Vanguard ZERO: Spike Brothers Clan Deck Build and Guide


Here's a quick guide and tips for Spike Brothers Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

NOTE: Spike Brothers cards are available from limited Clan Events. During the event, farm "Event Tickets" from Character Fights and use those to Challenge Kyou Yahagi to get exclusive items that will be used to play the limited time Gacha that only features Spike Brothers cards!

Spike Brothers Deck Build

Notable Info

   - General Seifried (G3) = 10,000 base Power Vanguard (+3,000 Power when Boosted during battle), can reach 17,000~21,000 Power with a 4000~8000 Booster.
   - 16,000+ RG Columns = Easy to build 16,000~17,000 Power columns, above that would require specific cards or card effects to be used.
   - 21,000+ RG Columns = If you have the specific cards in place and conditions are met, most of them can reach 21,000~22,000 but only until the end of turn (can be pushed to 23,000~24,000).

   - Higher Trigger Chance = Getting non-Triggers cards and/or adding Trigger cards can increase your chance to get more Triggers!
   - Multi Attacks = Can attack more than 3 times in 1 turn.
   - Recyclable Triggers = If you have Juggernaut Maximum (G3), also to increase Trigger chance.
Vanguard ZERO: Spike Brothers Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Mecha Trainer FVSpike Brothers PG
   - Mecha Trainer (FV) = Very useful FV to get a Sentinel Card (PG) or Dudley Dun (G1) early on.
   - Cheer Girl, Marilyn (G1) = Add at least x2, aim for x4. Sentinel Cards (PG) can be obtained from limited-time rewards during the Spike Brothers Clan Event.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Dudley Dun (G1) = Limit to x2~x3, very low base Power but useful for this build to get a specific card from your deck into your hand. Place below your Vanguard to use skill.
   - Reckless Express (G1) = Add x1~x4, can reach 12,000 Power on it's own (18,000 Power with 6000 Booster) and can vacate a rear guard circle (front) if needed.
   - Spike Brothers Assault Squad (G1) = Add x2~x4, to support your continuous attacks.
   - Wonder Boy (G1) = Add x1~x4, nice base Power and Defense.
   - Commander, Gary Gannon (G1) = Limit to x1~x3, optional card for recycling a card.

Grade 2 Cards

   - Devil Summoner (G2) = Add x2~4, very useful card for stalling while earning some cards early on, and to break through opponent's Sentinel Cards (PG) later on.
   - Highspeed, Brakki (G2) = Add x4, can reach 14000 Power on it's own (21,000 Power with 7,000 Booster) and can vacate a rear guard circle (front) for a potential continuous attack (if needed).
   - Treasured, Black Panther (G2) = Add x4, nice base Power and Defense.
   - Spike Bouncer (G2) = Limit to x1~x3, decent filler card with 8000 base Power that can buff up (+3000 Power) but only if you land a hit to enemy Vanguard.

Grade 3 Cards

   - Sky Diver (G3) = Add x4, to help perform continuous attacks, can vacate a rear guard circle (front) if needed. Base Power is 11,000, can reach 17,000~19,000 with a 6000~8000 Booster.
   - Unite Attacker (G3) = Add as filler if you need more cards, can be your alternative Vanguard if you don't have General Seifried (G3). Also helpful for getting cards into the Soul.

   - 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)

   - General Seifried (G3) = Aim for x4 even though you can actually play this deck build with any Vanguard. This however will turbo charge your team and help fill up gaps with Grade 3 cards, especially Juggernaut Maximum (G3) and Sky Diver (G3).
   - 10,000 base Power Vanguard (+3,000 Power when Boosted during battle), can reach 17,000~21,000 Power with a 4000~8000 Booster.

   - Juggernaut Maximum (G3) = Aim for x4, great Heal Trigger carrier, can reach 16,000 Power on it's own (22,000 Power with 6000 Booster) and can vacate a rear guard circle (front) if needed.

   - 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.

  (*Use as reference, feel free to remove/add cards.)
(*Add more Dudley Dun (G1) or Spike Brothers Assault Squad (G1) if you like.)

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.

   - With max Heal Triggers, try to recover damages to get more chance to use "Counter Blasts".
   - TIP: Set Heal Triggers on Juggernaut Maximum (G3) if you have, to recycle them back to deck, then use any card that would shuffle your deck.

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.

Why Use More Draw Triggers?

   - More cards would give you more options, especially for this deck build that requires sacrifices to call cards from your Deck, and to perform Combos using cards in hand.
   - Draw Triggers can also help you grab those Sentinel Cards (PG), more Grade 2 Intercept Cards, and other useful cards to execute your strategies.

Spike Brothers Battle Strategies

Mulligan (Starting Cards)

   - Dudley Dun (G1) = Keep x1, and another Grade 1 card to avoid riding this card.
   - Wonder Boy (G1) or Spike Brothers Assault Squad (G1) = Keep at least x1.
   - Any Grade 2 Cards = Keep x1 to ensure a Grade 2 ride.
   - General Seifried (G3) = If you want to ensure a Grade 3 ride (if you have this card).

   - Cheer Girl, Marilyn (G1) = Keep at least x1.

