Darkness Rises: Guardian Class PVP-PVE Skill Builds and Combos


Here's a skill build and combo patterns for players playing Guardian class in Darkness Rises, a hack and slash action adventure Android and iOS mobile game.

Guardian - He charges into battle wielding a gunlance and a shield. He can swiftly approach enemies to deal melee damage or use magic cannons to attack from a distance. But what really makes him stand out is his ability to heal allies during battle!

Important Notes

   - Please refer to this guide first because I will no longer explain some things here including Skill upgrading, PVP Duel or Team Tips, Player Skill importance and more.
   - Link Here: Darkness Rises: PVP Guide and General Skill Builds (PVP and PVE)
Darkness Rises: PVP-PVE Skill Builds and Combos
 

PVP Skills: Damage Output and DPS Ratings

Damage Output

   - Death From Above:   420% (18 Seconds) =   23.3 (higher the more it hits)
   - Charge:   350% (14 Seconds) =   25.0
   - Leap:   300% (14 Seconds) =   21.4
   - Pulverize:   300% (15 Seconds) =   20.0
   - Smite:   300% (16 Seconds) =   18.6

   - Volt Cannon:   250% (11 Seconds) =   22.7
   - Shield Strike:   250% (13 Seconds) =   19.2
   - Earth Rend:   250% (16 Seconds) =   15.6

   - Whirlwind:   200% (18 Seconds) =   11.1
   - Pull:   100% (17 Seconds) =   5.9
   - Death From Above:   70% (18 Seconds) =   3.9 (higher the more it hits)

DPS Ratings (Base Damages Only)

   - Charge:   350% (14 Seconds) =   25.0
   - Death From Above:   420% (18 Seconds) =   23.3 (higher the more it hits)
   - Volt Cannon:   250% (11 Seconds) =   22.7
   - Leap:   300% (14 Seconds) =   21.4

   - Pulverize:   300% (15 Seconds) =   20.0
   - Shield Strike:   250% (13 Seconds) =   19.2
   - Smite:   300% (16 Seconds) =   18.6

   - Earth Rend:   250% (16 Seconds) =   15.6
   - Whirlwind:   200% (18 Seconds) =   11.1
   - Pull:   100% (17 Seconds) =   5.9
   - Death From Above:   70% (18 Seconds) =   3.9 (higher the more it hits)

Guardian PVP Skill Build and Combos

Darkness Rises: Guardian Class PVP-PVE Skill Builds and Combos

Duel PVP Skill Build

Duel PVP Main Combo and Nuke Skills

Guardian Skill - LeapGuardian Skill - Charge - Guardian Skill - Volt Cannon

2-1 Skills Combo: Leap > AA > Charge > Dash Away; (Solo Skill: Volt Cannon)

   - Main Combo Skill:  Leap > AA > Charge > Dash Away
   - Do not use a full AA or else it will push your target or let your opponent counter, 1 or 2 hits is enough.

   - Leap is your initiator and stun skill, you should master how to use this properly.
   - One way is to move until you see the opponent right at the edge of the screen, then quickly move forward for a few steps and execute (range can hit targets outside screen).
   - Easier against non moving foes like Wizards who likes to spam auto attacks.
   - Can also be used right after the enemy dashes or use any skill, just time it well. You can also try to bait your opponent by running away, then use Leap while he/she is chasing you.

   - Charge is your nuke and high DPS skill with added Move Speed debuff.
   - Guardians are really easy to get countered with attacks or dodged because most of their skills got delays and AAs are unreliable! So quickly dash away after using this combo to avoid incoming attacks.

   - Learn how to use and connect your initiator skills, anticipate enemy movements, and bait attacks to open up opportunities. The best part is, even if your Leap missed (dash away if you missed), you still have a chance to connect your Charge since it can be used from a ranged position (dash away right after though).

   - Volt Cannon (Solo Spam Skill)
   - A 2-1 Skill Combo means while using your main combo Leap > AA > Charge above, use your 3rd skill as a solo skill that you can spam every time it's available.

   - Volt Cannon is a quick cast long ranged skill with Move Speed debuff (range can hit targets outside screen), a really good solo skill that you can spam to disrupt your enemy' movements. Best used while your opponent is chasing you, or when he/she is currently using a skill.
   - By adding this skill, you can deal huge damages and achieve a very high DPS!

