Post by bystander on Feb 7, 2014 14:38:18 GMT -6
Intro: The HERO archetype is a well established archetype, the first appearance of these monsters and their support cards dates back all the way to the first booster set of the Yu-Gi-Oh! GX era: The Lost Millenium. As time went on the HERO archetype was eventually changed to contain the 5 different archetypes (Elemental, Destiny, Evil, Masked, Vision) under the vast general scope of the singular term HERO.
The main strength behind the HERO archetype is Fusion Summoning, combining weaker monsters to create stronger ones with the use of a fusion spell. Over time many fusion monsters were created in the support of this archetype. Konami even used this archetype to officially launch a new Fusion Summoning mechanic: Contact Fusion. Again summoning powerful monsters by combining two or more smaller monsters, this time without the need of the use of a fusion spell.
HEROs have had some success in the competitive metagame. The Destiny HERO monsters were formulated into a powerful draw engine that helped fuel the success of Monarch and Light and Darkness Dragon deck builds. Elemental HEROs found a competitive niche as a anit-meta deck based solely around Light attribute monsters. A faster build was eventually developed to take advantage of the special summoning condition of Elemental HERO Bubbleman creating an OTK build. Elemental HERO cards have even made there way into other decks that focused on Contact Fusion: Gladiator Beast.
Unfortunately the popularity of the HERO archetype has waned due to the banning of Elemental HERO Stratos on the September 2013 list. However, even with such a heavy loss, creative minds have not given up on this archetype. This archetype has a lot of flexibility and can adapt easily to its users needs and wants.
A recent product reveal has indicated that a structure deck released for the OCG on June 21, 2014 is going to be focused on the HERO archetype. Structure decks typically mean new support for older archetypes (look at the recent Cyber Dragon Structure as an example). There are 8 brand new cards included in this structure deck. This structure will be focusing on E-HERO and Masked HERO cards. 4 of the extra deck monsters are brand new, 1 new normal fusion and 3 Masked HEROs cards. There will be a new E-HERO introduced to the game in this structure deck: E-HERO Shadow Mist. The remaining cards are spells. Two new "Change" (in the same line as Mask Change) cards and one card that is speculated to be searcher spell for the "Change" cards. Recently pre-orders for the HERO's Strike Structure Deck for the TCG have gone up online. This indicates that this Structure deck will be launching late January/early February for the TCG. However, that is still a while to go and TCG Konami is known for changing the cards in any structure deck for the TCG launch. www.alterealitygames.com/catalog/yugioh_sealed-yugioh_structure_decks/hero_strike_structure_deck__1st_edition_presell_ships_13015/231323
Also a brand new E-HERO Fusion has been released via V-JUMP in the OCG: E-HERO Core. It is a very strong generic fusion, and it has now been confirmed as the next Jump Promo for the Weekly Shonen Jump online manga.
All new cards will be added when they become OCG legal.
Monsters:
Elemental HERO:
Elemental HERO Neos Alius - This HERO is the work horse of every HERO deck. It level type, and attribute gives players access to many plays:
-It gives access to every omni-fusion, especially The Shinning.
-Its level/type/attribute all extra deck access to a plethora of rank 4 Xyz options.
-Gemini typing allows access to Gemini Spark for opponents card destructiion, gives you draws, and even sets up your graveyard for grave fusion with Miracle Fusion.
yugioh.wikia.com/wiki/Elemental_HERO_Neos_Alius
Elemental HERO Bubbleman - This HERO is currently the second most used Elemental HERO. Its special summoning condition allows HERO players greater speed to access their extra decks for fusion and/or Xyz summoning. This speed has lead it to become a favored monster in a HERO themed OTK deck.
yugioh.wikia.com/wiki/Elemental_HERO_Bubbleman
Elemenatl HERO Shadow Mist - The newest main Elemental HERO Monster added to the game. She comes with 2 search effects, her first effect activates whenever she is special summoned and allows you to search for a "Change" spell card ("Change" in Mask Change/Mask Change Second). This pairs great with A HERO Lives, CotH, and Pinpoint Guard. Her second search effect is whenever she is sent to the graveyard, allowing you to search for any HERO monster you want. This is an amazing effect to abuse since there are a ton of effects that can send it to the graveyard. Dark Mist is the second dark attribute main deck Elemental HERO intoduced to the game. Allowing better access to Escuaridao from the extra deck.
yugioh.wikia.com/wiki/Elemental_HERO_Shadow_Mist
Elemental HERO Blazeman - This is the newest member of the Elemental HERO team. He is a LV 4 Fire attribute, that packs two very useful effects. The first effect allows you to search of a "Polymerization" from your deck upon his summoning. Please note this card only searches the normal spell version of Polymerization, it can not search out Super Polymerization. Its second effect allows you to send a Elemental HERO monster from your deck to your graveyard. This archetype Foolish Burial effect is a huge boon for 2 reasons: 1) It loads your graveyard setting up your grave fusion plays, 2) It changes its att/def/attribute to match the Elemental HERO sent to the graveyard by this effect. Allowing you to send a powerful E-HERO (Neos and Bladedge come to mind) to get out a sticky situation on the field. This effect also combos insanely well with Elemental HERO Shadow Mist's sent to graveyard effect. Blazeman also mentions you can not special for the rest of the turn when you use the sent to grave effect, except for Fusion Summon. Meaning you can easily Xyz summon before using Blazeman's effect and then fusion summon later that turn.
yugioh.wikia.com/wiki/Elemental_HERO_Blazeman
Elemental HERO Stratos - Even thought this card is currently banned, it was a lynch pin in HERO decks since its initial release as a JUMP promo. Being able to activate one of 2 effects upon its summoning gave players the ability to either:
- Search their decks for another HERO monster and add it to their hand
- Destroy opponents spell/trap cards equal to the number of other HERO
monsters on your side of the field (not counting Stratos himself of
course)
Combining this monster with resurrection cards like Call of the Haunted, Pinpoint Guard, or Monster Reborn was what allowed for some
amazing plays. With this and the return of many of Destiny HERO monsters returning to unlimited status, Stratos had to be banned (most
unfortunate to all HERO players).
yugioh.wikia.com/wiki/Elemental_HERO_Stratos
Elemental HERO Wildheart - This card was a very popular card for awhile. The reason just look at its effect, trap card effects can not effect it.
