Vanguard ZERO: Granblue Cocytus Deck Build and Guide


Here's a quick guide and tips for Granblue Ice Prison Necromancer, Cocytus Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

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

Granblue Cocytus Deck Build

Notable Info

   - Good Defense = You can call more Intercept Cards from your Hand or Drop Zone!
   - 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.
   - 16,000+ RG Columns = Easy to build 16,000~17,000 Power columns.
   - 21,000+ RG Columns = This deck build will not heavily rely on building 21,000+ Power RG columns except when using Trigger Check buffs.
Vanguard ZERO: Granblue Cocytus Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Captain Nightkid (FV)Gust Jinn (G1)
   - Captain Nightkid (FV) = Use skill to look at 10 cards from the top of your deck, and put a card into your Drop Zone. One way to reduce your deck's non Trigger cards.
   - Gust Jinn (G1) =  Add at least x2, but aim for x3 or x4.

Recommended Cards (Must Have)

Chappie the Ghostie (G1)Captain Nightmist (G2)Ice Prison Necromancer, Cocytus (G3)Death Seeker Thanatos (G3)
   - Chappie the Ghostie (G1) = Aim for x3 or x4, awesome card to move specific cards from your deck to your Drop Zone. One way to reduce your deck's non Trigger cards.
   - Captain Nightmist (G2) = Aim for x4, call this card from your Drop Zone (CB1).
   - Ice Prison Necromancer, Cocytus (G3) = Aim for x4, your main Vanguard for this deck build.
   - Death Seeker Thanatos (G3) = Add up to x4, a nice rear guard unit used to set up multi attacks and call an Intercept card from the Drop Zone.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Ripple Banshee (G1) = Add x3~x4, used to buff other units with +2,000 Power.
   - Dancing Cutlass (G1) = Limit to x1~x2, SB2 to draw a card.
   - Dandy Guy, Romario (G1) = Add as filler if you need more cards, nice base Power and Defense.

Grade 2 Cards

   - Three Star Chef, Pietro (G2) = Add x3~x4. When attack hits a Vanguard, Counter Charge 1.
   - Stormride Ghost Ship (G2) = Add x2~x3, high Power and Defense. Learn how to remove it's Restraint status (call a card from the Drop Zone), or just use to Intercept if you have no choice.
   - Commodore Blueblood (G2) = Add as filler if you need more cards, nice base Power and Defense (possible RRR cards replacement).

Grade 3 Cards

   - God-eating Zombie Shark (G2) = Add as filler if you need more cards.
   - Master Swordsman, Nightstorm (G3) = Add up to x4, can reach 12,000 Power when attacking a Vanguard.
   - Witch Doctor of the Abyss, Negromarl (G3) = Limit to x1, add as filler if you need more cards.

   - 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)

Ruin Shade (G2)
   - Ruin Shade (G2) = Limit to x2~x3, can reach 11,000 Power when conditions are met.

   - 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.)
(*Replace x1 Chappie the Ghostie (G1) with Dancing Cutlass (G1) if you like.)
(*Replace x1 Ruin Shade (G2) and/or x1 Pietro with Commodore Blueblood (G2) if you like.)

Trigger Sets

Rank Fight Trigger Set

   - Critical Trigger (x0), Draw Trigger (x9), Stand Trigger (x0), and Heal Trigger (x4)
   - Critical Trigger (x0), Draw Trigger (x4~x5), Stand Trigger (x4~x5), and Heal Trigger (x4)
   - Refer to the build above (screenshot) for example Triggers Set for specific cards. Reduce and balance Draw Triggers if you are getting "Deck Outs".
   - If you want to run 9 Draw Triggers but you're getting "Deck Outs", reduce Ruin Shade (G2).

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.

Granblue Battle Strategies

Mulligan (Starting Cards)

   - Any Grade 1 Card (G1) = Keep at least x1 to ensure a Grade 1 Vanguard. If you want to keep Chappie the Ghostie (G1), try to keep another Grade 1 card.
   - Any Grade 2 Card (G2) = Keep x1 except Stormride Ghost Ship (G2), to ensure a Grade 2 Vanguard. Ruin Shade (G2) is your best pick, if you want to keep Captain Nightmist (G1), try to keep another Grade 2 card.
   - Cocytus (G3) = Keep x1 to ensure a Grade 3 Vanguard (high priority!).

   - Gust Jinn (G1) = Keep at least x1.

Basic Battle Strategies

   - Your aim here is to use your Drop Zone as an extension of your hand. Fortify your defense and keep spamming Grade 2 Intercept cards to minimize damage per turn, exhaust their Intercept cards to force them to place Grade 1 and 3 cards, then use that to deal more Damage!

How To Use Ice Prison Necromancer, Cocytus (G3) 

Ice Prison Necromancer, Cocytus (G3)
   - (VC): LB4 (when you have 4 or more Damage in your Damage Zone) When this unit attacks a Vanguard, it gets +5,000 Power until end of battle.
   - Can reach 15,000 Power, so you'll just need a 6,000 Power Booster to reach 21,000 Power.

