folks.
Elemental HERO Stratos
This HERO is insanely popular amongst HEROes users of all different types, and this is because of his unique Special Ability, which permits the controller to search up any HERO monster they choose from their deck, OR let you wipe out your opponent's hidden spell or trap cards.
With a base ATK of 1800, he's one tough monster to beat on a regular basis. On top of that, with his ability to call up friends from the deck, he is a HERO to be feared when you see your opponent bust out an E - Emergency Call (Spell that permits you to add any Elemental HERO monster from your deck to your hand).
A favorite combo of mine with the Super Polymerization Heroes is to use his ability to search up and discard Elemental HERO Captain Gold to pull up Skyscraper, instantly turning Stratos into a 2800 beatstick while attacking, which kills a majority of monsters nowadays. This also sets up the graveyard for a Miracle Fusion (since Captain Gold is a LIGHT attribute monster) for Elemental HERO the Shining.
Another nifty combo is to summon Elemental HERO Stratos and search out Elemental HERO Necroshade to discard for the cost to activate Super Polymerization, and steal your opponent's monster after Stratos has gotten an attack in.
Elemental HERO Captain Gold
An iffy card in terms of popularity. Either you like him or you don't. With a whooping 2100 ATK and being level 4, he is a force to be reckoned with. However, he has a fatal weakness, when his Field spell card, Skyscraper, is not out, he instantly destroys himself.
However, if used skillfully, you don't need to depend on him for attacking, more so helping out your other heroes to attack.
If you're not careful, this card can be it's own downfall. Thing is, people can read their opponent's cards (though sadly sometimes not their own), and they'll easily spot Captain Gold's weakness. Meaning if you summon out Captain Gold, Skyscraper instantly has a bullseye on it. Your opponent will try their best to take down Skyscraper, if not to stop your HEROes from attacking them then to force Gold to suicide himself. With MST @3 and a Heavy Storm on the loose, this is not that difficult, so most people prefer not to summon him, nor even run him in their decks.
HEROes fusing cards
- Spoiler:
Polymerization
Nothing like a classic card. This card has been around since the days of Yugi Mutou and his powerful Fusions, and hasn't stopped working yet.
This card is the most basic way to fuse for all of the Classic and modern HEROes fusions.
Tips:
Fuse with a backup plan in mind. Don't just fuse mindlessly then attack, walking right into a Mirror Force. polymerization is less permanent than most fusing methods, but it is difficult to just immediately summon the materials back from the graveyard if your Fusion is trapsacked.
Most common ways of stopping this card:
Anti-Fusion Zone
Solemn Warning/Judgement
Magic Jammer
Miracle Fusion
This Elemental HERO specific fusing cards is extremely helpful in just about any circumstance as long as you have and can banish HEROes from your grave. This lets you fuse for practically ANY HERO fusion monster that you have the materials for in your graveyard.
Tips:
Fuse with a backup plan in mind. Don't just fuse mindlessly then attack, walking right into a Mirror Force. Miracle Fusion is a little more permanent than normal fusing, as the materials are banished, but this can be worked around.
Most common ways of stopping this card:
Anti-Fusion Zone
Solemn Warning/Judgement
Magic Jammer
Fusion Gate
This Fusing card is more helpful than Polymerization and just as permanent as Miracle Fusion. This lets you fuse as many times as you want, but the materials are banished instead of sent to the graveyard.
Tips:
Don't be wasteful.
Play smart when you use this, or you'll leave yourself wide open with no hope of retaliation!
Common ways of stopping this card:
Mystical Space Typhoon
Anti-Fusion Zone
Solemn Warning/Judgement
Magic Jammer
Super Polymerization
A powerful card that is difficult to play against. This Fusing card let you fuse from ANYWHERE on the field to fusion summon YOUR monsters. Meaning in Mirror matches this is a card to be wary of.
