Wednesday, 29 October 2014

Card Of The Week (W/C: 27th October): Strongest Beast Deity, Ethics Buster Extreme

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 1 or greater card with "Beast Deity" in its card name, choose one of your «Nova Grappler» rear-guards, and [Stand] it.
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Ok, so I forgot to do it this week so doing this from mobile, which means I'm just stripping what I need from the wiki. That aside, strap on your seat belts and knock that throttle all the way up to the EXTREME!

This week's card of the week scores in it's Drive Checks, regardless whether you hit a trigger of not.

As any Grade 1 or greater Beast Deity will stand one of your Rearguards, this is a unit that dictates your trigger line-up for you. In as far as running stands would be pointless, and if you're restanding rearguards anyway, why not pop a critical trigger on them and increase the pressure.

And let's not forget that this is a cross ride with a Break Ride for a base form. So you're talking ALOT of potential pressure, and hey, that's never really a bad thing- for the controller.

Thursday, 23 October 2014

Off-Topic: mobile app bug.

Yeah... This happened because I merged my G+ and Blogger.
PROOF that Google+ breaks EVERYTHING, not just YouTube.



Also Google+'s layout is horrible, sorry google but you done goofed!

Monday, 20 October 2014

Card Of The Week (W/C: 20th October): Cracking Beast Tamer


Cracking Beast Tamer:
[ACT](VC)Legion 20000 "Barking Sky Tiger" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):[Counter Blast (2)] When this unit Legion, you may pay the cost. If you do, [Soul Charge (2)], choose up to three cards from your soul, and call them to separate (RC).
[AUTO](VC):When one of your units is placed on (RC) from your soul, this unit gets [Power]+3000 until end of turn.

Barking Sky Tiger:
[AUTO](RC):When one of your other units is placed on (RC) from your soul, if your vanguard is Legion, this unit gets [Power]+3000 until end of turn.

Well thank you Bushiroad. Silver Thorn Dragon Empress, Venus has a clone and now that her English print form has been revealed I'm more than happy to do this.

So, This time the COTW is part of a Legion, which means by obligation we also have to cover the mate. Well as a fan of the BT15 Silver Thorn build, this is my type of Legion. A Venus skill, but with an open 2 counterblast, I'll take that thank you. Additionally, both Cracking Beast Tamer and her mate, Barking Sky Tiger gain power for every unit called from the soul, meaning you can abuse those Purple Trapezist soul calls for additional power gaining. Really, this is a legion that support classic <<Pale Moon>> perfectly, whereas Silver Thorns prefer to stick to themselves as much as possible.

While lacking many the tool boxing utilities that Silver Thorns have, a non-archetype or sub-clan makes for a nice change, considering the direction the game is generally going in, focusing more on those types of build. Going back to a classic deck where all you have to worry about is the clan itself will make for a refreshing break from the typical meta decks.

This reveal however also means that season 4 is upon the English game. So prepare the mate counters, because there's going to be an awful of repetition of the word "mate" over the next few months, and perhaps even beyond that. We've seen the first Grade 3 boss of Generation Stride now and it's a Legion called Dragonic Overlord "The X", of which his mate is Dragonic Overlord THE END. So it looks like the Meta will once more be facing DOTE in the future.

Oh, By the way- "Mate" count: 4 (Well I kept that under control at least)

Saturday, 18 October 2014

Brave's Battles: Revolution Roulette

So Today I entered a free tournament at Escape but with a twist.
No Elimination, just Swiss with a Twist.
We all entered our own decks as usual, but we wouldn't be guaranteed to use them. Decks that were entered were placed into a roulette, as part of this, I entered two decks since we only had a D-20 for the roulette so I added the second deck to make it 10 decks on the roulette.

The decks I entered were Galactic Beast, Zeal and Arboros Dragon, Sephirot.
I don't know what all the other decks were.


The picture I really want to use here refuses to upload.