Very handy in certain situations. Not really main decked now low att really hurts its chances at staying around for awhile.
yugioh.wikia.com/wiki/Elemental_HERO_Wildheart
Elemental HERO Prisma - A very handy card for any deck that relies heavily on fusion summoning. This card changes its name only to become a monster needed specifically for a fusion. This Elemental HERO monster was key in a very popular version of Gladiator Beast decks.
Allowing them to contact fuse out the monster. Speaking of which, this card is also necessary in contact fusion HERO decks too.
yugioh.wikia.com/wiki/Elemental_HERO_Prisma
Elemental HERO Necroshade - The only Lv 5 Elemental HERO in the game. Its effect is very handy for getting out the bigger main deck Elemental HERO monsters. That is of course if you can get it into the grave quickly.
yugioh.wikia.com/wiki/Elemental_HERO_Necroshade
Elemental HERO Bladedge - The strongest of all main deck Elemental HERO monsters. 2600 att plus piercing damage isn't something to sneeze at. Using Necroshades ability is the fastest way to get him on the field via normal summoning.
yugioh.wikia.com/wiki/Elemental_HERO_Bladedge
Elemental HERO Neos - This is the strongest vanilla (normal monster) in the Elemental HERO main deck monsters. He is key to the contact fusion strategy as he is the required HERO for every contact fusion HERO monster out there.
yugioh.wikia.com/wiki/Elemental_HERO_Neos
Elemental HERO Captain Gold - The strongest of all the level 4 Elemental HERO main deck monsters with 2100 att. However, his presence in a Elemental HERO deck is for another reason. Captain Gold's main purpose is to search out the "Skyscraper" field spell by discarding him from your hand. Discarding such a high powered monster isn't a bad thing with Miracle Fusion a staple spell card in Elemental HERO decks.
yugioh.wikia.com/wiki/Elemental_HERO_Captain_Gold
Elemental HERO Woodsman - One of the more useful Lv 4 effect HERO monsters. This guy lets you search and/or recycle your polymerization spell. It is handy enough to get more fusions going quickly.
yugioh.wikia.com/wiki/Elemental_HERO_Woodsman
Elemental HERO Ocean - This was the only other effect Elemental HERO monster released as a JUMP promo. Also has a useful effect of recycling any "HERO" monster out of your grave back into your hand. Unfortunately with the popularity of Miracle Fusion and players needing to keep certain Destiny HERO cards in the grave for their effects his effect is under utilized.
yugioh.wikia.com/wiki/Elemental_HERO_Ocean
Elemental HERO Heat - One of two Elemental HERO monsters that aren't warrior types, Heat and his counterpart Lady Heat are both Pyro type monsters. Heat's effect is great especially if you can bring him out late in a duel when you have several Elemental HERO fusion monsters already on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Heat
Elemental HERO Lady Heat - One of two Elemental HERO monsters that aren't warrior types, Lady Heat and her counterpart Heat are both Pyro type monsters. Lady Heat's effect also benefits from being brought out ate in a duel when you have several Elemental HERO fusion monsters already on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Lady_Heat
Elemental HERO Knospe - One of two Elemental HERO monsters that aren't warrior types, Knospe and its counter part Posion Rose are both plant type monsters. Knopse's effect relies on protection to really get it going, however, only gaining 100 att each time isn't worth it. A side note, Knospe and Poison Rose are only 2 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Knospe
Elemental HERO Poison Rose - One of two Elemental HERO monsters that aren't warrior types, Poison Rose and its counter part Knospe are both plant type monsters. Rose is also the only Elemental HERO monster that has to be special summoned by the effect of the spell card Rose Bud. Rose does gain attack, 200 each time it inflicts damage. However, its need to be special summoned, 1900 att, and the only target this monster effect leaves much to be desired. A side note, Knospe and Poison Rose are only 2 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Poison_Rose
Elemental HERO Ice Edge - Good things do come in small packages. This card can destroy Spell/Trap cards whenever it inflicts battle damage. It even has a cost effect that allows it to attack directly, which ensures you get the most out of its first effect. The cost also helps set up grave fusions which is a huge plus. However, typically you will be need to be attacking first before fusion summoning a monster if you are wary of the Spells/traps on your opponents side of the field. A side note, Ice Edge is only 1 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Ice_Edge
Elemental HERO Flash - No this guy has nothing to do with the DC comics superhero. Flash deals more with light than speed. Flash's effect loads your banished zone, just to get 1 normal spell back from the grave. It seems like a heavy cost until we consider 2 other cards:
- Elemental HERO The Shining (a fusion monster): which gains 300 att for every banished Elemental HERO monster.
- Parallel World Fusion: Which allows you to fuse monsters in your banished zone.