This card is so powerful many players wish it to be semi-limited or even limited due to the impossibility to react to the card by the last line of it's effect. The entire series (I personally call the Super Poly Heroes) dedicated to this card are extremely potent with this card combo, so when you're playing against heroes this is a card to fear, especially if you depend on one huge beatstick. Reason being, if you summon it it just might get stolen from you!
Tips:
Play offensively or counter-offensively. Use the fact that this spell is a quick-play to your advantage, and TRY to keep a spare card in your hand to use it beforehand. Dumping something good to use it sucks.
Bad.
Common ways to stop this card:
Anti-Fusion Zone
There are few ways to stop this card beforehand and it is impossible to stop it's use.
Future Fusion
This fusing card lets you fuse monsters from your deck, which helps fill up the grave for many decks, Heroes are no exception.
A preferable HERO Fusion to Fusion Summon with this card is the Elemental HERO Divine Neos, a tactic I'm fond of personally with twin Necroshades in the graveyard because of it.
Tips: Take advantage of the filled up graveyard. Miracle Fusion or Shining Flare Wingman will definitely have a bonus with a full graveyard.
Common ways of stopping this card:
Mystical Space Typhoon
Solemn Warning/Judgement
Dust Tornado
Anti-Fusion Zone
Parallel World Fusion
This fusing card isn't as popular as the others, but this card is good in a back-to-the-wall scenario.
This fusing card returns from the banished zone to deck materials for a fusion summon then fuses it. Downside? It's side effect stops you from Special Summoning ANYTHING else during that turn. Heroes love to fuse more than once. Hindering HEROes like that slows down the archtype too much for most HEROes duelists, but some people are okay with only one Fusion in a turn. For me it would depend on the situation, but I do not run it.
Tips: Avoid getting trapsacked.
Tip
Contact Fusions
These Fusions are one of Jaden's more recent Fusing discoveries, this fusing method doesn't use a specific card, rather, the monsters are returned to the deck and the Fusion monster is Special Summoned from the Extra Deck, without the use of any Fusing card.
These fusing cards are potent but at the same time very dangerous to use, because the monsters being summoned have no other protection than what the owner can provide via traps and spells. It also costs field presence (somewhat), but it can prove to be worth it in the end when these powerful Neos fusions are summoned and their effects unleashed.
Now time for the expected and probably long overdue:
Elemental HEROes Fusions
There are three ways I divide these Fusions up.
Classic Heroes Fusions:
- Spoiler:
Elemental HERO Flame Wingman
The fusion that started it all!
This was the very first Elemental HERO Fusion monster summoned, and was summoned on the very first episode of YGO GX.
This Fusion has a lot of potential for dishing out pain, as his "super power" as Jaden called it, dishes out damage equal to the ATK of a monster it destroys in battle, and with Skyscraper out it can be a plethora of damage!
Tips:
Use cautiously, this Hero is easily defeated by powerful monsters with over 2100 ATK, and people love to use traps like Dimensional Prison against him.
How to counter:
Dimensional Prison, Mirror Force, destroying it in battle, negating his effect to deal damage if all else fails. Forbidden Chalice/Lance (whichever one stops Skyscraper from helping Wingman out) is a nifty way to trick Wingman into a suicide.
Elemental HERO Thunder Giant
A quite famous HERO fusion, fused by way of Sparkman and Clayman this HERO is capable of taking down any monster that is normally weak and depends on equips to boost it's strength, or monsters that are indestructible in battle.
Tips:
Play strategically. Thunder Giant isn't the monster powerful monster in the game. Make good use of his ability if you can.
How to counter:
Negating his effect,
destroying via card effect before it can destroy your monsters,
or just a simple D-Prison/Mirror Force will suffice
Elemental HERO Mudballman
Mudballman is a good blocker in a desperate situation. Nothing more, nothing less.
with only 1900 ATK, he's only really good offensively with Skyscraper.