I only fought 2 games, the first I ended up with a Pale Moon Silver Thorn deck, which I was very comfortable with. My opponent was Spike Brothers with Bad End Dragger and Juggernaut Maximum. While the game was close and their Break Ride turn nearly killed me, which it would have had they break ridden a Demonic Lord, Dudley Emperor, but they didn't so they did not get the extra attacks and furthermore, I survived. They did get four attacks, but a fifth would have broke my rapidly weakening shield and finished me off.
The following turn I won as my opponent could only guard two of my attacks, and of my rearguard lanes guarded a Liquier "Reverse" boosted by Silver Thorn Beast Tamer, Ana, but then let through an attack from a Maracia & Ana lane, so that, with my Vanguard meant I also scored four attacks, but in my case I didn't need a fifth, the fourth attack won the match.

In the second game I fought a Dimensional Robos while using Granblue. I have never played Granblue and I played the deck horribly, sticking to vanilla, opponent performed two break rides, each of which I guarded no differently to how I'd guard any other attack, if he pulled a Grade 3 he hits, neither break ride yields a Grade 3. The reason I'm comfortable playing against Daikaiser as I would anything else is because of my own deck, I know the chance of the Grade 3 check and I know it's low, no point panicking over it, just remain calm and guard as usual. Which I do. Even though I end up playing vanilla, simply because I can't get a grasp of how to play the clan.
I don't know how as I was at a severe disadvantage, but I managed to somehow pull off a win. Really shouldn't have been possible though. Even though I knew my enemy, I didn't know myself and "Know Thyself" is the first rule of combat.

Due to the nature of the tournament, no clan won as such but there wasn't really a winner either, it was a just a points builder which ended in a tie.
Outside Tournament Play I lost two casual games.
One (when using Dimensional Robos) Vs. Royal Paladin, Break Riding Soul Saver Dragon.
And the second was me using Star-Vader, Freezeray Dragon vs. Aqua Force Blue Storm, in which I was absolutely thrashed.

Lastly was a game in which I took on two people at once. Both using Dimensional Robos (one deck was mine but burrowed) I used Machining. Despite a Deck Out, due the game actually being meant for Legion, our damage was balanced throughout the whole game, neither side had an obvious advantage over the other, even though you'd assume the Tag team would fare better than a solo player. On Deck Out, I lost but pulled a Wieß Schwarz and treated my Drop Zone like the Waiting Room so when I decked out, which we guessed would happen, I wouldn't be cast out of the game. Due to that, I managed to eventually push for the win. With a Double Stand Trigger, it was a sack win, but it saved my poor situation, my counterblasts were all used so I would have quickly had my resources depleted from that point onward, leading to an inevitable defeat. So yes, 2 on 1 Vanguard works, it's is fun, but really needs the one person on their own to have access to Legion so they don't deck out. Also this was my 100th game following my 1 year anniversary since I started playing Vanguard, didn't realize this at the time though. Just a coincidence.


And Tomorrow is a battle royal in Birmingham, featuring multiple top 64 placeholders from this years UK National
We'll be playing this.



P.S. The title is a reference.

Monday, 13 October 2014

Card Of The Week (W/C: 13th October): Liberator, Holy Shine Dragon

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):At the end of your turn, choose one grade 3 «Gold Paladin» from your soul, and you may ride it. If you do, choose one card named "Liberator, Holy Shine Dragon" from your soul, and put it into your hand.
[AUTO]:[Counter Blast (1)-card with "Liberator" in its card name] When this unit is placed on (VC), you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

This was a toss up for this one between Liberator of Bonds, Gancelot Zenith, this, and Liberator Monarch Sanctuary, Alfred. Had to resort to dice roll has all are equally good at their own specialisms.

Liberator, Holy Shine Dragon won the dice roll so that means we'll be talking about Break Ride abuse. Usable for this function ONLY with Solitary Liberator, Gancelot. When used though this can consistently hit high numbers and that translates into high pressure, the more times you Break Ride the harder it becomes to keep defending and eventually, something will give.

Additionally, Holy Shine's on-ride skill has the same timing has the Break Ride skill of Gancelot meaning you can pay the cost and use Liberator, Holy Shine Dragon's skill first, in turn giving you a target for Solitary Liberator, Gancelot, to give +5000 power to. You may not want to call a trigger but top-calling anything else and you should at least be able to hit 11k with it, un-boosted. It's easily guarded, but it's still enough to swing at a Vanguard in most cases. That said though, season 3's run did border the brink of being a 13k meta with it's large abundance of X-Rides throughout.