Flash was the most recent main deck Elemental HERO monster released, via the Generation Force booster set. Flash is also 1 of 4 Elemenatl HERO monster not directly linked to a fusion.
yugioh.wikia.com/wiki/Elemental_HERO_Flash
Elemental HERO Sparkman - One of the fist Elemental HEROs released. Sparkman is ranked higher then the other first HEROs based on level, attribute, and att strength. Sparkman also has some of the best fusions Elemental HERO can muster, including the Shinning versions of Flamewingman and Phoenix Enforcer.
yugioh.wikia.com/wiki/Elemental_HERO_Sparkman
Elemental HERO Avian - One of the fist Elemental HEROs released. His purpose in a HERO deck is purely as a fusion material. Luckily he does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Avian
Elemental HERO Burstinatrix - One of the fist Elemental HEROs released. Her purpose in a HERO deck is purely as a fusion material. Luckily she does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Burstinatrix
Elemental HERO Clayman - One of the fist Elemental HEROs released. His purpose in a HERO deck is purley as a fusion material. Luckily he does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Clayman
Evil HERO (These cards are not warrior type monsters like other HERO monsters, they are Fiend type monsters. Oddly enough these cards do give great support to other fiend type decks).
Evil HERO Infernal Prodigy - This cards special summon condition adds great speed, especially in todays meta. It also gives a free draw if tributed for a HERO monster.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Prodigy
Evil HERO Infernal Gainer - This card allows you banish it to allow another fiend type monster to attack twice. This card then special summons itself 2 standby phases later. With the popularity of certain fiend type decks this card could be useful tech.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Gainer
Evil HERO Malicious Edge - A tribute condition, makes this card easy to get especially combined with a card like Evil HERO Infernal Prodigy. This card also packs a piercing damage effect.
yugioh.wikia.com/wiki/Evil_HERO_Malicious_Edge
Spells: Under construction.
Traps: Under Construction.
Extra Deck:
Elemental HERO:
Classic Fusions (The majority fusion monsters require specific monster to be fused from field, hand, or grave to be special summoned from the extra deck):
Elemental HERO Flame Wingman: One of the first E-HERO fusions to be released (via The Lost Millenium set). When this card destroys a monster by battle and send it to the graveyard, it inflicts damage to the opponents LP equal to the destroyed monsters attack. Great effect only downside is the 2100 att, which means you are almost required to run some sort of attack boost effect to make him stick around.
yugioh.wikia.com/wiki/Elemental_HERO_Flame_Wingman
Elemental HERO Thunder Giant: The other of the first released E-HERO fusions (via The Lost Millenium set). This card boasts an effect that can destroy monster with attack less than its own attack. The best part of the effect has to be the discard cost, allowing the controlling player to send another HERO to the grave to set up possible grave fusions. 2400 makes its effect go through easily, but again it isn't that hard to work around.
yugioh.wikia.com/wiki/Elemental_HERO_Thunder_Giant
Elemental HERO Rampart Blaster: This was the first defensive E-HERO Fusion. However, keeping this card in defense mode allows you to use its effect which is attacking directly. It only inflicts half its attack when it uses this effect but every little bit of damage can help. Its defense isn't difficult to get around nowadays, but just having this card will make your opponent waste resources just to get it off the field to protect their LP.
yugioh.wikia.com/wiki/Elemental_HERO_Rampart_Blaster
Elemental HERO Wildedge: This is the fusion of the 2 main deck E-HEROs introduced in the set (Wildheart and Bladedge). This card can attack each one of your opponents monsters once per turn. It is a great effect to use against an opponent that likes to swarm the field with a lot of small monsters.
yugioh.wikia.com/wiki/Elemental_HERO_Wildedge
Elemental HERO Tempest: This is the first E-HERO Fusion that requires the fusion of 3 monsters to bring out. Its effect can protect any monster on your field from being destroyed by battle, that is of course at the cost of one card on your field, and as long as this fusion remains face up on the field. The 2800 att/def can allow it to hold its own while on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Tempest
Elemental HERO Shinning Flare Wingman: This is the first E-HERO fusion that requires the use of another fusion monster to bring out. It has a power up effect, gaining 300 att for every E-HERO in the graveyard, down side to this is the popularity of grave fusion so it might not stay very strong for long. Plus it has Flame Wingman's burn effect on it as well. Of course smart HERO players know the way to get this monster on the field without having to first bring out Flame Wingman: Sparkman plus any fusion substitute monster.
yugioh.wikia.com/wiki/Elemental_HERO_Shining_Flare_Wingman
Elemental HERO Mariner: This fusion carries a direct attack effect that requires you to have set facedown spell/traps on your field. With todays HERO builds that is not that hard to do. The main issue is the attack of 1400, it isn't going to stick around for long unless you have the backrow set to protect it constantly.
yugioh.wikia.com/wiki/Elemental_HERO_Mariner
Elemental HERO Necroid Shaman: This is an interesting fusion. It offers spot monster removal, and then allows you to replace that destroyed monster with another another monster from the graveyard. basic startegy around this card dictates pop a big monster and replace it with a weaker smaller monster, and swing through the little guy.
yugioh.wikia.com/wiki/Elemental_HERO_Necroid_Shaman
Elemental HERO Phoenix Enforcer: Can't be destroyed by battle. A simple effect that can be a major pain to deal with for your opponent. It forces your opponent to waste resources to get it off the field.
yugioh.wikia.com/wiki/Elemental_HERO_Phoenix_Enforcer
Elemental HERO Shining Phoenix Enforcer: Can't be destroyed by battle, and gets a 300 att for every E-HERO in the grave. It is the second E-HERO fusion that requires another fusion to get out. There is a way around this (see Shining Flare Wingman).