However, his defense makes him a tough nut to crack, seeing as how not even a Blue-Eyes White Dragon can break it.
Tips:
If you have to play him, do it. Stall out until you get something to fight back.
How to counter:
Kill in it battle or by card effect.
If they're playing Mudballman, they're playing defense, and the only way you're getting to their LPs by way of battle is to take down Mudballman offensively. Don't let them stall until they get something to fight back.
Elemental HERO Darkbright
Darkbright is an odd card, but a very versatile one. It is designed to play offense, defense, and counter-offense.
It deals piercing damage when it attacks a monster in DEF, it switches itself to DEF after attacking, and if it's destroyed, it can destroy a monster on your opponent's field.
Tips: Try to take advantage of Darkbright's versatility, or just use it to kill a big beater on your opponent's field, it's helpful either way.
How to counter:
Kill it.
Quickly.
You do NOT want to let that one Fusion monster taunt you with the ability to kill your precious monsters on your field, the longer you wait the harder it will hurt.
Your opponent will probably attack. Try Dimensional Prison to avoid Darkbright's killer side effect & piercing damage.
Elemental HERO Rampart Blaster
Rampart Blaster, another HERO fusion designed for offensive defense. While Blaster is in DEF, it can attack directly with half it's ATK.
Catch? Yeah, they didn't show this in the anime, but your opponent has to have no monsters on their field. Nifty catch huh?
Tips: Use other beaters to keep your opponent's field clear. Try to keep Blaster in DEF because that is where he is strongest.
that, and you don't want to walk into a Mirror Force with ALL your monsters.
How to counter:
Keep something on your field.
Blaster can't touch you if you have a monster out, and you can try to kill it by way of attacking it/whatever.
Elemental HERO Electrum
This Fusion is meant to be a royal pain to summon. Most preferable way of summoning is to Fuse with Miracle Fusion, seeing as how it instantly tosses all banished monsters back to deck.
This card is powerful offensively because the more monsters your opponent has that shares an attribute with him (and with him having like 5 attributes it's relatively easy to have this) the more he gains 300 ATK.
Tips:
when attacking, go from biggest to smallest. unless their effects take precedence over ATK/DEF.
How to counter:
any anti-attacking trap will suffice.
Negating his effect will help too.
Elemental HERO Plasma Vice
This powerhouse takes on after Bladedge and the destruction effect of Thunder Giant, except much deadlier.
When Plasma Vice is out, you can discard a card to pop ANY attack position monster on your opponent's field.
That's painful when they have a HUGE beatstick they want to keep alive.
Tips:
Use the effect as necessary, try to avoid being trapsacked.
How to counter:
Trapsack, negate effect, destroy in battle after you've been beaten around a bunch.
Elemental HERO Necroid Shaman
This monster's design is purely for counterattack. It lets you switch out any monster on your opponent's field with one in their grave in a position of your choosing.
Tips: Make it hurt.
How to counter:
trapsack/negate effect. Thats about it.
Elemental HERO Wild Wingman
similar to Mudballman, but less defense and more S/T hate.
Tips: Don't waste the cards in your hand. You need to sustain a full hand as much as possible, use the effect as needed.
How to counter: Negate the effect.
that's the only thing thats going to save your S/T from getting owned by this guy.
keep Veilers in your deck in you're playing against Heroes, Elemental HEROes depend strongly on their effects, especially Classic ones.
Elemental HERO Mariner
This HERO is designed for endgame use. This card lets itself attack your opponent directly. If nothing else boost it's ATK and go for it. As long as you can keep FDs on your field.
Tips: Don't let your backrow falter. if you can keep at least 1 FD, your effect is guaranteed. Try to end this game with it ASAP.
How to counter:
clear their backrow.
Cards that prevent them from setting will do well against this card. It has scarcely any ATK points, so try to kill it before it hits you enough times to wipe you out.