The gambit is easy and the build cheap. Also, you can build it without Blaster Blade Liberator, if that's of interest to anyone.

Sunday, 12 October 2014

Brave's Buddies/News: UK Nationals report

Picture Credits to Brave Buddy, Angel.
The UK Nationals for Vanguard were this weekend, specifically yesterday, meanwhile in Event City today it's the WießSwartch and Futurecard Buddyfight tournaments.

In any case, the Vanguard tournament results are in Link Joker dominated with the Final being a Omega vs. Omega Mirror Match.

I also have a list of the top 8 but no deck lists as those details are not given by the   Tournament Organiser, Fan Boy 3.

Top 8 decks.
1st Glendios
2nd Glendios
3rd Pale Moon
4th Glendios
5-8: 3 Kagero (2 Rebirth, 1 Nouvelle) and 1 Genesis (Regalia)

What's surprising is Gold Paladins' lack of presence but not so surprising is the popularity of both Link Joker and Kagero.

Registration was between 10-11 and between 500-600 players were entered into the event.

From the Brave's buddies troop. 3 people broke the top 64, Strat (using EDD), LJA (using Omega), and TDS' Current Leader, Snake. Of those Snake lasted until Top 16 (18 in this case for what ever reason)

Overlord despite a lot of effort and practive over the past month, fell in round 4 finishing with a score of 2-2. He entered with Transcendence Dragon, Dragonic Nouvelle Vague.

Murray came out in Round 3, 1-2 using Angel Feather.

Fox was taken out in Round 5 finishing 3-2 with Pale Moon.

Biocancer and Angel (to be introduced in the next expanded buddies list. Were both KO'ed round 2 with 0 wins each, using Dark Irregulars Amon and Non Regalia Genesis respectively.

LJA Darkness also placed top 12 in Wieß Schwarz so the drinks next Saturday are on him. That or their on me as I didn't go so I'm probably the only one with any cash.

---

Also, BushiNAVI provides information conflicting with an earlier press release so now confused by the whole Legion Campaign where as I previously knew what was what and knew my plans ahead of time.

Stride has also now been fully explained but I'd like to leave explaining that to another day, because I also want to voice my opinions on Stride and G-Assist.

Monday, 6 October 2014

Card Of The Week (W/C: 6th October): Dimension Creeper

[ACT](Soul):[Put this card into your drop zone] If you have a «Dark Irregulars» vanguard, Soul Charge (2).

Well it's back to Dark Irregulars for this week's COTW. And while I could have chosen either Greedy Hand or Free Traveler for this, in either case this remains your combo card.

Dimension Creeper is Dark Irregulars secret weapon that can lead to a sudden boost in soul and power. Used with Blade Wing Reijy, to push towards that vital 15 Soul. Or perhaps partnered up with Doreen the Thruster for a carefully timed power boost, which in turn can also be used alongside the break ride, King of Masks, Dantarian for an even stronger column. Ultimately this card can be used for utility or for that "Final Turn!" when used in the correct situation. Heck, run Break Ride Reijy, 12 Critical, with this, and Doreen the Thruster and go in for the kill.

Hey, I just answered exactly how I should build my own Reijy Deck :D

Sunday, 5 October 2014

Brave's Buddies: LJA Darkness, Alpha and Omega

This one is a mobile upload so back to the limited formatting for this one.

In Birmingham few players use Link Joker as a main deck, but there is one who does, that person is Birmingham's Link Joker seed, LJA Darkness

I myself have fought LJA and lost, I use "Reverse" Daiyusha as a sign of my failed attempt to defeat him, back when he was using Star-vader, Chaos Breaker Dragon, but in a tournament yesterday, Darkness debuted the deck for which he will use at the Manchester Nationals.

He dominated the locals tournament with his Star-Vader, "Ω" Glendios, with exceptions of when grade stuck but that didn't happen all that often.

However the best moment from yesterday came in a casual match, Liberators Vs. Link Joker, Cobalt Blade Vs. LJA Darkness.


LJA had been playing a beat down game but then an opportunity arose that was too good to pass up when LJ had all 4 of his Star-vader, Cold Breath Dragons to hand and being at 5 damage with an impenetrable defence at the time he changed his target to World End.