   - (VC): When placed, CB2 to call a card from your Drop Zone.
   - Always reserve 2 CBs before riding this card (including when doing re-rides if needed). Use your Intercepts to control how many Damage you would like to take per turn.

   - In case of an early miss-ride, your plan B is to ride any viable Vanguard, then focus on using your rear guards Captain Nightmist (G2) and Thanatos (G3) to intercept attacks while attacking.

Which Cards To Call From the Drop Zone?

Captain Nightkid (FV)Chappie the Ghostie (G1)
   - Any card you need for the current situation will do, refer below for examples. Set them up by using your FV's skill or Chappie the Ghostie (G1) if needed, before riding Cocytus (G3).

   - Three Star Chef, Pietro (G2) = Nice combo because you'll be calling this unit with 2 CB then do a Counter Charge to recover 1 CB (first attacker). Make sure that you have a Booster though unless you can hit the Vanguard, or buff it using Ripple Banshee (G1) to reach 11,000 Power.

   - Stormride Ghost Ship (G2) or Ruin Shade (G2) = Call if you don't have any Booster/Buffer available especially during the early part of the battle. These units can reach higher Power.
   - Captain Nightmist (G2) is also good if he has a copy in your Drop Zone. If you can't decide which card to send to the Drop Zone, this is a always a good choice.

   - Thanatos (G3) = This a bit tricky, refer below on how to use this unit. Call if your opponent's Damage is 4 or less, and you have Boosters/Buffers available to use.

   - TIP: If you have most cards needed in the Drop Zone, use your Chappie the Ghostie (G1) to send another Chappie the Ghostie (G1) to save some Grade 2 units for draws.

How To Use Death Seeker, Thanatos (G3) 

Death Seeker Thanatos (G3)
   - (RC): When attack hits a Vanguard, CB1 and retire this unit and call a card other than Thanatos (G3) from your Drop Zone.
   - Useful for setting up multi attacks, best used when your opponent's Damage is 4 or lower.

Example Combo #1:
   - Place Ripple Banshee (G1) behind this unit, and use her skill to buff Thanatos (G3) to 12,000 Power (if opponent's Vanguard is 10,000 Power or lower, no need to use buff). Next, let Thanatos (G3) attack the Vanguard without using Booster, activate skill (CB1) to call Stormride Ghost Ship (G2), Captain Nightmist (G2), or Ruin Shade (G2) to that same spot to build a 17,000 Power column.
   - NOTE: Only call Captain Nightmist (G2) if you have a copy in your Drop Zone. Other Grade 2 cards with lower Power are also ok, just use to intercept and rely on Triggers for bonuses.

 Example Combo #2:
   - In-case you can't use Ripple Banshee's (G1) skill, just let Thanatos (G3) + Booster attack the Vanguard, follow same method above and call a unit to that same spot. This time, let your Vanguard attack and try to get a Stand Trigger to stand that Booster, or just use any Trigger's Power Bonus to increase Power.

Counter Blasts

Ice Prison Necromancer, Cocytus (G3)Death Seeker Thanatos (G3)Captain Nightmist G2
   - Ice Prison Necromancer, Cocytus (G3) = When placed as Vanguard, CB2 to call a card from your Drop Zone.
   - Death Seeker Thanatos (G3) = CB1 to switch this unit with a card from your Drop Zone if it's attack hits a Vanguard.
   - Captain Nightmist (G2) = CB1 to call this card from your Drop Zone. It requires you to retire a card so choose Grade 1 or 3 units that you don't need (use this especially when you don't have Intercept cards in play).

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

Soul Blasts

Dancing Cutlass (G1)
   - Dancing Cutlass (G1) = SB2 to draw a card. Also use this as sacrifice for Captain Nightmist's (G2) skill.

How To Build 21,000+ Power Columns

Vanguard + Booster

   - Ice Prison Necromancer, Cocytus (G3) = 10,000 base Power Vanguard that can reach 15,000 when attacking a Vanguard (LB4).
   - Cocytus (G3) + Any Booster with 6,000 Power = 21,000 Power (LB4).

Rear Guards + Booster

   - Any 6,000 Power Booster (G1)
   - 6,000 Booster (G1) + Any Rear Guard with 10,000~11,000 Power = 16,000~17,000 total Power (21,000~22,000 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.

How To Get Cards to the Drop Zone?

Triggers

   - Triggers used during your turn will be placed into your Drop Zone.
   - Getting Heal Triggers during your turn and successfully using it would heal and transfer a card from your Damage Zone to the Drop Zone.

Normal Battles

   - Defeated Rear Guards will go to the Drop Zone, so it's best to use Draw Triggers to maximize your Intercept Cards (Draw > Intercept > Revive > Intercept > Revive again).
   - This is one reason why you should not to use Captain Nightmist (G2) as Vanguard (unless needed).

Using Card Effects

   - Captain Nightkid (FV) = To move a card to the Drop Zone.
   - Chappie the Ghostie (G1) = To move cards needed to the Drop Zone.
   - Ruin Shade (G2) = Puts 2 cards from the top of your deck into your Drop Zone.

Retiring Cards and Soul Blasts

   - Retiring cards due to a card effect will move that card to the Drop Zone, same way when using Soul Blast.


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