yugioh.wikia.com/wiki/Elemental_HERO_Shining_Phoenix_Enforcer
Elemental HERO Darkbright: This fusion can inflict piercing damage, and shifts into def mode after it attacks. Not a bad pair of effects, if only if its att/def were higher. The saving grace is whenever it is destroyed it takes one of your opponent monsters with it.
yugioh.wikia.com/wiki/Elemental_HERO_Darkbright
Elemental HERO Plasma Vice: This fusion can also inflict piercing damage to your opponent. For discarding 1 card from your hand, you can pop one of your opponents att mode monsters. This makes Plasma Vice a bigger and badder version of Thunder Giant.
yugioh.wikia.com/wiki/Elemental_HERO_Plasma_Vice
Elemental HERO Mudballman: This fusion has no effect, making it the only HERO fusion not to have one. All it does is just sit on the field with its 3000 def.
yugioh.wikia.com/wiki/Elemental_HERO_Mudballman
Elemental HERO Electrum: This is a 4 material fusion monster. Its effects give it 4 other attributes in addition to its original attribute. It gains 300 att for every monster your opponent has on their field that shares an attribute with it. Which is pretty epic since it starts out at 2900 att. Also upon fusion summoning this card recycles all banished cards for both players. Not a bad way to recycle banished fusion materials.
yugioh.wikia.com/wiki/Elemental_HERO_Electrum
Elemental HERO Divine Neos: This has to be one of the hardest HERO fusions to summon. Requires 5 monsters to set up making it very costly, and must include 1 Neos/Neo Space Monster, 1 Neo-Spacian monster, 1 HERO Monster. Outside of that it banishes 1 of those 3 categories of monster to gain 500 att and that monsters effect. Right now the only good effects for it to gain would be any pirecing damage effects and/or spot removal iginition effects. The 2500 att/def is nice but not that good.
yugioh.wikia.com/wiki/Elemental_HERO_Divine_Neos
Elemental HERO Terra Firma: A newer fusion introduced via the GX manga. This fusion monster tributes one of your other face up E-HERO cards to add the tributed monsters attack points to its own. Not a bad way to push for a win.
yugioh.wikia.com/wiki/Elemental_HERO_Terra_Firma
Elemental HERO Inferno: Another of the newer fusions from the GX manga. This fusions effects is really limited. It gains 1000, but only when it is battling a water attribute monster. Starting att is 2300, making this card something to look past unless you are constantly up against water attribute decks.
yugioh.wikia.com/wiki/Elemental_HERO_Inferno
Elemental HERO Core: This fusion was released as a V-JUMP promo in the OCG, and has now been announced as the next Jump Promo. It requires 3 E-HERO monster to summon, but it is so well worth it. If this card is targeted for an attack it can double its att. Since it has a base attack of 2700 you can imagine this card will be very hard to beat just with just raw attack. It has spot monster removal when it attacks or is attacked, which is handy if your opponent has another monster on the field after the first effect takes care of the stronger, or if your opponent like to hide behind monsters that can't be destroyed by battle. Also if this card is ever destroyed (by battle or card effect) it can special summon a Lv 8 E-HERO fusion monster from your grave back to your field. Effectively allowing you to replace one problem for your opponent with another.
yugioh.wikia.com/wiki/Elemental_HERO_Core
Contact Fusions (These fusion monster require both materials to be on the field, before being sent back to the deck to fusion summon the monster):
Elemental HERO Air Neos - A great card for creating turn around plays, it gains att equal to the LP difference when its controller has lower LP.
yugioh.wikia.com/wiki/Elemental_HERO_Air_Neos
Elemental HERO Aqua Neos - This effect can be useful in controlling your opponents hand. It also can set up your graveyard for future plays.
yugioh.wikia.com/wiki/Elemental_HERO_Aqua_Neos
Elemental HERO Dark Neos - This cards effect targets one of your opponents monsters to negate its effect. This can be a very handy fusion based on certain cards being used in todays meta.
yugioh.wikia.com/wiki/Elemental_HERO_Dark_Neos
Elemental HERO Flare Neos - This card gains 400 att for every spell/trap card on the field. With most HERO decks utilizing big backrows, it is easy to power this card up.
yugioh.wikia.com/wiki/Elemental_HERO_Flare_Neos
Elemental HERO Glow Neos - This cards effect targets 1 of your opponents cards and destroys it. Based on the card destroyed you get certain effects. Unfortunately 2 of the resulting effects are less than desirable.
yugioh.wikia.com/wiki/Elemental_HERO_Glow_Neos
Elemental HERO Grand Neos - This card can target 1 monster your opponent controls and send it back to their hand. A great effect to have in todays current meta.
yugioh.wikia.com/wiki/Elemental_HERO_Grand_Neos
Elemental HERO Chaos Neos - This cards effect requires the user to flip a coin 3 times during your main phase 1. Based on the number of heads you get certain effects. 2 of the effects are pretty decent, unfortunately the chance factor of getting them does play a major role. This card also has an interesting effect when it leaves the field by its ow effect, it forces all other face up monsters to be set, a great way to set up defense for your opponents upcoming turn.
yugioh.wikia.com/wiki/Elemental_HERO_Chaos_Neos
Elemental HERO Magma Neos - This cards effect allows it to gain 400 att for every card on the field, with starting attack at 3000 this card can get very big very fast. This cards exit effect clears the field and resets the field. Can be good by interupting your opponents plans but it also leaves you vulnerable on their next turn.
yugioh.wikia.com/wiki/Elemental_HERO_Magma_Neos
Elemental HERO Storm Neos - This card has one of the best effects, it clears all spell/traps off the field. It is a walking Heavy Storm. This cards exit effect returns all cards back to the deck. Not only does it disrupt your opponents plans and resets the field. It can be very devastating if you catch your opponent off guard.