Elemental HERO Steam Healer
Steam Healer is a nifty card that has the reverse effect of Flame Wingman, as it's name implies, it heals your LPs for the monsters it destroys instead of hurting your opponent.
Problem is, theres not much in terms of ATK. So Skyscraper will help a bunch in that respect.
Tips: Try for attack boosters like Skyscraper and kill as much as possible. You can't have too many LPs.
How to counter:
It has 1800 ATK. It really shouldn't be that hard to kill. Don't let it hit your monsters, otherwise they will regain LPs at your monster's expense.
Elemental HERO Tempest
The naturally strongest Elemental HERO Classic Fusion, Elemental HERO Tempest comes in at a whooping 2800 ATK, and his special ability lets him send a card on your field to the grave to make a monster you control impervious to destruction by battle, which, very strangely, is stronger than the anime effect. In the anime, Tempest had to send a card to the graveyard each time it battled to make itself invincible in battle.
Tips: Use the effect preferably. A real nice defense if your opponent has summoned out a monster with 3000+ ATK.
How to counter:
Destroy by card effect, or, if they don't use the effect, kill it by battle ASAP. It has a lot of ATK. Don't let him overstay his welcome.
Although, it can't be destroyed in battle but it doesn't mean their LPs are safe from the battles. You could try taking advantage of that aspect of it.
Or just trapsack. Whatever's available.
Elemental HERO Phoenix Enforcer
This HERO cannot be destroyed in battle. Nice defense card, decent for stall, but not much else. Nor is it as famous as it's classic counterpart (maybe because Phoenix Enforcer only appeared in like one episode ).
Tips: Use and abuse indestructible in battle effect.
How to counter: Destroy by card effects. Just about it to that extent.
Elemental HERO Shining Phoenix Enforcer
This copycat version of Shining Flare Wingman is also indestructible in battle, and, like Flare Wingman, gains 300 ATK for each EHERO in graveyard.
Tips:Use and abuse indestructible in battle effect.
How to counter:
Same as other Enforcer.
Trapsack.
Elemental HERO Inferno
This HERO is the combined might of Elemental HERO Heat and his feminine counterpart, Lady Heat.
This HERO isn't as popular as most of the other HEROes because despite Heat's popularity, Lady Heat isn't as popular (having low ATK and only a burn effect), and the fusing creates only a decently sized beatstick whose effect is circumstantial depending on the duelist you're dueling against.
On top of that, Inferno has 2300 ATK. Not very powerful for the cost to fuse it.
If you're going to use, make sure you're using against a WATER deck. Otherwise, hold up and wait until you can fuse for something more powerful unless you're going for endgame or something.
Elemental HERO Shining Flare Wingman
A true powerhouse doomstick as I like to call it. It gains 300 points for every Elemental HERO monster in graveyard, and has Flame Wingman's damaging Super Power. This card is a force to be reckoned with at almost any point in the game. Highest I've gotten him to is roughly 6000 ATK.
Tips: PROTECT HIM.
Opponent's will enjoy mercilessly trapsacking Flare Wingman, and if you spent as much resources to summon it as Classic HEROes demand, you're going to need all those MSTs and that Heavy.
How to counter:
Trapsack
Trapsack
Trapsack
Shining Flare is probably the easiest target to trapsack with cards like D-Prison, Sakuretsu Armor, Magic Cylinder, etc.
It's as painful for them to watch their powerhouse get sacked as it is funny for you to do.
Omni-Heroes Fusions:
- Spoiler:
Elemental HERO Gaia
This nifty HERO is very powerful if used at the right time in the right way.
His ability makes him a walking direct attack with his natural attack. Essentially, he halves the ATK of any monster your opponent controls, then HE gains what the monster loses. Great card to end a game, good card to just get rid of an oversized beatstick on your opponent's field.
Tips: My FAVORITE combo with this card is to use an equip spell known as Assault Armor.