   - NOTE: Do not use Charge and Volt Cannon as combo (or the other way around), it would give your opponent an opening to attack you, use them separately in case your Leap missed.

Other Skills

   - Other skills are usable too, depending on your preference or play style.
   - Feel free to share your thoughts too. ^^

   - For now, only focus on few skills first during early to mid game for all around use, to maximize your Skill Points. Learn other skills that you like at later levels, since you'll be able to max them all out anyway.
Darkness Rises: Block and Counter

Block, Counter and Dodge

   - These 3 are still the best skills to master for PVP.

Team PVP Skill Build

Guardian's Auto Attacks

   - Like I said above, Guardian's auto attacks are unreliable, so avoid using it unless your target got stunned by you or your allies (for assist points, but still dash away after using), and be aware of your enemies' locations, and dash out if it's too risky to continue with your AAs.
   - You can also go and collect Buff and Life Orbs instead while your skills are in cool-down mode.
   - Use your Block, Counter, and Dodge if needed.

Team PVP Main Combo and Nuke Skills

   - Same info above (Duel PVP section), but this time keep your eyes on possible incoming enemy attacks. Go all out and spam your skills (no AAs) if there are enemies nearby, because you'll get interrupted if you are using Auto Attacks while doing combo skills, after that, just dash away.
   - Remember, that while using skills, you are immune to stuns and knock backs, use this opportunity to dash out of enemy combos.

Guardian Skill - LeapGuardian Skill - Charge - Guardian Skill - Volt Cannon

2-1 Skills Combo: Leap > AA > Charge > Dash Away; (Solo Skill: Volt Cannon)

   - Leap and Charge are a bit tricky to use here especially during group clashes and against moving targets, so wait for a better opportunity and rush those that are just standing beside the clash area, dying enemies (can be used to chase), or those that are moving alone (time it well).

   - One easy way is to go where you allies are, and assist them with your Leap's stun + Charge's damage and debuff.
   - Also easy to use against non moving foes like Wizards/Archers who likes to spam auto attacks.
   - Use Leap right after the enemy dashes or use any skill, just time it well. You can also try to bait your opponent by running away, then use Leap while he/she is chasing you (works well if done right!).
   - Also use your Volt Cannon to slow down targets before using Leap if needed.

   - Volt Cannon is your powerhouse solo skill here (DPS, debuffer (assist skill), and Ring out skill!).
   - A 2-1 Skill Combo means while using your main combo Leap > AA > Charge above, use your 3rd skill as a solo skill that you can spam every time it's available.

   - If you want to do "Ring Outs", use your Leap and stun targets near the edge, then move your character near him/her (facing to the edge of the map) and use Volt Cannon to push their character to the edge!
   - One way to use Leap is to let someone chase you, once you feel that they are near the edge, quickly use Leap and hope that you'll hit him/her around that area.

   - Pros: Good nuke damage with very high DPS rating if you can land all these skills! You can also do "Ring Outs" if done right.
   - Cons: Lacks AoE, and this skill set is much more suitable for players with on par overall character upgrades with most players joining Team PVP.

Team PVP Alternative Skill Selection

Guardian Skill - LeapGuardian Skill - Charge - Guardian Skill - Earth Rend

Earth Rend

   - 2-1 Skills Combo:  Leap > AA > Charge > Dash Away; (Solo Skill: Earth Rend)
   - Earth Rend is a possible alternative to Volt Cannon above if you want an AoE skill for Team PVP. DPS will go lower but it's wide and long AoE range can compensate it by hitting multiple targets. Just spam Earth Rend as solo skill whenever it's ready.
   - Also use to clear out enemies standing near the center waiting for the Ultimate Orb to pop, or to fend off enemies attacking your ally.

   - 3 Skills Combo NukeEarth Rend (if hits) > Leap > AA > Charge > Dash Away.
   - Only if all 3 skills are available, also gives a nice DPS and nuke damage.

   - NOTE: Do not use Charge and Earth Cannon as combo (or the other way around), it would give your opponent an opening to attack you, use them separately in case your Leap missed.

   - Pros: Good nuke damage with high overall DPS, great for Team PVP for getting easy Assist points by helping allies.
   - Cons: Lacks "Ring Out" potential (it's ok if you don't need it though), and this skill set is much more suitable for players with on par overall character upgrades with most players joining Team PVP.

