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Cobalt Wave Dragon

- #BT13/018EN (RR)

Date Reviewed: May 16, 2014

text: See Below

Rating: 1.25

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.

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Go Rogue,
Go Pro

What's up, Rogue Squad?! So to wrap up our Set 13 holos, we're looking at the cheapest (price wise) holo in the set at a miniature price of $0.50! Let's see why...

Cobalt Wave Dragon
Power: 10000
Grade 3
Clan: Aqua Force
Race: Tear Dragon
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When your rear-guard attacks a vanguard, if it is the third battle of that turn or more, this unit gets [Power]+2000/[Critical]+1 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, this unit gets [Power]+5000 until end of that battle.

...God we really did save the worst for last, didn't we? Cobalt is a mediocre 10,000 "boss" that can only get his effects when a certain amount of attacks apply beforehand. Granted, that's saying the same for Tetra-drive, but here's the thing: Tetra-drive is actually good unlike Cobalt! Cobalt, with Limit Break, can be 17,000 Power/2 Critical, which sounds okay at best, but by the 3rd-4th attack, odds are, either they're going to conserve their hand for the big strike from the Vangaurd or even pull off a Trigger during a Damage Check, so that can overall defeat the purpose of the point bonus and even the extra damage.

Below average attack power, below average Limit Break, below average bonuses overall and the fact that I can count so many better options on 2 hands just puts Cobalt in that small section in my binder where I keep my cheaper holos.

Rating: 1.5/5 (it only gets the extra 0.5 for the fact that it can gain a Critical.)
Art: 2/5 (Where does it even start???)
Next Time: I dunno.......ummmmm...Pojo? Care to tell me? XD

Cobalt Wave Dragon
Really? We couldn't have reviewed a better unit? Oh, okay then. I'll make this short. If it attacks and it's the third or more battle, it gains 2k and a critical. 5k more if it's the fourth or more battle.
It's Limit Break that gains critical. You should know by now how I feel about these things. They suck.
And of course its Limit Break alone is the only thing I would attempt to use, because more often than not having this thing attack 4th means more often than not your front row's rested and so there's nowhere to pass triggers to, so they fizzle. And trying to run Stands to compensate screws the earlier parts of the game by checking triggers that would be inferior to Criticals by that point.
It's one of the many newb traps present in Aqua Force. Forget this thing.


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