How To Raid In Anime Vanguard

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Do you hear that? The roar of the crowd, the clash of cards, the intense focus in your opponent's eyes? That's the sound of a Cardfight!! Vanguard battle heating up! And if you're looking to take your game to the next level, mastering the "Raid" mechanic is absolutely crucial. It's not just about slamming down big numbers; it's about strategy, timing, and understanding how to unleash your vanguard's full potential.

Ready to dominate the cardfight? Let's dive in!

How to Raid in Cardfight!! Vanguard: A Comprehensive Guide

"Raid" isn't a singular, universal mechanic across all eras of Cardfight!! Vanguard, but rather a keyword ability found on specific cards, primarily from the D-Series (the current standard format) and often associated with certain archetypes. It typically grants a power boost when the unit attacks, making your offensive pushes more impactful. Think of it as a specialized "power-up" that certain units possess, rather than a phase of the game like the Ride Phase or Battle Phase.

This guide will focus on the most common understanding of "Raid" as a keyword ability that enhances your attacking units.

How To Raid In Anime Vanguard
How To Raid In Anime Vanguard

Step 1: Understanding the Basics of a Cardfight

Before we specifically talk about "Raid," let's quickly recap the fundamental flow of a Cardfight!! Vanguard game. This will help you understand where Raid fits in.

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Sub-heading 1.1: The Game Flow – Your Turn, Your Power

Each turn in Cardfight!! Vanguard generally follows these phases:

  • Stand Phase: All your rested units (sideways) become standing (vertical).
  • Draw Phase: You draw one card from your deck.
  • Ride Phase: This is where you can "Ride" a new unit onto your Vanguard Circle, usually a unit one grade higher than your current vanguard. This is crucial for setting up your game.
  • Main Phase: The heart of your turn! Here you can:
    • Call rear-guards to your Rear-guard Circles.
    • Play Order cards from your hand.
    • Move rear-guards within their columns (front to back, back to front).
    • Activate unit abilities (like those with "Raid"!).
  • Battle Phase: Your chance to attack your opponent's vanguard and rear-guards. This is where "Raid" truly shines!
  • End Phase: Various effects may resolve, and your turn concludes.

Sub-heading 1.2: Your Vanguard and Rear-guards – The Core of Your Army

  • Vanguard (VC): Your main unit. It sits in the center of your front row. Attacking your opponent's vanguard is how you deal damage and ultimately win the game.
  • Rear-guards (https://www.google.com/search?q=RC): Your supporting units. They sit in the front and back rows. They can attack, boost, and provide various abilities.

Step 2: Identifying "Raid" Cards and Their Effects

"Raid" isn't a universal skill all cards have. It's a specific keyword.

Sub-heading 2.1: Locating the Keyword

Look for the word "Raid" on the card's text box, often followed by a number or a condition. For example, a card might say:

  • "CONT: During your turn, if your order zone has two or more set orders, this unit gets [Power] +5000. If there are three or more set orders, it gets [Power] +10000 instead of +5000." - This isn't a direct "Raid" keyword, but an example of a similar conditional power-up that might be associated with a "Raid" strategy or deck. True "Raid" usually specifies "While attacking, this unit gets +X power."
  • A classic "Raid" ability would look more like: "AUTO When this unit attacks, if you have 3 or more units with "Raid" in their card name, this unit gets [Power] +10000 until end of that battle." * (Note: This is a hypothetical example to illustrate the keyword, as the specific "Raid" mechanic can vary. Always check the official card text!) *

Sub-heading 2.2: Understanding the "Raid" Effect

The core of a "Raid" ability is usually a conditional power boost during battle. This means:

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  • It activates when the unit attacks. It doesn't typically provide power on defense.
  • It's temporary. The power boost usually lasts only for that specific battle.
  • It has a condition. This could be having a certain number of other "Raid" units, or fulfilling some other criteria on your field or in your drop zone.

Pay close attention to the specific wording on the card! Some "Raid" effects might trigger other abilities, or have different power boosts depending on the game state.

Step 3: Integrating "Raid" into Your Deck Building

Building a deck around "Raid" requires careful consideration of synergy.

Sub-heading 3.1: Choosing Your Vanguard and Support Units

  • The "Raid" Vanguard: Many "Raid" strategies revolve around a Grade 3 Vanguard that either has a strong "Raid" ability itself or supports other "Raid" units. Look for vanguards that have abilities that enable or enhance your "Raid" strategy.
  • Rear-guard Synergy: You'll want rear-guards that also have "Raid" abilities, or abilities that help you fulfill the conditions for your "Raid" effects (e.g., calling specific grades, having a certain number of cards in soul, etc.).
  • Consider units that can consistently call themselves or other "Raid" units to the field. This ensures you can meet the conditions for your "Raid" boosts.

Sub-heading 3.2: Balancing Grades and Triggers

  • Grade Curve: Ensure you have a good balance of Grade 0, 1, 2, and 3 units to ensure smooth riding throughout the game. Missing a ride can severely hamper your "Raid" strategy.
  • Triggers: Don't forget your 16 triggers! Critical triggers are often preferred in "Raid" focused decks to maximize damage output when you hit with powerful "Raid" attacks. Draw triggers can help you find your key "Raid" pieces, and front triggers can provide a general power boost to your front row.

Step 4: Executing Your "Raid" Strategy in Battle

This is where the rubber meets the road!