3rd Skill Selection (Solo Skill):

Death From Above

   - This skill is also really good for Team PVP because of it's wide AoE Range (front), and can increase your damage output and DPS even higher the more it hits! Hit locking is also nice to help your allies land in more attacks.
   - Cool Down is long so use this as you solo spam skill.
   - The only problem is that your character is stuck for the whole duration, so it is risky if there are ranged attackers nearby or your targets dashed away, so time it well. Recommended for players with on par or better overall character upgrades than most players joining Team PVP to survive in case you get attacked.

Other Skills

   - Better focus on few skills first during early to mid game for all around use (especially for beginners).
   - Learn other skills that you like at later levels, since you'll be able to max them all out anyway.

   - Other skills are usable too, depending on your preference or play style.
   - I did not mention them all because some of them are hard to execute or use with other skills, the risk isn't worth it, or they are more effective against weaker opponents.
   - Feel free to share your thoughts though. ^^
Darkness Rises:  PVP-PVE Skill Builds and Combos

Team PVP Alternative Skill Builds

   - You can also do a variety of skill set-ups for Guardian depending on your role. Just be careful and don't dive into clashing skill attack animations, because you might get caught and catch huge damages instead.

   - Unlike Duel PVP, Team PVP will give you a lot of opportunities to accurately use your skills, so spam them and gather kills and assist points!

   - Here's another approach that I use for Team PVP. Note that the above build is still viable for late game, these are just alternatives to also try other skills.

Ring Out Play!

Guardian Skill - PullGuardian Skill - Volt Cannon - Guardian Skill - Earth Rend

2-1 Skills Combo: Pull > Volt Cannon(Solo Skill: Earth Rend)

   - Pull and Volt Cannon will be your 2 skills combo, focus on using as your "Ring Out" skills.
   - Stand near the edges of the map where you can do Ring Out plays, use your "Block" and "Dodge" if needed. Use Pull to pull a target, then quickly move your character and use Volt Cannon to push him/her off the edge!

   - NOTE: This is the only way to defeat very strong opponents, especially if you are the weakest in the arena. Even if these skills have low upgrades, it's ok as long as you can do Ring Outs!.

   - Earth Rend is your solo spam skill (same strategy), cast whenever possible!
   - If your Pull missed, you can still use Earth Rend > Volt Cannon combo if both skills are available.

   - Pros: "Ring Out" potential is good because of Pull's wide AoE range, plus you have Earth Rend to spam to help allies and get Assist points, excellent for players that are in a disadvantage in terms of overall upgrades.
   - Cons: Low damage output and DPS, but it's ok if you can do "Ring Out" plays to help your team, just make sure that you don't die a lot!

3rd Skill Selection (Solo Skill):

Guardian Skill - Smite

Smite

   - This skill is also a good alternative to Earth Rend above, if you want a quick cast AoE skill with Defense Down debuff to help you allies deal more damage to their targets. Range is shorter though so you might need to go closer.

Other Skills

   - Other skills are usable too, depending on your preference or play style.
   - I did not mention them all because some of them are hard to execute or use with other skills, the risk isn't worth it, or they are more effective against weaker opponents.
   - Feel free to share your thoughts though. ^^

PVE Skill Build

   - Once you figure out what to use for PVP, you can now easily select which PVE skills to get.
Darkness Rises PVE Skill Builds

DPS Ratings (Base Damages Only)

   - Shield Strike + Volt Cannon:   350% + 350% (8 seconds) =   87.5
   - Pulverize + Earth Rend:   400% + 300% (14 seconds) =   50.0
   - Leap + Whirlwind:   360% + 350% (15 seconds) =   47.3
   - Charge + Smite:   380% + 300% (11 seconds) =   61.8
   - Pull + Death From Above:   300% + 250% (15 seconds) =   36.7 (higher the more it hits)

PVP and PVE Skill Build (All Around Use)

   - As much as possible only focus on 3 skills trees for both PVP and PVE to maximize your Skill Points, especially early to mid game.
   - Try other skills once your main skills are maxed.
   - Based from the recommended PVP skills above, use and upgrade the following skills.