This combo lets you attack TWICE with Gaia, meaning not only does he take down your opponent's monster normally with his attack, he gets ANOTHER attack with his boosted ATK, making this a DEVASTATING move if you can pull it off.
How to counter:
Trapsack
Trapsack
Trapsack
Negating the attack or just plain-old trapsacking will suffice in stopping Gaia from tearing your monsters apart.
Negate his attack at the very least, Magic Cylinder would probably be the most preferable method here to trapsack him. Reason being is that his ATK returns to normal at the End Phase, making him easy prey to most heavy beatsticks nowadays with him having only 2200 ATK.
Elemental HERO The Shining
This beatstick was invented to coexist with Miracle Fusion. Reason being is that this guy gains 300 ATK (similar to his Flare Wingman counterpart) for each Elemental HERO monster that is banished (instead of in the graveyard). This HERO is one of the more commonly known HEROes because of his ease of summoning, and instantly turning himself into a 3200 beatstick, or being summoned by Super Polymerization to take out a monster on your opponent's field (something powerful like a certain famous card like Black Luster Soldier - Envoy of the Beginning? :3).
Tips: Use strategically. His ability to return two Elemental HEROes to your hand that are RFG is very helpful. Try to avoid walking into a D-Prison.
How to counter: Try to avoid banishing Elemental HERO monsters in general, this fuels it. Generally, trapsack this guy, but DON'T just let him have his two materials back, you need to kill it strategically or else he won't be gone long, or will have a replacement soon enough.
Elemental HERO Great Tornado
This HERO is very powerful. A base ATK of 2800 is nothing to spit at on it's own, but his ability makes him all the worse an adversary. It instantly, and permanently (while their monsters are face-up on the field) slices the ATK of all the opponent's monsters in half upon it's summoning. Meaning, if this guy is summoned to your opponent's field while you have a ton of high ATK monsters out, you're going to have a tough time taking this guy down.
Tips: Use strategically. You can slice the ATK in half of all the monsters on your opponent's field with this bad-boy. Don't be wasteful unless you're going for endgame.
How to counter: Endure the storm. Trapsacking is a preferable way to counter this, and Book of Moon may be a preferable way to restore your monster's ATK. Bottomless Trap Hole would work against him too, despite your monster's loss of ATK nevertheless.
Elemental HERO Escurdao
This card has yet to be released to the TCG, but nevertheless, this card is a force to be reckoned with, not to mention the fact that this HERO completes the series AND helps the Super Poly HEROes compete against every deck in existance, especially since many of the more agitating/controlling/powerful monsters in the meta are DARK monsters (Inzektors, Dark Worlds, Shi en, etc.)
On top of his ability to be used with Super Polymerization, the discard cost hopefully helping in this, he gains 100 ATK for each Elemental HERO monster in your graveyard.
Tips: Use strategically. Try to use it's summoning to take out a powerful DARK monster on your opponent's field that could hurt you alot.
How to counter: Endure. Escurdao doesn't gain nearly as much as his LIGHT fusion counterparts, so hopefully he'll be relatively easy to take down. Otherwise trapsacking is the way to go.
Elemental HERO Absolute Zero
This HERO is feared probably the most out of all the Elemental HERO fusions because of his special ability to nuke your opponent's field of monsters if he leaves the field for any reason at all.
His 2500 ATK is nothing to scoff at, and if he's out you better hope there's no other WATER monsters out, otherwise Zero gains another 500 ATK.
Tips: Play when the time is right. You can't go wrong with a card that can nuke your opponent's field of monsters.
How to counter: prepare a backup plan. Your monsters are being destroyed. There's nothing you can do if Zero has already hit the field, because if he leaves for ANY reason, it insta-nukes your field. Best to end him on your own terms. Dark Hole is a nice way to get rid of him. Torrential Tribute is too.