Basic Battle Strategies

   - During the early part of the battle, focus on using your Grade 2 cards to Intercept attacks while attacking and earning some cards in hand with your Draw Triggers.
   - Use your Mecha Trainer (FV) to get Dudley Dun (G1) if you didn't get it during Mulligan, or get Cheer Girl, Marilyn (G1) ~ Sentinel Card (PG). Also be careful if you are up against decks that can retire your Dudley Dun (G1), keep it in your hand until needed.

   - Reminder: Since you'll be playing using your Deck to find cards and use combos, you need to decide quick before the time expires during Rank Fights.

Counter Blasts

Dudley Dun G1
   - Once you can use 2 Counter Blasts, use Dudley Dun (G1), refer below for tips and strategies. Maximize your resources and try to land more attacks per turn!
   - Best case scenario is to land 4 attacks and also end your turn with 1 or 2 Intercept cards!

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

How To Build 21,000+ Power Columns

Vanguard + Booster

   - General Seifried (G3) = 10,000 base Power Vanguard (+3,000 Power when Boosted during battle), can reach 21,000 Power with 8000 Booster. If you need to build this, replace Dudley Dun (G1) with Wonder Boy (G1) if you can no longer use Counter Blasts, or if you don't have Dudley Dun (G1) due to a card effect for example.

Rear Guards + Booster

   - Juggernaut Maximum (G3) = Can reach 16,000 Power on it's own, so you just need a 6,000 Booster to reach 22,000 Power (7,000~8,000 Booster can push it to 23,000~24,000 Power), will vacate a rear guard circle (front) after the attack.

   - Highspeed, Brakki (G2) = Can reach 14000 Power on it's own (21,000~22,000 Power with 7,000~8,000 Booster), will vacate a rear guard circle (front) after the attack.

   - Spike Bouncer (G2) = 8000 base Power, +3000 Power each time you hit the Vanguard. Can reach 21,000~22,000 Power if you can hit the Vanguard 2 times first, and use a 7000~8,000 Booster.

   - NOTE: Other cards not included here are also OK to use but very situational or unsustainable, use them if needed.

How To Use Dudley Dun (G1)

Dudley Dun G1
   - Make sure you have the following before using Dudley Dun's (G1) skill:
   - 1 Card in hand to put into the Soul (preferably not your Sentinel Cards (PG).)
   - 2 Counter Blasts
   - 1 Empty Rear Guard Circle (Front) = Cards placed before battle that can vacate during battle are also fine, but make sure to use them to attack first before your Vanguard. Note that Dudley Dun's (G1) skill will activate just by boosting your Vanguard.

Which Card To Get From The Deck?

Sky Diver G3
   - Option 1: Sky Diver (G3)
   - Get if you have a card in hand that you can Special Call after this card lands a hit to the enemy Vanguard. Preferably, go for one of these cards if you have them in hand:

   - Juggernaut Maximum (G3) = To land another attack but with higher Power! Make sure to use this unit's skill to recycle it back to your deck, and increase Trigger Chance.
   - Sky Diver (G3) = To land another hit ("Vanguard Only") and call another card from your hand!
   - Highspeed, Brakki (G2) = To land another attack if Power is enough.
   - Reckless Express (G1) = To land another attack if Power is enough.
   - Any High Power Grade 2 Card = To attack and set up defense for the next turn, note that you can replace units that already attacked that turn if there are no space available.

   - TIP: DO NOT CALL Sky Diver (G3) if your opponent got 1 Life left... because your attack will not hit if it gets blocked by a Sentinel Card (PG), rendering his skill useless. Also to avoid mistakes, it is best to use Sky Diver (G3) if your opponent got 1 or 0 Intercept cards in play to easily land a hit to their Vanguard.


   - Option 2: Juggernaut Maximum (G3)
   - To land another attack but with higher Power! Make sure to use this unit's skill to recycle it back to your deck, and increase Trigger Chance.

   - Option 3: Any High Power Grade 2 Card
   - To attack and set up defense for the next turn.

Devil Summoner G2
   - Option 4: Devil Summoner (G2)
   - To setup some defense, especially when you need to survive just 1 more turn to win (gamble for another Grade 2 card).
   - TIP: If opponent got 1 Life left, you'll probably need to break through their Sentinel Cards (PG), so it's best to use both of your Rear Guards first to clear Intercept Cards for example before your Vanguard, then call Devil Summoner (G2) from your deck to replace 1 of your Rear Guards, if you are able to call another G1 or G2 card from card effect, replace the other one too, now continue attacking and break through, best if you still have Boosters!

How To Use Highspeed, Brakki (G2)

Highspeed, Brakki G2Reckless Express G1
   - Highspeed, Brakki (G2) = Remember that you can activate the skill just by attacking, same with Reckless Express (G1), as long that there is a card in your Soul.
   - Invoke only if you want to vacate and/or to buff up their Power to land a hit.
   - Do not invoke if Power is enough and if your plan is to use as Intercept next turn.

How To Use General Seifried (G3)


   - You need to open up at least 1 rear guard circle if you are aiming for his skill to proc.
   - If you want to use Dudley Dun's (G1) skill as well, note that this will settle first before Trigger Checks, so before using your Vanguard+Dudley Dun's (G1) skill, it's best to have 2 open rear guard circles (at least 1 front is a must).


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 Spike Brothers Deck Build and Guide for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).