yugioh.wikia.com/wiki/Elemental_HERO_Storm_Neos
Omni Fusions (These fusion monsters can be fusion summoned by using any HERO monster and any other monster of 1 specific attribute):
Elemental HERO Absolute Zero - The water attribute omni fusion. This card is one of the more popular omni fusion monsters. It has an effect that destroys all of your opponents monsters whenever Absolute Zero leaves the field. That means Absolute Zero doesn't have to be destroyed for this effect to activate. This card is also very handy against other water attribute decks (ex: Mermails) as it gains 500 att for every water attribute monster on the field (not counting itself).
yugioh.wikia.com/wiki/Elemental_HERO_Absolute_Zero
Elemental HERO Escuridao - The dark attribute omni fusion, she is also the only female monster of the omni fusions. This card has an att boosting effect, gaining 100 att for every Elemental HERO in the grave. This card was well worth the wait as for its introduction came around the time when there were a lot of popular dark attribute monsters being used in the meta (ex Tour Guide from the Underworld, and the Inzektor archetype). Unfortunately with the popularity of Miracle Fusion in Elemental HERO decks its power boost effect won't be that useful, so its role is limited in HERO players extra decks.
yugioh.wikia.com/wiki/Elemental_HERO_Escuridao
Elemental HERO Gaia - The earth attribute omni fusion. This card is the only lv 6 monster among the omni fusions (all the other are lv 8). It has an effect that activates upon its fusion summon: it drains one of your opponent's monsters of half its att and then adds that drained half to its own att unitl the end phase of the turn. This omni fusion and its effect is typically used for turn around plays.
yugioh.wikia.com/wiki/Elemental_HERO_Gaia
Elemental HERO Great Tornado - The wind attribute omni fusion. This card also has an effect that activates upon its fusion summoning. This card cuts all of your opponents monsters att in half till the end phase of the turn it is summoned. This effect can be handy in a defensive summoning during your opponents turn or can help set the stage for an assault during your own turn.
yugioh.wikia.com/wiki/Elemental_HERO_Great_Tornado
Elemental HERO Nova Master - The fire attribute omni fusion. This card's effect can help add speed to any HERO deck. Whenever this card destroys an opponents monster by battle, you get a free draw. This can allow the player of the card to add more protection or support to their backrow for future turns.
yugioh.wikia.com/wiki/Elemental_HERO_Nova_Master
Elemental HERO The Shining - The light attribute omni fusion. This card has a power up effect gaining 300 att for every Elemental HERO monster that is banished. This is a huge boon with the popularity of the Miracle Fusion spell card. Also if this card is ever sent to the graveyard, you get up to 2 Elemental HEROs back form the "banished zone." This allows the player a great set up for more fusions or Xyz plays on their next turn. Because of both these effects The Shining is most commonly used in multiple copies for Elemental HERO players extra decks.
yugioh.wikia.com/wiki/Elemental_HERO_The_Shining
Evil HERO (Most of these monsters are "evil" forms of some of the more classic Elemental HERO fusion monsters. They can only be special summoned through the effect of Dark Fusion and Dark Calling):
Evil HERO Dark Gaia - This card has an effect that sets it att upon its fusion summon. Its att will be the combined att of all its fusion materials. It also has an effect that changes all you opponents defense position monsters into attack position whenever Dark Gaia declares an attack. This can be handy especially if the defense postion monsters have lower att than their def.
yugioh.wikia.com/wiki/Evil_HERO_Dark_Gaia
Evil HERO Infernal Sniper - This card cannot be detsroyed by effects of spell cards. It also can inflict 1000 lp damage during everyone of your standby phases. Unfortunately it has to be kept in defense mode for this effect to resolve. 2500 def can be easily be defeated in todays meta.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Sniper
Evil HERO Inferno Wing - This card can inflict piercing damage. When it destroys a monster by battle and sends it to the graveyard, it also can inflict burn damage based on the destroyed monsters strongest battle stat (att or def). This combination of effects can be devastating to any opponent. A major improvement over the Flame Wingman fusion monster.
yugioh.wikia.com/wiki/Evil_HERO_Inferno_Wing
Evil HERO Lightning Golem - This card has a once per turn spot monster destruction effect. There are no limitations to what monster it can destroy. Another great improvement over its Elemental HERO fusion monster counterpart.
yugioh.wikia.com/wiki/Evil_HERO_Lightning_Golem
Evil HERO Malicious Fiend - The only Evil HERO fusion not based on a Elemental HERO. This card forces all of your opponents monsters out of their defense mode to attack this monster. With 3500 att, odds are the attacking monsters won't survive.
yugioh.wikia.com/wiki/Evil_HERO_Malicious_Fiend
Evil HERO Wild Cyclone - This card prevents any spell or trap cards from being activated until the end of the Damage Step. Not only that it destroys all face down spells and traps of your opponents when it inflicts battle damage. Both effects play well of each other making for a very fearsome fusion monster.
yugioh.wikia.com/wiki/Evil_HERO_Wild_Cyclone
Destiny HERO:
Destiny End Dragoon - The only fusion monster of the Destiny HERO archetype. This fusion monster offers spot monster destruction, and inflicts damage to the opponent equal to that destroyed monsters attack while it was on the field. Of course it can't attack the turn it uses this effect, regardless your opponent is losing a monster and LP so it is not that bad. This monster also has an effect that allows it to return to field from the graveyard, as long as its controller has another Destiny HERO monster in the graveyard with it. This is not hard to do in a well designed Destiny HERO deck. This makes this monster very hard to deal with.
yugioh.wikia.com/wiki/Destiny_End_Dragoon
Vision HERO (These HEROs can be fusion summoned by using any other HERO monsters the controller wants):
Vision HERO Trinity - One of 2 Vision HERO fusion monsters released in the TCG. This card has 2 effects:
- It doubles its att when it is fusion summoned.