Elemental HERO Nova Master
This scorching hot HERO has a very helpful Special ability, which allows his owner to draw a card if he destroys a monster in battle. Very helpful in taking out (in terms of being summoned with Super Polymerization) many common FIRE attribute monsters used in meta decks nowadays (Laggia, Wind-up Zenmaines, etc.) and the draw power helps his owner to make up for the discard cost of Super Polymerization.
Tips: Try to avoid being trapsacked and take down as many monsters as you can, it's hard to draw too many cards in a situation where your opponent has monsters out and has plenty of Life Points.
How to counter: Don't let this guy destroy your monsters in battle. Otherwise, it's more draws for your opponent. Trapsacking is probably the best way to go in this aspect.
Elemental HERO Divine Neos
This Divine HERO isn't a powerful HERO at first glance, and requiring 5 cards makes him difficult to summon, but at the right time with the right cards Divine Neos is a HERO to be feared.
On top of the fact Divine Neos is intimidating sight, with requiring 5 materials and all, and Future Fusion only showing the picture and partially the effect (being incredibly long as it is), Divine Neos is quite the distraction. Reason I say this is when I fuse for Divine Neos, I personally send two Necroshades to the Graveyard so I can summon Elemental HERO Bladedge/Neos without a sacrifice, meanwhile people are overly distracted by the looming threat of a Divine HERO about to unleash his wrath.
This usually only works on the more inexperienced duelists (either in general or in terms of facing Super Poly HEROes).
Tips: Take advantage of the intimidation factor whenever possible, and use this HERO strategically.
DON'T depend on it though. Divine Neos is usually easily stopped before he is summoned. Usually Divine Neos is destroyed by the effect of Future Fusion (when it's destroyed, Fusion goes with it), or is never even summoned. Don't be disheartened, you have a full graveyard, thats the point of Divine Neos with Future Fusion!
How to counter:
Destroy Future Fusion.
If he is summoned by other methods (puts you in extreme advantage if fused by Polymerization), just take him down. Trapsacking won't work as well against this HERO at least once in the duel because his Special ability allows him to borrow the effect of any Elemental HERO or Neo-Spacian monster in their grave, and at least once they will probably borrow Wildheart's effect.
Elemental HERO Neos Knight
This HERO was designed to more so combine the Elemental HERO series and the Neo Space series, seeing as how the two archtypes kind of drift apart into two different kinds of decks in most cases. This HERO may not deal any damage, but it has two attacks and can help wipe your opponent's field for monsters you have that can deal some damage do so.
Tips: Go ahead and use it. Not people will trapsack you most likely, but since no damage will be dealt, they won't be intimidated much. Super Poly would be a funny combo with this card.
How to Counter: Trapsack if you want. It can't hurt you, so feel free to take advantage of that.
Neos
Before I get into the Neos Contact Fusions, it's only logical to introduce the Neos crew.
- Spoiler:
Elemental HERO Neos
Jaden's Ace throughout a large portion of the series, this HERO comes in at 2500 ATK, the strongest Normal Elemental HERO in the entire series, and is close to the ATK of the strongest natural beater of the series, Bladedge (2600 ATK).
Downsides, he's a Normal monster, he's level 7, and his ATK is easily outmatched by a number of monsters, but only a certain number.
Neos is mostly known for his Contact Fusions with his allies in space:
Neo-Spacian Air Hummingbird
This Neo-Spacian is a nifty card that is great at the beginning of the duel (since both players have 5 cards in hand) due to his ability to feed his owner 500 LPs per card in their opponent's hand.
Downside is he's very weak, so the LP gained doesn't last long if he is attacked. My personal preference is to run Defense Draw (drops the battle damage of an attack to 0) so that I don't take damage. Most people don't even run Neo-Spacians (since it's 90% of the time for Contact Fusions), but I run it because it is manditory for Divine Neos.
Tips: ^
How to counter: negate the effect or solemn warning the summon. Usually the Life Points gained doesn't last long, but Hummingbird has been infamous for extending the duels I've been a part of by some time. (I've gotten my Life Points as high as 18,000+ before.)