1) Shield Strike + Volt Cannon

   - Notable DPS for PVE, only upgrade Shield Strike if you need more fire power for PVE, and once you get extra skill points, cap them to Lvl 9~30 first (multiples of 3).
   - Max Volt Cannon to increase Damage Output and decrease Cool-down for PVP.

2) Leap + Whirlwind

   - Max Leap to increase Damage Output and decrease Cool-down.
   - Only upgrade Whirlwind if you need more fire power for PVE and once you get extra skill points, cap to Lvl 9~30 first (multiples of 3).

   - Replace with Pulverize + Earth Rend late game if you like (for PVE), but upgrade to higher levels first. Note that if you are using Earth Rend for PVP, upgrade it to increase Damage Output and decrease Cool-down.

3) Charge + Smite

   - Max Charge to increase Damage Output and decrease Cool-down.
   - Upgrade Smite if you need more damage for PVE, but also cap to Lvl 9~30 first (multiples of 3) to save up SP for your Main Skills.

*NOTEPull + Death From Above is not included above for PVE, but use if you want more AoE skills. If you are using Pull for PVP, also upgrade (cap it to Lvl 9~30 first, multiples of 3) to increase Damage Output and decrease Cool-down.

Preferred Skill Still Unlocked?

   - In case the skill isn't unlocked yet, just go for any skill for now, but do not upgrade them. Note that it is best to use a temporary Skill with a Combo Skill unlocked for PVE because of higher damage output (250% + 200% is better than using a single 300% upgraded skill for example).

Final Notes

   - Please note that this is not the only way to play Guardian, also try other skills as well since you can max them all in the end.
   - If you find any discrepancies with the skill info above (base damage or CD) due to game update patches, please notify us, thanks.
   - Hope you find our skill build useful, good luck! ^^



Related Darkness Rises: Tips & Guides:
Darkness Rises: Quick Beginner's Tips, Tricks and Strategy Guide
Darkness Rises: PVP Guide and General Skill Builds (PVP and PVE)

Vanguard ZERO: Angel Feather Ergodiel Deck Build and Guide


Here's a quick guide and tips for Angel Feather Cosmo Healer, Ergodiel Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

Angel Feather is a clan that treats the Damage Zone as another hand. As their choices expand with their Damage Zone, use "Doctroid" to increase it, and swap your hand and Damage Zone with "Nocial" and "Shamsiel" to gain the advantage in the fight!

Angel Feather Ergodiel Deck

Notable Info

   - 16,000+ RG Columns = Easy to build 16,000~18,000 Power columns.
   - 21,000+ RG Columns = You can build a 21,000 Power column as long as you have the specific cards in place and conditions are met. 22,000~24,000 is possible but only until the end of turn.
Vanguard ZERO: Angel Feather Ergodiel Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Sunny Smile Angel (FV)Pure Keeper, Requiel (G1)
   - Sunny Smile Angel (FV) = To draw a card and return this card to deck as additional Heal Trigger. Use asap if are up against a deck that can retire your FV.
   - Pure Keeper, Requiel (G1) = Add at least x2, but aim for x3 or x4.

Recommended Cards (Must Have)

Fate Healer, Ergodiel (G2)Cosmo Healer, Ergodiel (G3)Battle Cupid, Nociel (G1)Love Machine Gun, Nociel (G2)
   - Fate Healer, Ergodiel (G2) = Aim for x4, recommended as Grade 2 Vanguard to add +1,000 Power to your Cosmo Healer, Ergodiel (G3) and filter cards in hand later on.
   - Cosmo Healer, Ergodiel (G3) = Aim for x4, your main Vanguard for this build.
   - Battle Cupid, Nociel (G1) = Add x3~x4. When placed, you may put a card from your hand into your Damage Zone. If you do, add a card from your Damage Zone to your hand.
   - Love Machine Gun, Nociel (G2) = Add x3~x4. When placed, you may put a card from your hand into your Damage Zone. If you do, add a card from your Damage Zone to your hand.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Burst Shot, Bethnael (G1) = Add x2~x3, nice base Power and Defense.
   - Thousand Ray Pegasus (G1) = Add x3~x4. When a card is put into your Damage Zone, this unit gets +2,000 Power until end of turn.
   - Candlelight Angel (G1) = Add x2, if you don't have Nociel (G1) cards (RRR cards replacement).

