Cardfight!! Vanguard: Heal Trigger Rules - When To Activate and Tips


       Heal Trigger (Green icon at the upper right corner of the card) is one of the trigger icons that can be activated during a drive/damage check, it gives a unit +5000 Power and an additional effect.

       You may only put 1, 2, 3 or 4 Heal Triggers in a single deck, no more than 4. To better understand Heal Triggers, refer to the below rules, example scenarios, advantages, and disadvantages.
- Heal Trigger Rules: -

Drive Trigger Check - Steps
     - Attack with your Vanguard.
     - Perform a Drive Trigger Check, ... got Heal Trigger!
     - Put the Heal Trigger on the Trigger Zone, then resolve the skill. Triggers must be
resolved, you can't choose not to activate them!
     - Choose a Unit on your side and give +5000 Power.

     - Next, check if you have equal or more damage than your opponent:
     - If YES, choose a card from your Damage Zone then put it into your Drop Zone.
     - If NO, you can't Heal this time.
     - Put the Heal Trigger into your Hand, Heal Trigger resolved.

Damage Trigger Check - Steps
     - Your opponent's attack successfully hits your Vanguard.
     - Perform a Drive Trigger Check, ... got Heal Trigger!
     - Put the Heal Trigger on the Trigger Zone, then resolve the skill. Triggers must be
resolved, you can't choose not to activate them. Note: While this card is in the Trigger Zone, it will not count as a Damage yet!
     - Choose a Unit on your side and give +5000 Power.

     - Next, check if you have equal or more damage than your opponent:
     - If YES, choose a card from your Damage Zone then put it into your Drop Zone.
     - If NO, you can't Heal this time.
     - Put the Heal Trigger into your Damage Zone, Heal Trigger resolved.
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- Example Heal Trigger Scenarios: -

Player A = 0 Damage
Player B = 2 Damage

Player A attacks > Drive Trigger check > No Trigger!
Player B Damage Trigger check > Heal Trigger!
     - Player B can Heal because he has more damage than Player A.
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Player A = 2 Damage
Player B = 0 Damage

Player A attacks > Drive Trigger check > No Trigger!
Player B Damage Trigger check > Heal Trigger!
     - Player B cannot Heal because he has less damage than Player A.
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Player A = 2 Damage
Player B = 2 Damage

Player A attacks > Drive Trigger check > No Trigger!
Player B Damage Trigger check > Heal Trigger!
     - Player B can Heal because he has an equal damage with Player A.
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Player A = 0 Damage
Player B = 0 Damage

Player A attacks > Drive Trigger check > No Trigger!
Player B Damage Trigger check > Heal Trigger!
     - Player B cannot Heal because he doesn't have any damage to heal. Heal
Trigger will still go to the Damage Zone after resolving the skill.
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Multiple Trigger Check Rules (Twin Drives/Receiving Criticals)
     - You must resolve the skill on the first check before doing the second check!
     - For this situation, let's take "Receiving Criticals" as our main focus below.

Player A = 1 Damage
Player B = 0 Damage

Player A attacks > Drive Trigger check > Critical Trigger!
Player B 1st Damage Trigger check > No Trigger > 2nd Damage Trigger check
> Heal Trigger!
     - Player B can Heal because he has an equal damage with Player A after resolving
the 1st trigger check.
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Player A = 1 Damage
Player B = 0 Damage

Player A attacks > Drive Trigger check > Critical Trigger!
Player B 1st Damage Trigger check > Heal Trigger! > 2nd Damage Trigger check
> No Trigger!
     - Player B cannot Heal because he doesn't have any damage to heal. After the 2nd
trigger check, he will now get 2 damage!
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Player A = 5 Damage
Player B = 4 Damage

Player A attacks > Drive Trigger check > Critical Trigger!
Player B 1st Damage Trigger check > Heal Trigger! > 2nd Damage Trigger check
> No Trigger!
     - Player B cannot Heal because he has less damage than Player A while resolving
the 1st trigger check. The 2nd trigger check will make him lose the game.
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Player A = 5 Damage
Player B = 4 Damage

Player A attacks > Drive Trigger check > Critical Trigger!
Player B 1st Damage Trigger check > No Trigger! > 2nd Damage Trigger check
> Heal Trigger!
     - Player B can Heal during his 2nd trigger check because he has an equal damage
with Player A after resolving the 1st trigger check.
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- Heal Trigger Advantages and Disadvantages -

Advantages:
     - Can help you escape a tight situation and get another turn for a chance to win the
battle!
     - Heal could actually give you more cards because it will give you more space to
absorb upcoming damages, saving the cards that should be put into the guardian circle to guard your vanguard from attacks.
     - You can also heal face-down cards, for more Counter Blast opportunities!
     - and more!

Disadvantages:
     - Well if you have successfully placed all the cards you want for your strategy, and
all you need to do next is to activate Limit Break next turn, but unfortunately, you got a Heal card during your damage trigger check, your strategy now might have to wait for the next turn again, giving your opponent a chance to see and disrupt your plan.

     - Heal Triggers might disrupt some Limit Break skills during your turn too!

Example 1:
     - Player A = 4 Damage
     - Vanguard: [AUTO] Limit Break 4: When this unit's attack hits a Vanguard, choose
one of your rear-guards and stand it.

     - Player A attacks > 1st Drive Trigger check > No Trigger! > 2nd Drive Trigger
check > Heal Trigger!
     - If Player A can heal, his Vanguard's skill will not activate anymore because he
doesn't have 4 or more damage!, unless the card text says "When this unit attacks a Vanguard" (without the hit word), then he can activate the skill before the twin drive check.

Example 2:
     - Player A = 4 Damage
     - Vanguard: [CONT] Limit Break 4: During your turn, all your units get Power
+3000.

     - Player A attacks > 1st Drive Trigger check > No Trigger! > 2nd Drive Trigger
check > Heal Trigger!
     - If Player A can heal, his Vanguard's continuous skill will turn off now because he
no longer have 4 or more damage, all units affected by the skill will also follow!

Example 3:
     - Note: Heal Triggers might also disrupt some card skills placed on the damage
zone, select the cards you don't need, choose wisely!
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