GB8, That's a tall order but if you get there, you gain access to the nukes it seems.
As of today we've seen two cards.
This is what the Flipping G-Guards were leading to, despite most of those being disappointing to say the least, I guess though that this is supposed to be the big pay off.
I'll talk Shadow's first then I'll talk justice.
Dark Knight, Ergan Welt
ACT (VC) 1/Turn Generation Break 8: [Counter Blast 1] Choose up to 5 of your Rear-guards, Retire them, search your Deck for a number of Grade 1 or lower cards up to the number Units Retired, Call them to separate (RC), during that turn, they gain Power+15000, and then choose a number of your opponent’s Rear-guards up to the number of Units Called, Retire them, then shuffle your Deck.
Cards you retire in Shadows will net different benefits and you're getting these benefits while at the same time cleaning house, after which you're going to have side lanes in the regions of 44k-46k each while the centre is pushing for 48? Overall power in the turn 138000 approx so let's say 26 stages of guard (5000 power shields) across 3 attacks. That a lot.
But then there's DP that is nothing other than RAW power.
Dimensional Robo Superme Commander, Ultimate Dai King
(Image up top)
AUTO (VC) Generation Break 8: When this Unit attacks the Vanguard, for each of your Rearguards, during that battle, this Unit gains Power+10000 & Critical+1. When that battle ends, if this Unit has 80000 or more Power, for each of this Unit’s Criticals, during that turn, your Rear-guards all gain Power+10000.
This unit can easily hit 80000 power with a full board.
26000 at base +10000*5(that's 50000) = 76000 so just a rearguard boost will count as enough to trigger the ability, but that's all best case scenario.
Even with Dimensional Robo in it's name the deck most please with this card is Gallop.
When you stride onto any of the two Gallops this unit will get +4000 off the bat with not cost need be paid. then it's a case of full board and swing with no additional hassles. Further more an attack from this card is an on-hit KO Laurel on Rear or no. The problem is surviving long enough to use it.
Looking at this card there's another that also comes to mind, Cosmic Hero Grandvolver and Bravest Rush, Grandgallop were obvious thoughts; one having built in crit while the other having resist and thus immunity to Denials.
But what if you could have both that critical and resist. For Grandvolver that's a matter of drive checking a critical trigger but to get both worlds with Bravest Rush Grandgallop we need to introduce a fourth card into the mix.
Burst-AUTO:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if your vanguard's [Power] is 30000 or greater, you may pay the cost. If you do, choose one of your other rear-guards, and it gets "CONT(RC):Resist" until end of turn. If your vanguard's [Power] is 40000 or greater, you may retire this unit. If you do that, the chosen unit gets [Power]+10000 until end of turn.
We only care about the first part of this card, Burst Phase 1 is immediately bought online when you stride a G-Unit on to a Grandgallop and with this a rearguard Bravest Rush Grandgallop will gain resist.
With this in mind I am of the opinion that Between Daiking and maybe X-Tiger aswell that the G-Zone can be shaped in a way that makes Lady Skylark a staple card in Gallop's main deck. The bad news is that she currently has no English Print but she will be a key card in bringing out the full threat that can be posed by Daiking. I guess you could also tech her in Robos but that deck likes to keep archetype pure for the most part.
EDIT: Forgot to mention this part.
Assuming full activation achieved is achieved
Vangaurd will be 83000 or 87000 probably latter so that's what we're going with.
Remaining attacks will between 133000 and 142000 (to possibly even more- but why would you need to it's already PG or die numbers.
Total board power 353000 power and that's even maximum potential. This is 71 stages of guard needed across three attack that is way more than the amount of guard available in a deck even if you add all the shield value in the deck together.
So far from the few cards we've seen GB8 will yield powerful bombs which are intended to end the game.
But with clans racing for that same detonation button I have an issue to bring up.
I am about to bring up a pair of simple diagrams, the first is what Bushiroad advertises with the Flip G-Guards vs the second which what is more likely. In both Diagrams I provide a comparison against what Gears can do.
Bushiroad uses the lower section as their example for ramping towards GB8 with the 2 G-Guards at around turn 10 of the game coming from a G-Guard+Guard flip due to the action of a G-FC04 G-Guard. There's a major flaw with this suggestion even ignoring that many of the G-Guard are just underwhelming. The probability of seeing two heals by this time which would enable the second G-Guard is actually rather low.
Thus more likely to be accurate is the following diagram instead.
Gear Chronicle is able to utilise Gear Groovy in combination with other cards to Generation Break Ramp their way to GB8 as soon as their second stride, and they don't even need a G-Guard to have their GB8 safely active by their third stride so the appearance rate of heal triggers isn't a factor they need be concerned with. where as everyone else does.
The point of my bringing this to attention is to demonstrate that Gear Chronicle can reliably ramp to Generation Break 8 one turn earlier than any other deck- which in all actuality probably means the following.
Now I'm not saying that I don't like the Generation Break units we've seen so far but I just feel that they probably aren't worth picking up outside of playing for casual or locals where it is a mostly Tier 2 Meta.
Allegedly Nightrose is currently considered Tier 0 in Japan with Gears being tier 1 along one other deck. What this set may accomplish is turning Gear Chronicle into that Tier 0 deck while leading to the suffrage of everyone else even if all clans do end up with solidly strong Generation Break 8.
I like the concept of rewarding players that can last that long with exceptionally powerful units but I just don't see anyone but Gear Chronicle being able to reach a point of having reliable access to them.
We'll see where this goes but right now I have serious concerns and doubts.