- It can attack up to 3 per battle phase, just not direct attacks.
Two very handy effects it you need to clear you opponents field of several very tough monsters.
yugioh.wikia.com/wiki/Vision_HERO_Trinity
Vision HERO Adoration - The second of 2 Vision HERO fusion monsters released in the TCG. This cards effect is handy when you already have another powerful HERO monster (typically a fusion monster) on the field. Its effect allows you to weaken 1 of your opponents monster by the same att and def of the other HERO you have on the field.
yugioh.wikia.com/wiki/Vision_HERO_Adoration
Masked HERO (these cards can only be special summoned for the extra deck by the effect of the quick play spell Mask Change):
Masked HERO Acid - This card has to be the best Masked HERO released. This card has a nasty summon effect, destroying all spell and trap cards your opponent controls. It also packs another effect that lowers any of your opponent's monsters by 300 att. Of this secondary effect typically isn't seen since the most common target for Mask Change to summon this card is Elemental HERO Absolute Zero.
yugioh.wikia.com/wiki/Masked_HERO_Acid
Masked HERO Dark Law - One of the newest Masked HERO cards introduced to the game. Dark Law has two continuous effects. The first is that it banishes any of your opponents cards sent to the graveyard. The second effect allows you to banish a random card from their hand whenever they add cards to their hand (not during draw phase or damage calculation). This is one of the best Masked HERO monsters to run in your extra.
yugioh.wikia.com/wiki/Masked_HERO_Dark_Law
Masked HERO Dian - This is the only female monster in the Masked HEROs. It has a nice effect of summoning a lv 4 HERO monster from your deck whenever it destroys one of your opponents monsters and sends that monster to the graveyard. With 2800 att, it is easy to utilize this effect to add speed to this deck. Unfortunately there not many earth attribute HEROs being used, making this cards usefulness very limited.
yugioh.wikia.com/wiki/Masked_HERO_Dian
Masked HERO Goka - One of the first Masked HEROs released to the TCG. This card has a power up effect gaining 100 att for each HERO monster in your graveyard. With the popularity of Miracle Fusion, this cards usefulness is really low.
yugioh.wikia.com/wiki/Masked_HERO_Goka
Masked HERO Kamikaze - 2 continuous effects and one trigger effect for this new masked HERO. It can't be destroyed by battle, only allows your opponent to attack with 1 monster. Great effects to keep it on the field and restrain your opponents options. Its trigger effect activates whenever you destroy an opponents monster and send it to the graveyard allowing you to draw a card. This card would be so much better if Stratos would come off the banlist. Only current options of getting the Masked HERO onto the field is running Avian (bleh) with Mask Change/Mask Change Second or Great Tornado with Mask Change.
yugioh.wikia.com/wiki/Masked_HERO_Kamikaze
Masked HERO Koga - This new masked HERO gains 500 att for every monster your opponent has on their field. It also has a quick effect that allows you to banish a HERO from your graveyard to target a monster on the field and weaken the targeted monsters att by the amount of att the banished monster has. The quick effect can ensure that Koga remains the strongest monster on the field. Plus since this Maksed HERO is a light attribute monster it is easy to summon with Alius.
yugioh.wikia.com/wiki/Masked_HERO_Koga
Masked HERO Vapor - Another one of the first Masked HEROs released to the TCG. This cards effect, immunity to card destruction effects, can force your opponent to have to attack it to get it off the field. With the proper backrow protection from its controller, this can be very difficult to do.
yugioh.wikia.com/wiki/Masked_HERO_Vapor
Builds:
Light Turbo Build:
This build is designed to get monsters on the field quickly. It makes use of the special summoning conditions of Photon Thrasher, Noble Knight Gawayn, and Elemental HERO Bubbleman. This can allow for quick Xyz and/or Fusion summons even on turn 1.
The fusion element of the extra deck focuses primarily on the Omni-Fusions (Elemental HERO fusion monsters that require 1 HERO monster, and any other monster from 1 of the 6 attributes).
The Xyz element of the extra deck is varied to contain a mix of generic rank 4 monsters, warrior only Xyz monsters, and light attribute only Xyz monsters.
Water HERO Lockdown:
Designed by Yoh
This deck really makes use of getting Absolute Zero off the field to use its monster wipe effect. Mask Change, Paradox Fusion, Interdimenisonal Matter Transporter all pull this role. The Last Warrior from Another Planet provides a summon lock, ensuring your wipe effects remain. It also can be bounced off the field using the 2 traps above. Allows you to summon out the fusion monsters on your turn while TLWFAP is off field.
The main strength behind the HERO archetype is Fusion Summoning, combining weaker monsters to create stronger ones with the use of a fusion spell. Over time many fusion monsters were created in the support of this archetype. Konami even used this archetype to officially launch a new Fusion Summoning mechanic: Contact Fusion. Again summoning powerful monsters by combining two or more smaller monsters, this time without the need of the use of a fusion spell.
HEROs have had some success in the competitive metagame. The Destiny HERO monsters were formulated into a powerful draw engine that helped fuel the success of Monarch and Light and Darkness Dragon deck builds. Elemental HEROs found a competitive niche as a anit-meta deck based solely around Light attribute monsters. A faster build was eventually developed to take advantage of the special summoning condition of Elemental HERO Bubbleman creating an OTK build. Elemental HERO cards have even made there way into other decks that focused on Contact Fusion: Gladiator Beast.
