Saturday, March 17, 2012

Cardfight Vanguard - Magic Numbers

Im not even gonna try to redo some of Elliot's work on magic numbers so Im just gonna copy and paste it here. But here is a link to Elliot's youtube page so you can check out his big brain in action




What are Magic Numbers?

To put it simply, Magic Numbers are an amount of Power that will either force an attack through or force additional guards in a given situation. One should keep them in mind when building their Unit formations during a game.

Explain Further

Let's take a look at some common Power levels towards the end of a game first. Most Units you will see on the front lines will have somewhere between 8000 and 11000 Power, and the Magic Numbers required scale accordingly.

When attacking a Unit that has 8000 Power, you must have 8000 Power in the first place to force a guard or land a hit. Since Shields work in intervals of 5000, it follows that the next number of importance against an 8000 Power unit is 13000. Hammer them with 18000 to really put on the pressure, as they'll need 15000 worth of Shields to shrug you off if they wish to keep their Unit.

For a 9000 Power Unit, scale this values up by 1000. Have 9000 to hit, 14000 to force another 5000 in shields, 19000 for even more...

Then you're looking at 10000, 15000, 20000...

And 11000, 16000, 21000...

Attacking the Vanguard

The previously mentioned set of numbers is of particular importance, as most of the strongest Vanguards will demand that you reach these heights. Assembling an offensive force of 21000 without triggers is very hard for most rear guard pairs, so 16000 is the typical goal. 8 + 8, 9 + 7, 10 + 6... whatever it takes, your outer columns should aim for this number. Since Vanguards tend to be stronger in terms of offense either due to their own skills or the skills of their boosters, aim for 21000 when it comes down to your middle column.

Here Comes a New Challenger!

While one can get away with the magical 16000 most of the time, it's not always enough - Royal Paladins, Kagero, and Shadow Paladins now have the option of playing Vanguards that can reach 120000, 13000, and 13000 respectively. Keeping this in mind, be prepared to get your columns swinging for 17000 and 18000. That is, if you can't win the game before they descend!

Other Points in the Game

Grade 1 Units will occasionally be seen on the front line during the early points of the game. They'll have somewhere between 6000 and 8000 Power, so if you really want to have the upper hand against them then you should reach values of...

6000, 11000, 16000...
7000, 12000, 17000...
8000, 13000, 18000...

You'll notice that the latter two sets are far harder to reach during the first turn or two. As such, it's advised that if a Grade 1 Unit is sent in for an attack, it should have at least 7000 Power. If it doesn't, be prepared to lose it to an attack (protecting it likely won't be worth your time).

Grade 2 Units float between 8000 and 10000 most of the time, with values of 7000 or less and 11000 or more being outliers. You should be able to figure out the Magic Numbers for these:

8000, 13000, 18000...
9000, 14000, 19000...
10000, 15000, 20000...

Closing

Strike the weak point for massive damage! If you remember your Magic Numbers, you'll be able to create formations that are far more threatening to your opponent at any stage of the game, and winning will be that much easier!
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