Neo-Spacian Grand Mole
This Mole is commonly called a troll. Reason being his ability immediately lets him bounce any monster it attacks back to hand, and is able to do so once per turn. And with Synchros and Xyz monsters, this effect is extremely deadly. I've heard of people running Grand Mole in decks having nothing to do with him purely because of his effect, which is why I suspect it is limited.
Tips: Play strategically, Mole is a troll card, take advantage of that.
How to counter:
Trapsack.
Trapsack.
Trapsack.
Do not let this Mole troll you, opponent will likely save the Mole until you have a REALLY big beater/Synchro/Xyz out to troll you with it. Either set Solemn or have a way to kill it relatively quickly. Attempting to kill it in battle is futile, so don't attack it unless you're making a way for your biggest beatsticks to attack, which if they run it in classic Heroes they may let you kill it so they can use Hero Signal to protect their Life Points.
Neo-Spacian Dark Panther
This Neo-Spacian rarely sees play but can be deadly if used at the right time. This Panther is more like a cat, more so a copy cat, as in it's able to copy the effect of a face-up monster on the opponent's field.
Like say a Black Luster Soldier - Envoy?
yeah. Deadly. Otherwise, it only has 1000 ATK and is easy to squash. But, it's usually used for Contact fusions if it is used at all, so, it's okay.
Tips: Use strategically or Contact Fuse.
Either way, try to avoid letting it just get squashed unless you're desperate for a defense.
How to counter: No real need to unless you have a monster with a sacking effect, in which case an Effect Veiler will do the trick. Otherwise, just wait until your next turn and squash.
Neo-Spacian Aqua Dolphin
This Neo-Spacian is one that lets your opponent peep into your hand, worse yet if they have a powerful monster on their field and you have a weak one in your hand, they get to pop you for 500 damage and destroy the card in your hand. Not only is your hand discretion lost, but a monster and 500 points are too if their monsters are stronger than the ones in your hand (if you have). It's hard to play against someone who has a look into your hand.
Downsides is you have to discard for it, and if your opponent doesn't have any monsters in hand (or all monsters that are stronger than yours), you got popped for the 500 points. Even so, the advantage of knowing your opponent's hand is dangerous for them.
Tips: Take advantage of his peeping ability, try to avoid getting it squashed.
Counter: negate the effect or solemn it. It most likely isn't worth the Solemn though.
Neo-Spacian Flare Scarab
This Scarab is not very popular amongst duelists because his special ability is he gains ATK for every Spell or Trap your opponent controls. Problem is, more Spells or traps means more trouble for you, but more ATK for your monster. Doesn't really prove to be worth it when you get trapsacked.
Tips: Royal Decree would work with this card.
Otherwise, attack and hope for the best.
How to counter:
Trapsack. Pretty much it. No real need to go overboard to squash this bug.
Neo-Spacian Glow Moss
This Neo-Spacian is even less popular than Scarab. Reason being is that it allows your opponent to draw a card meanwhile you're just stuck to either ending the battle phase, your Spacian getting switch to DEF (immediately gets squashed most likely), or nothing in your favor.
This card is designed to depend on not just luck, but bad luck for your opponent. It's not consistent and most duelists really don't like him.
Tips: Trapsack your opponents before they get to spamdraw.
How to Counter: Why BOTHER? Free draws for stall, which has a 2/3rds chance of failing.
Spam attack until you draw a monster. With less than 1000 ATK/DEF, it's really easy to squash depending on what you draw.
If you have a deck of 40-60 monsters you might have a problem. Otherwise, this Spacian is easy to beat.
HEX Neo-Spacians
These Neo-Spacians that requires the Spell card NEX to summon it.
Neo-Spacian Marine Dolphin
[img][/img]
This Neo-Spacian has the same effect as it's non-HEX counterpart, but opens the avenue for Elemental HERO Marine Neos.
