After discussing some of the fundamentals of the game, I have decided to once again showcase some of the Heroes in TEPPEN. And this time, we are now going to look into the Green Heroes of this game.
Green is associated with defense, with most Unit cards sporting high HP and has tons of benefits that could help your Hero and units survive longer. Meanwhile, Green Action Cards consist of providing Shields and other buffs that can help your units survive long fights and is designed to counter a popular color, Red, that relies on constant offense to deliver the killing blow.
Green is also a powerful color due to one important ability, Seal, which disables all effects of a single unit, making them ineffective against certain units you deploy.
As per usual, I will be discussing each Heroes' Hero Arts, strategies on how to maximize them, and my overall opinions of the character in question.
That said, let's get started.
A. X
The Blue Bomber is back in action in this real-time card game. X is specialized in the healing of friendly units, give them buffs that synergizes with healing abilities, and providing added protection from hostile effects that can hinder your strategies. Despite all of these useful abilities, X is considered to be the worst Hero in this game due to the fact that his skill would only benefit units to the fullest if they are alive on the field, which makes him somewhat bad against units that focuses so much on destroying cards on the field. Sure, the same can be said for Rathalos with his offensive-style kit, but unlike Rathalos, X has little offensive options outside Unit cards with Veil and gimmicky decks that can either hit, miss, or both.
1.A. Heart Tank
AP Cost: 18
Effect: Gives +7 HP to a friendly unit.
It's basically Shinku Hadouken but in healing form, but it's not as useful as the latter Hero Art. This, in my opinion, is his worst Hero Art due to it having no additional benefits. While it can work to some certain decks, you better off using his two other Hero Arts.
2.A. Charge Shot
AP Cost: 21
Effect: Gives all friendly units this effect "When their HP is increased, gain +1 Attack". The effect cannot stack.
It's one of his premier abilities that makes him a powerful force to be reckoned with and made him a serious threat to a lot of decks following the introduction of the Haunted by Memories card expansion (which would be discussed in a future entry, hopefully). However, given the nerfs that was given to it (increasing its 16 AP cost to 20 and then to 21), X has once again become a joke that he already is, which is particularly sad since it's his one of his ONLY good Hero Arts.
3.A. Gaea Armor
AP Cost: 21
Effect: Gives <Veil> to all friendly units.
While it may seem a powerful ability, keep in mind that you need a specific card set-up to make this Hero Art work. Veil is an ability that only few cards have, which is saying something, as it basically makes that unit with Veil untraceable by certain cards and even most Hero Arts. However, Black has tons of destruction cards that destroy units at random while some cards that inflict Seal would remove Veil right off the bat, there are tons of Reds that deals burn damage a group of units without the ever need of targeting them, which makes Gaea Armor's use questionable at best. But regardless, providing Veil to units is very beneficial if you are focusing too much on buffing allies without being worried of having them hindered with Actions and other skills that can target your units.
B. Chun Li
1.B. Kikosho (subjected to a buff in a latest patch)
AP Cost: 17
Effect: Grants <Shield> to all friendly units.
Post-buff
AP Cost: 14
Remember when I said that Dive Attack is a definition of an all-out assault? This Hero Art is the definition of an all-out defense in TEPPEN. Since Shields stack in this game, it's very crucial to use such a tactic to protect your units from long fights, especially against Red since they are focused more on destroying your units through effect damage.
2.B. Hyakuretsukaku (known as Lightning Kick in the English dub)
AP Cost: 13
Effect: Gives +1 Attack and <Heavy Pierce> to a friendly unit (when a unit with Heavy Pierce destroys an enemy unit, enemy is dealt damage equal to that unit's attack with Heavy Pierce).
For a low, low cost of 13 AP, you can be able to give a friendly unit with enough firepower to deal much punishment to anyone who gets in your way. Excellent for an aggro-heavy deck with Combo and Agility. Also useful for powering up your MP batteries.
3.B. Yawn
AP Cost: 20
Effect: A friendly unit gains the following effect: "when it leaves the field, gains 4 MP".