Sub-heading 4.1: The Ride Phase – Getting to Grade 3

  • Prioritize your rides. Getting to your key Grade 3 "Raid" vanguard as quickly and consistently as possible is paramount. Use your Ride Deck effectively if you're playing in the D-Series format.
  • If you have a "Persona Ride" effect on your Grade 3 vanguard (riding a unit with the same name as your current vanguard), aim to achieve this as it grants a significant power boost to your front row, which stacks with "Raid" effects!

Sub-heading 4.2: The Main Phase – Setting the Stage for the "Raid"

  • Calling Rear-guards: Call your "Raid" rear-guards to the front row if they gain power when attacking. Remember, the power from "Raid" abilities typically applies while attacking, so placing them in the front row is crucial for them to perform offensive attacks.
  • Meeting Conditions: If your "Raid" effects have specific conditions (e.g., "if you have 3 or more units with 'Raid' in their card name"), make sure you fulfill these conditions before entering the Battle Phase.
  • Use supporting abilities. Some units might have abilities that help you set up your "Raid" attacks, such as calling units from the deck, or providing temporary power.

Sub-heading 4.3: The Battle Phase – Unleash the "Raid"!

  • Choose Your Attacker Wisely: Start your attacks with units that have "Raid" abilities, especially your vanguard. Calculate the potential power output with the "Raid" boost and any boosts from your back row.
  • Activate "Raid" Effects: When your "Raid" unit attacks, its "Raid" ability will trigger (if its conditions are met). The power boost will be added to its base power for that battle.
  • Chain attacks effectively. Think about the order of your attacks. Sometimes attacking with a weaker "Raid" unit first can pressure your opponent's hand, making it easier for your stronger "Raid" attacks (like your vanguard's) to hit.
  • Drive Checks and Damage Checks: Remember that "Raid" power is added before drive checks and damage checks. If you reveal a trigger during your drive check, that power will further stack on your already boosted "Raid" unit (or chosen unit).

Step 5: Adapting and Countering "Raid"

A good fighter knows not only how to execute their own strategy but also how to play around their opponent's.

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How To Raid In Anime Vanguard Image 2

Sub-heading 5.1: Playing Against "Raid" Decks

  • Guard Aggressively: "Raid" decks aim to hit for big numbers. You'll need to be prepared to guard heavily to prevent taking too much damage early on.
  • Retire Key Rear-guards: If your opponent's "Raid" effects rely on having specific rear-guards on the field, focus on retiring those units to disrupt their synergy.
  • Control their board. Units that can bind cards from the drop zone or shuffle cards back into the deck can be effective against "Raid" strategies that rely on specific cards being in certain zones.
  • Sentinel Units: Keep your Perfect Guards (Sentinels) for crucial attacks, especially the vanguard's "Raid" attacks that can carry critical triggers.

Sub-heading 5.2: Knowing When to Hold and When to Fold

  • Resource Management: "Raid" strategies often consume Counter-Blasts or Soul-Blasts. Track your opponent's resources and anticipate when they can make their biggest "Raid" pushes.
  • Defensive Triggers: Utilize your defensive triggers (Heal, Draw, Front) strategically to mitigate damage from "Raid" attacks and ensure you have enough hand size to guard future assaults.

By understanding these steps and practicing, you'll be well on your way to mastering the art of "Raiding" in Cardfight!! Vanguard! Go forth and unleash your vanguard's ultimate power!


Frequently Asked Questions

10 Related FAQ Questions

How to identify a "Raid" card?

Look for the keyword "Raid" in the unit's ability text, usually indicating a power boost when the unit attacks under specific conditions.

How to activate a "Raid" skill?

A "Raid" skill typically activates during the Battle Phase when the unit with the "Raid" ability declares an attack, provided its specific conditions (e.g., number of other "Raid" units, cards in specific zones) are met.

How to differentiate "Raid" from "Persona Ride"?

"Raid" is a keyword ability on specific units that grants a power boost during an attack. "Persona Ride" is a mechanic that activates when you ride a Grade 3 unit with the "Persona Ride" icon that has the same card name as your current vanguard, granting a draw and a power boost to your front row for the turn. They can stack.

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How to build a "Raid" focused deck?

Prioritize including units with "Raid" abilities, especially those that synergize with each other or your chosen vanguard. Ensure you have ways to consistently meet the conditions for your "Raid" effects and a strong Grade 3 line-up.

How to counter an opponent's "Raid" strategy?

Focus on guarding heavily against their powerful "Raid" attacks, retiring key rear-guards that enable their "Raid" conditions, and managing your own hand and damage resources effectively.

How to utilize "Raid" effects with triggers?

"Raid" power is added before drive checks. If you check a trigger during a "Raid" attack, the trigger's power will further boost the attacking unit (or chosen unit), leading to even higher power numbers.

How to ensure consistent "Raid" activation?

Deck-building should include cards that help search for or call the necessary "Raid" units or fulfill the conditions (e.g., specific card types in the drop zone, a certain number of units on the field).

How to use "Raid" in the early game?

While "Raid" is often associated with big Grade 3 attacks, some lower-grade units might have "Raid" or similar conditional power-up abilities that can be used to apply early pressure.

How to know if a "Raid" effect is continuous or on-attack?

The card text will specify. Most "Raid" effects are "AUTO" abilities that trigger "When this unit attacks," making them on-attack. If it's a "[CONT]" ability, it would apply continuously as long as the conditions are met.

How to recover from a failed "Raid" turn?

If your "Raid" push doesn't go as planned, focus on rebuilding your board, conserving hand size for defense, and preparing for your next turn's offensive. Adapt your strategy based on your opponent's remaining resources.

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