Noting the situation that Cobalt was in there was no way to counter the situation, the game was decided there and then. And the spectator reaction, fighter reaction and pretty much everyone was ecstatic laughter and cheering. We were so loud we ended up with a warning to quiet down or be removed from the premises for the remainder of the day.

So yeah, shit happened and it was funny.

At the sametime let this be a lesson, do NOT cross General LJA-sama. Any attempt to defeat him shall be thwarted and you shall be assimilated into his army.

Friday, 3 October 2014

Dimension Police Week: Dimensional Robos (BT08) (To be updated to include "TD12", "BT13" and "FC02")

Yep, I'm going to LOVE writing this one.

For those that don't know I main Dimension Police, and more specifically Dimensional Robos. But considering what I grew up with, Transformers, it's a form of logical progression really.
Dimensional Robos are the largest group in Dimension Police and with several possible builds so this post may be longer than the last two.

Dimensional Robos debuted with Super Dimensional Robo, Daiyusha in BT03, Demonic Lord Invasion, but since he was by hemself, with only three other units, we won't be mentioning that pack again for the rest of this article, I won't even put it in the tags. Daiyusha's skill is the same as Enigman Storm's and Super Dimensional Robo, Daiyard's, or rather that's the other way around and they have the same skill as him. Super Dimensional Robo, Daiyusha came first, of that make no mistake.

Following support for Daiyusha wouldn't come until BT08, at which time we were introduced to 7 new Dimensional Robo cards:


A brave's body and soul.
Starting things off we get the deck's new starter, and the core component to Daiyusha, Dimensional Robo, Goyusha.

First and foremost, Goyusha has a Forerunner skill, although it isn't listed as that on his card due to his age (not even on his trial deck reprint, which I find strange but oh well)

In addition to this when on rearguard, Goyusha can be used to trigger the Superior Ride of any Grade 3 with Dimensional Robo in it's card name from your deck. To do this though you must first have a Dimensional Robo Vanguard of Grade 2 or greater and then send another 4 Robos to the soul. Goyusha himself may be used towards paying the cost, and more often than not, he is.


A symbol of fighting spirit.
Dimensional Robo Daibattles, a Critical Trigger with a skill that provides 3000 power when removed from the soul.

Often ending up in the soul via Goyusha's skill, where it joins up with one or more of it's Grade 1 counterpart.

Dimensional Robo, Daibattles is also the right arm of Super Dimensional Robo, Daiyusha.

It may also possibly represent 'air' (I'll Explain this later)






Resolution 
Sharing the same chases as Daibattles, Dimensional Robo, Dailander, when called could provide Daiyusha a power boost of 4000, allowing the latter to go critical, and only for a counterblast 1 (also acting as a one turn 10k booster for that turn) however the boost could also be applied to any Dimensional Robo, regardless of name or position on the field.

In terms of visual distinctions, Dailander bears the number 3 where Daibattles has the number 2, it is also equipped with a twin mounted mortar cannons attached to it's tail fin.

Dimensional Robo, Dailander forms Daiyusha's left arm, and since I'm exploring the concept of elemental relation, Daibattles may represent "Earth".

"Determination" that will
carve a path
Rescue Yusha 4, Dimensional Robo, Daimariner is the BT08 D-Robo decks intended Grade 1 ride target and is also a unit you want to get into the should using Goyusha if you use Goyusha's skill.

Once in the soul it has the same skill as Daibattles, granting a 3000 for one turn power boost when removed from the soul.

It also forms the legs of Daiyusha and may also possibly represent water.






Anger that will strike back
at evil
Our 5th "Resuce Yusha" is Dimensional Robo, Daidragon, one of two beast type Dimesional Robos, ironically both of which are sub-clan beat sticks.Being the Grade 2 of these beat sticks means Daidragon will constantly be hitting with an attack power of 12000 if your Vanguard is a Dimensional Robo.

While it may be possible to form Daiyusha without needing Daidragon, however the incomplete gattai would have a significantly reduced power, and would lack any weapons.

Daidragon is Daiyusha's augmentation unit, and provides the Super Dimensional Robo's weapons and wings, anlong with some additional amour. (The skirt plates are also provided by Daidragon)

Daidragon, aside from "anger" may also represent "Fire" as the two often go hand in hand.