Now THIS is is what makes Chun Li very dangerous to deal with as this skill can be beneficial to you, no matter what happens to your friendly units, while also serving as some form of a comeback with the added MP. This works well in a deck filled with MP batteries and Ascended units as the faster MP regen time can help you gain MP even faster while Ascended units can just get rid of those with the Yawn effect to have a new unit on the field while also giving you additional MP to conduct more combo plays. (Ascended is a unit that you can put on another unit to activate its effect, destroying the previous unit in the process)
C. Nero
Oh look, it's everyone's favourite deadwe-! I mean, demon hunter. Well, sort of. Nero focuses on a mechanic called Growth that allows units to gain several benefits upon levelling up. Each unit with Growth requires a certain amount of Experience to level up, which can be achieved by playing Unit cards whose MP is equal or greater than the required Experience needed to level up. Another competent Green Hero that is seeing tons of play as the game went on due to his sheer versatility and the amount of Growth support that was added to the game.
1.C. Devil Bringer
AP Cost: 15
Effect: Grants +2 Attack and <Spillover> for a single attack. (Units with Spillover deals damage to enemies adjacent to the friendly unit's original target, but the damage itself is halved for those enemies)
It's one of his more versatile Hero Arts due to the fact that it's use is not limited to Growth decks. However, this also means that you need to build certain decks that can cater the needs of this Hero Art, such as those with <Crush> (Units with Crush can deal damage to enemies without taking counterattack damage) and those with Combo-centric strategies. Despite this, the Hero Art isn't seen that much in higher PvP ranks.
2.C. True Power
AP Cost: 12
Effect: A friendly unit with <Growth> gains one level.
It may not seem to be a good Hero Art at first, since that players would only be limited to using Growth-centric cards, but for people who have played the game for a while now have since seen tons of Growth-related support cards that helps in making the Hero Art shine, which has since allowed the Hero Art to see some play in some shape or form. It's one of his less used Hero Arts, however.
3.C. Hey, Nico!
AP Cost: 17
Effect: Adds 1 Gerbera, Ragtime, or Tomboy to your EX Pocket.
Despite its random nature, Hey Nico is one of Nero's more powerful and versatile Hero Arts as not only it can allow him to get a powerful card to his hand, but this also allows him to become a lot more flexible with his deck options. Each of the cards added to his hand at random has different effects. Gerbera can inflict 12 damage across all enemies, Ragtime prevents units from attacking for 13 seconds (the mechanic is known as Halt), and Tomboy provides an ATK and HP bonus totaling up to 10 points. While not all of them are particularly useful in all situations, it at least gives Nero some options in dealing with specific threats.
And last but not the least...
D. Felyne
Every Monster Hunter's favorite buddy has also crawled his way in TEPPEN as a lovable character and a Hero with great potential. Felyne harnesses one important mechanic in the game, which is Tribes, that allows him to utilize in his favor. Felyne is also capable of providing defensive bonuses to allies when he gets the chance, while also capable of causing mischief by stealing important resources from enemies.
1.D. Shieldspire
AP Cost: 14
Effect: Provides +3 HP to a friendly unit and an effect that reduces any damage it takes that are 3 or lower to 1.
Versatile Hero Art and is the first one you can learn to this cute critter. Pretty useful to apply on allies that rely to survive for long bouts in order to be useful including MP batteries and allies that triggers certain effects when taking damage.
2.D. Coral Orchestra
AP Cost: 16
Effect; Targets one friendly unit on the field and all Unit cards on your hand and EX Pocket that has a similar Tribe to that of the chosen unit have their MP reduced by 1. Their MP costs cannot go to zero.
Pretty useful but very gimmicky, and it has a high chance to fail more than it can succeed. It does work well if you are using dual-colored decks, but even that requires a lot more setup to make it super useful. Not as used as Shieldspire.
3.D. Plunderblade
AP Cost: 14
Effect: Takes a random card from your opponent's Deck and add it to your EX Pocket.
I have nothing much to say but it's rather a useful Hero Art if you can get your enemies to unable getting their key cards right away, but even then the card you can get is random and there's a chance that you may be able to steal a dead card at that point. It's also a good thing though, as you can just use this Hero Art to potentially thin your opponent's Deck.
And that's pretty much all the Green Heroes in TEPPEN. While Green is not particularly a strong color in the current meta, it's nonetheless competent in its own way.
Thoughts? Feel free to comment. Thanks and have a nice day! :)