Grade 2 Cards

   - Core Memory, Armaros (G2) = Add x3~x4. When attack hits, CB2 to draw a card.
   - Gatling Shot, Barbiel (G2) = Add x2~x3, nice base Power and Defense.
   - Million Ray Pegasus (G2) = Limit to x1~x2. When a card is put into your Damage Zone, this unit gets +2,000 Power until end of turn.

Grade 3 Cards

   - Circular Saw, Kiriel (G3) Add up to x4, possible sub Vanguard, to increase your field presence (CB2), and also help place a card to the Damage Zone.
   - Drill Bullet, Geniel (G3) = Add as filler if you need more cards, can reach 12,000 Power.
   - Pulse Wave, Adriel (G3) = Add as filler if you need more cards, can reach 13,000 Power.
   - The Phoenix, Calamity Flame (G3) = Add as filler if you need more cards, when a card is put into your Damage Zone, this unit gets +2,000 Power until end of turn. Nice unit for both defense and offense.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

RRR and Other Cards (If Available)

Chief Nurse, Shamsiel (G3)
   - Chief Nurse, Shamsiel (G3) = Add up to x4, your sub Vanguard for this build.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

Example Deck Builds

   - NOTE: For cards that you don't have, just use the guide above to add filler cards to your deck for now, but if you want to add cards to the existing ones, feel free to do so. Also note that new cards might become available in the future, so feel free to test them out as well.
Vanguard ZERO: Angel Feather Ergodiel Deck Build
 (*Use as reference, feel free to remove/add cards.)

Trigger Sets

Rank Fight Trigger Set

   - Critical Trigger (x0), Draw Trigger (x9), Stand Trigger (x0), and Heal Trigger (x4)
   - Refer to the build above (screenshot) for example Triggers Set for specific cards.

For Non Rank Fight Battles

   - NOTE: Feel free to experiment with other Trigger Sets according to your preference. Add more Critical Triggers and/or Stand Triggers if you want to use this deck for certain events, like non Rank Fights that would require you to finish the battle asap.

Angel Feather Battle Strategies

Mulligan (Starting Cards)

   - Any Grade 1 Card (G1) = Keep x1 to ensure a Grade 1 Vanguard. If you want to keep Nociel (G1), keep another Grade 1 card.
   - Fate Healer, Ergodiel (G2) = Keep x1 to ensure a Grade 2 Vanguard and activate skills when riding Ergodiel (G3).
   - Cosmo Healer, Ergodiel (G3) = Keep x1 to ensure a Grade 3 Vanguard, x2 if you have the cards above.

   - Pure Keeper, Requiel (G1) = Keep at least x1 (optional).

Basic Battle Strategies

   - Try to ride Ergodiel (G2) at least, to add +1,000 permanent Power to your Ergodiel (G3) later on. Use it also to update cards in hand, or as a Counter Charger if needed, by riding Ergodiel (G3) next turn to activate skill.

How To Use Nociel (G1) and Nociel (G2)

Battle Cupid, Nociel (G1)Love Machine Gun, Nociel (G2)
   - Avoid riding Nociel (G1) and Nociel (G2), use them as rear guards to use their skills.
   - Both units can be used like a Counter Charger, place a card face-up, then take a face-down card (this way you'll be able to use more Counter Blasts).
   - If needed, filter a card in hand to select a card that you need from the Damage Zone like a Sentinel Card (PG), an Intercept card, or a copy of Ergodiel (G3).

How To Use Cosmo Healer, Ergodiel (G3)

Cosmo Healer, Ergodiel (G3)
   - (VC): When attack hits a Vanguard, CB2 and Persona Blast (discard a Ergodiel (G3) from your hand) to Heal 1.
   - Also focus on searching copies by using cards that can draw, or switch cards in hand to your Damage Zone cards. One way to use it's skill is when your Damage is higher than your opponent just in-case you'll get Heal Triggers as well (also depends on the situation or opponent's Vanguard skills).
   - Remember to use this skill while your opponent's Damage is 4 or less.