Alongside the Rescue Yusha the last remaining support card for Dimensional Robos, Super Dimenionsional Robo, Dailady. and aside from being a clone, I don't know what to make of the card, I've never even really liked the art. But it's not even like a robot with a humanoid face and hair can't work. Compare the following Designs for Dailady and a mecha from Super Robot Wars called Valsione.



Valsione pulls off the aesthetic that I think Dailady is trying to go by much more effectively and looks nicer for it. Instead of having a mecha face with human tones, Valsione goes for the full human look and manages to pass off as a human in an angelic armour, while it is then the rest of the body, particularly the legs, that reinforce the point of the unit actually being fully mechanical by leaving joins partially exposed and by it's footing.

So I've mentioned, Earth, Fire, Water and Air. The four symbolic Greek elements but the snag is that in the larger picture, it's all irrelevant. That's just a thought of mine that I wanted to get out there as I find that combining mecha sometimes make reference to elemental attributes, although those attributes aren't actually of any use, they are simply referenced.

In any case all 5 mecha come together to form the champion of Justice, Super Dimensional Robo, Daiyusha. During the Liberation War, against Aqua Force and a possessed Blue Storm Dragon, Maelstrom, Suber Dimensional Robo, Daiyusha elevated his power to the next level and managed to gain a new transformation, one with the power of Limit Break.

The last of the BT08 Dimensional Robos is none other than their boss unit, Daiyusha himself, in his strongest form yet. The newly evolved "ultimate champion of justice" Ultimate Dimensional Robo, Great Daiyusha.
BEHOLD, THE ULTIMATE JUSTICE!!!

At the time of his release in BT08, this really was the best Dimensional Robos had, since then he may have been outclassed by more recent releases but in the future there will once again be a reason to use this unit towards your main gambit. Being a Crossride (X-Ride) Great Daiyusha will have a 13000 base power when Super Dimensional Robo, Daiyusha is  in the soul, additionally to this his limit break gives him an additional 2000 when attacking along with an critical.
It should be noted that during Season 2, the meta was still 10k (or 13k) this meant Daiyusha could apply quite a bit of pressure to the 10k meta by hitting what was the magic number of the time, 15000, by himself. The catch is that you need 3 or more Dimensional Robos in the soul and at the time you couldn't achieve this consistently as excluding Goyusha, the most robos you'd have in your deck is 28. That may sound alot but you also have to look at this a different way.
You have 2 robos of each grade but what if you can't ride robos each grade? That's where Goyusha comes into play assuming he hadn't been retired by your opponent.
You have a high change of getting all the robos you need, but not as high chance of always riding them.

However, as of the start of Season 3 and the rise of the 11k meta, Great Daiyusha lost his effectiveness. Even then, you could argue he had poor synergy with his original form because he did virtually the same thing, bust with more restrictions as to how to achieve it, this includes the point of the skill being a Limit Break.

Speaking of Season 3, when Link Joker attacked, sparking the Invasion War, Daiyusha found himself overwhelmed by the invaders and in need of urgent reinforcements, The Dimension Police responded by dispatching Dimensional Robo, Kaizard commanding a squad of new Dimensional Robos, but since I really want to get this out before the end of the day so I'm for now going to post this in an incomplete state, it's not professional I know, but I never at any point claimed to making a profession out of this blog. I simply do what I feel like.

Wednesday, 1 October 2014

Dimension Police Week: Galactic Beast, Zeal (BT08, BT13)


Few monsters of the galaxy spread fear and terror as much as the Galactic Beast, Zeal. It took support spread across 2 different booster sets to complete the build but a successful ride chain of this Alien monstrosity will generate such an advantage in the early-mid game that you can smack your opponent's Vanguard in the face hard and gain additional hand advantage from doing so.