Unfortunately the popularity of the HERO archetype has waned due to the banning of Elemental HERO Stratos on the September 2013 list. However, even with such a heavy loss, creative minds have not given up on this archetype. This archetype has a lot of flexibility and can adapt easily to its users needs and wants.
A recent product reveal has indicated that a structure deck released for the OCG on June 21, 2014 is going to be focused on the HERO archetype. Structure decks typically mean new support for older archetypes (look at the recent Cyber Dragon Structure as an example). There are 8 brand new cards included in this structure deck. This structure will be focusing on E-HERO and Masked HERO cards. 4 of the extra deck monsters are brand new, 1 new normal fusion and 3 Masked HEROs cards. There will be a new E-HERO introduced to the game in this structure deck: E-HERO Shadow Mist. The remaining cards are spells. Two new "Change" (in the same line as Mask Change) cards and one card that is speculated to be searcher spell for the "Change" cards. Recently pre-orders for the HERO's Strike Structure Deck for the TCG have gone up online. This indicates that this Structure deck will be launching late January/early February for the TCG. However, that is still a while to go and TCG Konami is known for changing the cards in any structure deck for the TCG launch. www.alterealitygames.com/catalog/yugioh_sealed-yugioh_structure_decks/hero_strike_structure_deck__1st_edition_presell_ships_13015/231323
Also a brand new E-HERO Fusion has been released via V-JUMP in the OCG: E-HERO Core. It is a very strong generic fusion, and it has now been confirmed as the next Jump Promo for the Weekly Shonen Jump online manga.
All new cards will be added when they become OCG legal.
Monsters:
Elemental HERO:
Elemental HERO Neos Alius - This HERO is the work horse of every HERO deck. It level type, and attribute gives players access to many plays:
-It gives access to every omni-fusion, especially The Shinning.
-Its level/type/attribute all extra deck access to a plethora of rank 4 Xyz options.
-Gemini typing allows access to Gemini Spark for opponents card destructiion, gives you draws, and even sets up your graveyard for grave fusion with Miracle Fusion.
yugioh.wikia.com/wiki/Elemental_HERO_Neos_Alius
Elemental HERO Bubbleman - This HERO is currently the second most used Elemental HERO. Its special summoning condition allows HERO players greater speed to access their extra decks for fusion and/or Xyz summoning. This speed has lead it to become a favored monster in a HERO themed OTK deck.
yugioh.wikia.com/wiki/Elemental_HERO_Bubbleman
Elemenatl HERO Shadow Mist - The newest main Elemental HERO Monster added to the game. She comes with 2 search effects, her first effect activates whenever she is special summoned and allows you to search for a "Change" spell card ("Change" in Mask Change/Mask Change Second). This pairs great with A HERO Lives, CotH, and Pinpoint Guard. Her second search effect is whenever she is sent to the graveyard, allowing you to search for any HERO monster you want. This is an amazing effect to abuse since there are a ton of effects that can send it to the graveyard. Dark Mist is the second dark attribute main deck Elemental HERO intoduced to the game. Allowing better access to Escuaridao from the extra deck.
yugioh.wikia.com/wiki/Elemental_HERO_Shadow_Mist
Elemental HERO Blazeman - This is the newest member of the Elemental HERO team. He is a LV 4 Fire attribute, that packs two very useful effects. The first effect allows you to search of a "Polymerization" from your deck upon his summoning. Please note this card only searches the normal spell version of Polymerization, it can not search out Super Polymerization. Its second effect allows you to send a Elemental HERO monster from your deck to your graveyard. This archetype Foolish Burial effect is a huge boon for 2 reasons: 1) It loads your graveyard setting up your grave fusion plays, 2) It changes its att/def/attribute to match the Elemental HERO sent to the graveyard by this effect. Allowing you to send a powerful E-HERO (Neos and Bladedge come to mind) to get out a sticky situation on the field. This effect also combos insanely well with Elemental HERO Shadow Mist's sent to graveyard effect. Blazeman also mentions you can not special for the rest of the turn when you use the sent to grave effect, except for Fusion Summon. Meaning you can easily Xyz summon before using Blazeman's effect and then fusion summon later that turn.
yugioh.wikia.com/wiki/Elemental_HERO_Blazeman
Elemental HERO Stratos - Even thought this card is currently banned, it was a lynch pin in HERO decks since its initial release as a JUMP promo. Being able to activate one of 2 effects upon its summoning gave players the ability to either:
- Search their decks for another HERO monster and add it to their hand
- Destroy opponents spell/trap cards equal to the number of other HERO
monsters on your side of the field (not counting Stratos himself of
course)
Combining this monster with resurrection cards like Call of the Haunted, Pinpoint Guard, or Monster Reborn was what allowed for some
amazing plays. With this and the return of many of Destiny HERO monsters returning to unlimited status, Stratos had to be banned (most
unfortunate to all HERO players).
yugioh.wikia.com/wiki/Elemental_HERO_Stratos
Elemental HERO Wildheart - This card was a very popular card for awhile. The reason just look at its effect, trap card effects can not effect it.
Very handy in certain situations. Not really main decked now low att really hurts its chances at staying around for awhile.
yugioh.wikia.com/wiki/Elemental_HERO_Wildheart
Elemental HERO Prisma - A very handy card for any deck that relies heavily on fusion summoning. This card changes its name only to become a monster needed specifically for a fusion. This Elemental HERO monster was key in a very popular version of Gladiator Beast decks.