   - In case of a miss-ride, just use your sub Vanguards, preferably Kiriel (G3) if you have 2 CBs available to increase field presence and add a card to the Damage Zone, otherwise ride Shamsiel (G3) if you have, for defense.
   - Once you are able to get at least 2 Ergodiel (G3), ride and use it's skill to Heal.
   - Also consider riding your sub Vanguard if you can no longer use Counter Blasts or Persona Blasts with Ergodiel (G3), also when your opponent's Damage is at 5.

How To Use Chief Nurse, Shamsiel (G3)

Chief Nurse, Shamsiel (G3)
   - (VC): LB4 When it attacks, you may put a card from your hand into your Damage Zone. If you do, add a card from your Damage Zone to your hand.

   - This skill can be used like a Counter Charger, place a card face-up, then take a face-down card.
   - If needed, select a card that you need like a Sentinel Card (PG), an Intercept card or a copy of Ergodiel (G3) for example.

   - (VC): When a card is put into your damage zone, this unit gets +2,000 Power until end of turn.
   - Also a good defensive skill that can sometimes disrupt your opponent's combos, use as sub Vanguard early on if needed.

Counter Blasts

Cosmo Healer, Ergodiel (G3)Core Memory, Armaros (G2)Circular Saw, Kiriel (G3)
   - Cosmo Healer, Ergodiel (G3) = When attack hits a Vanguard, CB2 and Persona Blast to Heal 1.
   - Core Memory, Armaros (G2) = When attack hits, CB2 to draw a card.
   - Circular Saw, Kiriel (G3) = When placed, CB2 to call a card from your Damage Zone. Reserve at least 2 CBs before riding this card (if used as sub Vanguard).

   - Note: Also consider other card effects that requires Counter Blasts if needed.

How To Build 21,000+ Power Columns

Vanguard + Booster

   - Circular Saw, Kiriel (G3) = 10,000 base Power Vanguard, can reach 15,000 Power when attacking a Vanguard (LB4).
   - Kiriel (G3) + Any Booster with 6,000~8,000 Power = 21,000~23,000 total Power (when attacking a Vanguard, LB4).

   - Thousand Ray Pegasus (G1) = 7,000 Power Booster, can reach 9,000 Power when a card is put into your Damage Zone (+2,000 per card).
   - Pegasus (G1) + Shamsiel (G3) = 21,000 total Power (1 card into Damage Zone).
   - Pegasus (G1) + Kiriel (G3) = 24,000 total Power (when attacking a Vanguard, LB4).

Rear Guards + Booster

   - Thousand Ray Pegasus (G1) = 7,000 Power Booster, can reach 9,000 Power when a card is put into your Damage Zone (+2,000 per card).
   - Pegasus (G1) + Geniel (G3) = 21,000 total Power (1 card into Damage Zone).
   - Pegasus (G1) + Calamity Flame (G3) = 21,000 total Power (1 card into Damage Zone).
   - Pegasus (G1) + Adriel (G3) = 22,000 total Power (1 card into Damage Zone).

   - Pegasus (G1) + Any Rear Guard with 10,000 Power = 21,000 total Power (2 cards into Damage Zone).

   - Thousand Ray Pegasus (G1) = 7,000 Power Booster, can reach 9,000 Power when a card is put into your Damage Zone (+2,000 per card).
   - Pegasus (G1) + Any Rear Guard with 8,000~10,000 Power = 17,000~19,000 total Power (22,000~24,000 Power with 1 card into Damage Zone and +5,000 "Trigger Check" buff).

   - Burst Shot, Bethnael (G1) = 8,000 Power Booster.
   - Bethnael (G1) + Adriel (G2) = 21,000 total Power.
   - Bethnael (G1) + Calamity Flame (G2) = 22,000 total Power (2 cards into Damage Zone).

   - Bethnael (G1) + Any Rear Guard with 8,000~10,000 Power = 16,000~18,000 total Power (21,000~23,000 Power with +5,000 "Trigger Check" buff).

   - NOTE: Other cards not included here are also OK to use but some are very situational or unsustainable, use them if you like. Also adjust the numbers above depending on your Booster's Power.


More Vanguard ZERO Tips and Guides:

Beginner's Tips Re-Rolling Guide

Beginner's Quick Tips and Guide

Beginner's Quick Battle Tips

Farming Materials and Crafting Cards Tips and Guide


That's it guys, thank you for checking our Angel Feather Ergodiel Deck Build and Guide for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

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