While the heroes of Dimension Police focus on breaking though with sheer power, Zeal and his compatriots instead gain bonuses via means of taking power from the opposing Vanguard.
Originally you only had the aliens that came out in BT08 (Blue Storm Armada) to work with him, that is until BT11 came out and fleshed out Zeal's support. Of which, my personal favorite Zeal support unit is, Fusion Monster, Bugreed. The ability of a free draw if you hit your opponent is amazing, and this can be active during the early game without even needing to use skill in the first place meaning it can literally be a free draw.
The alternative to this option is Assault Monster, Gunrock, whom if he attacks and the battle opponent's power is 8000 or less, he becomes a 11k base for that battle, which isn't all that effective really, rather, to put it bluntly, it's disappointing, but I guess it can have uses all the same. I know I used to use it, but only because there wasn't another option, even now, it's still in the deck but only used as back up in the unlikely scenario that I don't have a Bugreed to call.

The other thing to note with Zeal support is that, most of it is modified clone effects, often requiring an opponent's power to be 8000 or less, but this can also result in a very strong opening early game. Ironically, where Galactic Beast, Zeal struggles the most is in the mid-game at which point you may find yourself fighting with vanillas and access to your skills denied because of not satisfying the activation condition of having a battle opponent of 8000 power or less.

Aside from Bugreed, the only other support that really stand out for me is Psychic Grey, with the same requirement as Fusion Monster, Bugreed to go live but this also means that Psychic Grey can also enable your Vanguard attacks to hit  significantly higher than average power for early game making the attacks not worth guarding due to early game resources being limited.

Ironically (depending on your perspective) you can switch out Grey of Glory Maker in the late game to keep your 10k Vanguard boost even if you can't get the enemy down to 8000 power or less. Which vs. X-Rides you need ALL five slots occupied just to achieve that. But in contrast, with Glory Maker, so long as your damage is four or more, you only need to bring the opponent down from 13000 to 11000 to hit for 3 stages. (Stages are increments of 5000, going by shields needed to guard for one trigger to break)


It's strange when you think about it, that the key requirement for activating skills can also be your weak spot, but then again, when you think of Limit Break, in general, you come to realize that it's quite a common problem that plagues the Limit Break era in general. Galactic Beast, Zeal however highlights this problem even more blatantly than most because having ascended the grade system, the only other way to make the deck go live is by Galactic Beast, Zeal's Limit Break.

To properly explain this we're going to have to delve into the beast's ride chain in it's entirety.
The Deck starter is Larva Beast, Zeal. Typical skill text of a 3rd generation (on onward) Ride Chain starter, nothing special to see here.

You successfully ride the Chain's Grade 1 (in this case Larva Beast, Zeal) and you get to search for either the Grade 2 or Grade 3 of the chain to add to your hand.

You miss however and you get stuck with a 4000 power rearguard AND potentially lose some of your early game effectiveness. Although this shouldn't be too big a deal assuming you can get the right units before your Opponent hits Grade 2.

In the 3rd Generation Ride chains' the Grade 1's and 2's are essentially clones of each other, each requiring the previous form being in the soul when you ride it's next form in order to activate. This is no different with Zeal, who's Grade 1 and Grade 2 forms both sap 3000 power from your opponent's Vanguard for the duration of the turn you rode the next part.


As if the consistency of the deck didn't suffer enough, even after reaching Galactic Beast, Zeal, there's a different problem to have to work out having reached Grade 3.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Choose one of your opponent's vanguard, and that unit gets [Power]-1000 for each of your «Dimension Police» rear-guards until end of turn. This ability cannot be used for the rest of that turn.
[CONT](VC):If you have a card named "Devourer of Planets, Zeal" in your soul, this unit gets [Power]+1000.

By the time you reach Grade 3 your damage will often still be 2 or 3, this means at least one turn without Limit Break, and it's during this point at which Zeal decks are most vulnerable. Even though, being a Dimension Police deck you are unlikely to have used Counterblast yet Zeal needs a field in order for his Limit Break to have maximum affect. the less rearguards you have the less powerful your Limit Break will be, and between hitting Grade 3 and your Limit Break is where Kagero, Narukami and Link Joker have their chance to strike and devastate your game plan. Attacks on your rearguard will have the same affect being that they may render you Limit Break's effectiveness crippled if they hit.

The problem with Zeal support is that your support consists mostly of clones and this means that aside from the few stand outs, there isn't really much to say about his support.



Now even though I want the next post to be ready for tomorrow, since it takes me an eternity to write, (I'm a slow type) and the amount of content that may be necessary to complete the post, it may not be ready until Friday.