No downsides beyond the discard cost, so overall it is possibly worth it to summon it. Especially if you can bust out Marine Neos immediately afterwards.
Neo-Spacian Twinkle Moss
NEX disposes of the negative aspect of using Neo-Spacian Glow Moss. This Neo-Spacian lets YOU draw instead of your opponent. Same odds of getting the wrong effect though. Luck-based card can be worthwhile, if you have the right cards.
NOW for the Contact Fusions ^_^
- Spoiler:
Elemental HERO Aqua Neos
This contact Fusion is designed to slowly pick away your opponent's hand at the cost of yours, better than Aqua Dolphin, but no damage. Although with 2800 ATK, this is a tough nut to crack easily, and Neo Space giving it an additional 500 ATK (3300 ATK for you lazy people). If you can keep Neo Space out.
Tips: Protect Neo Space. Avoid getting trapsacked, and hope for the best.
How to counter: Kill Neo Space. Preferably at end phase of opponent's turn. If you set MST and see them going for a contact fusion, best to hold off on using MST until Neo Space is out. Trapsacking works too.
(These tips/counters are consistant throughout the Contact Fusion series, so just keep this in mind.)
Elemental HERO Marine Neos
This HERO is an improved version of Aqua Neos, as it allows you to slowly drain your opponent's hand to the graveyard at no cost to the user, beyond the effort to summon it.
Elemental HERO Dark Neos
Unlike it's Neo-spacian material, this Elemental HERO negates effects instead of copying them, and it's permanent as long as he is on the field. A nice way to keep an opponent from using effects that activate during your turn/theirs. Downside is, is that it doesn't stop them from attacking.
Elemental HERO Storm Neos
This HERO is a walking Heavy Storm, and has 3000 ATK. One of the more fearsome Contact Fusion Heroes, with good reason.
And, to boot, whatever it doesn't kill with it's primary effect, it's secondary effect shuffles all cards that are still left back into the deck. Downside to this is it wipes out your defense entirely. So extra care is needed to use this card.
Elemental HERO Air Neos
This HERO is a great bounceback card. Run down to 100 Life Points? this guy gains ATK for however many more your opponent has. Quite the fearsome beatstick. There have even been OTKs made with this card, so be wary of this HERO if you're facing it.
Elemental HERO Glow Neos
This HERO's power lets him destroy any card on your opponent's field and it's negative side effect depends on what you popped with his effect.
Downsides are pretty obvious, if you pop a monster Glow Neos can't attack, a Trap and he gets switched to DEF, and if you're lucky enough to hit a spell (which is highly unlikely) you can attack directly.
Elemental HERO Grand Neos
This HERO is Grand Troll(/Mole) x10. It is a walking Compulsory Evacuation Device, so you don't even need to waste the attack or bounce your own monster (until End Phase) back to Extra. Meaning Grand Neos can attack directly if the circumstances are just right.
Elemental HERO Flare Neos
This HERO is similar to it's Flare Scarab material, with the same worries of being trapsacked, but at least this monster doesn't need to be worried about if you're the only one holding Spells and Traps on the field.
Elemental HERO Magma Neos
This HERO, despite the additional material needed, is the revved up version of Flare Neos, as it gives an additional 400 ATK for each CARD on the field, rather than just Spells and Traps.
Worth it? Maybe. Depends on the field layout.
Elemental HERO Chaos Neos
This HERO depends a little more on luck (similar to Moss), but the odds are in your favor; you have a 2/3rds chance of having a nice effect, and it's coin flips instead of draws.
This has been Ehero on Elemental HEROes ^_^
Lemme know if I missed anything
(Especially in terms of Neo-Spacian HEROes, since they aren't usually my specialty.)
Last edited by Eheroduelist on Thu May 23, 2013 5:30 am; edited 8 times in total