Allowing them to contact fuse out the monster. Speaking of which, this card is also necessary in contact fusion HERO decks too.
yugioh.wikia.com/wiki/Elemental_HERO_Prisma
Elemental HERO Necroshade - The only Lv 5 Elemental HERO in the game. Its effect is very handy for getting out the bigger main deck Elemental HERO monsters. That is of course if you can get it into the grave quickly.
yugioh.wikia.com/wiki/Elemental_HERO_Necroshade
Elemental HERO Bladedge - The strongest of all main deck Elemental HERO monsters. 2600 att plus piercing damage isn't something to sneeze at. Using Necroshades ability is the fastest way to get him on the field via normal summoning.
yugioh.wikia.com/wiki/Elemental_HERO_Bladedge
Elemental HERO Neos - This is the strongest vanilla (normal monster) in the Elemental HERO main deck monsters. He is key to the contact fusion strategy as he is the required HERO for every contact fusion HERO monster out there.
yugioh.wikia.com/wiki/Elemental_HERO_Neos
Elemental HERO Captain Gold - The strongest of all the level 4 Elemental HERO main deck monsters with 2100 att. However, his presence in a Elemental HERO deck is for another reason. Captain Gold's main purpose is to search out the "Skyscraper" field spell by discarding him from your hand. Discarding such a high powered monster isn't a bad thing with Miracle Fusion a staple spell card in Elemental HERO decks.
yugioh.wikia.com/wiki/Elemental_HERO_Captain_Gold
Elemental HERO Woodsman - One of the more useful Lv 4 effect HERO monsters. This guy lets you search and/or recycle your polymerization spell. It is handy enough to get more fusions going quickly.
yugioh.wikia.com/wiki/Elemental_HERO_Woodsman
Elemental HERO Ocean - This was the only other effect Elemental HERO monster released as a JUMP promo. Also has a useful effect of recycling any "HERO" monster out of your grave back into your hand. Unfortunately with the popularity of Miracle Fusion and players needing to keep certain Destiny HERO cards in the grave for their effects his effect is under utilized.
yugioh.wikia.com/wiki/Elemental_HERO_Ocean
Elemental HERO Heat - One of two Elemental HERO monsters that aren't warrior types, Heat and his counterpart Lady Heat are both Pyro type monsters. Heat's effect is great especially if you can bring him out late in a duel when you have several Elemental HERO fusion monsters already on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Heat
Elemental HERO Lady Heat - One of two Elemental HERO monsters that aren't warrior types, Lady Heat and her counterpart Heat are both Pyro type monsters. Lady Heat's effect also benefits from being brought out ate in a duel when you have several Elemental HERO fusion monsters already on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Lady_Heat
Elemental HERO Knospe - One of two Elemental HERO monsters that aren't warrior types, Knospe and its counter part Posion Rose are both plant type monsters. Knopse's effect relies on protection to really get it going, however, only gaining 100 att each time isn't worth it. A side note, Knospe and Poison Rose are only 2 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Knospe
Elemental HERO Poison Rose - One of two Elemental HERO monsters that aren't warrior types, Poison Rose and its counter part Knospe are both plant type monsters. Rose is also the only Elemental HERO monster that has to be special summoned by the effect of the spell card Rose Bud. Rose does gain attack, 200 each time it inflicts damage. However, its need to be special summoned, 1900 att, and the only target this monster effect leaves much to be desired. A side note, Knospe and Poison Rose are only 2 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Poison_Rose
Elemental HERO Ice Edge - Good things do come in small packages. This card can destroy Spell/Trap cards whenever it inflicts battle damage. It even has a cost effect that allows it to attack directly, which ensures you get the most out of its first effect. The cost also helps set up grave fusions which is a huge plus. However, typically you will be need to be attacking first before fusion summoning a monster if you are wary of the Spells/traps on your opponents side of the field. A side note, Ice Edge is only 1 of 4 Elemental HERO monsters not directly linked to a fusion monster.
yugioh.wikia.com/wiki/Elemental_HERO_Ice_Edge
Elemental HERO Flash - No this guy has nothing to do with the DC comics superhero. Flash deals more with light than speed. Flash's effect loads your banished zone, just to get 1 normal spell back from the grave. It seems like a heavy cost until we consider 2 other cards:
- Elemental HERO The Shining (a fusion monster): which gains 300 att for every banished Elemental HERO monster.
- Parallel World Fusion: Which allows you to fuse monsters in your banished zone.
Flash was the most recent main deck Elemental HERO monster released, via the Generation Force booster set. Flash is also 1 of 4 Elemenatl HERO monster not directly linked to a fusion.
yugioh.wikia.com/wiki/Elemental_HERO_Flash
Elemental HERO Sparkman - One of the fist Elemental HEROs released. Sparkman is ranked higher then the other first HEROs based on level, attribute, and att strength. Sparkman also has some of the best fusions Elemental HERO can muster, including the Shinning versions of Flamewingman and Phoenix Enforcer.
yugioh.wikia.com/wiki/Elemental_HERO_Sparkman
Elemental HERO Avian - One of the fist Elemental HEROs released. His purpose in a HERO deck is purely as a fusion material. Luckily he does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Avian
Elemental HERO Burstinatrix - One of the fist Elemental HEROs released. Her purpose in a HERO deck is purely as a fusion material. Luckily she does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Burstinatrix
Elemental HERO Clayman - One of the fist Elemental HEROs released. His purpose in a HERO deck is purley as a fusion material. Luckily he does have some good fusion options.
yugioh.wikia.com/wiki/Elemental_HERO_Clayman
Evil HERO (These cards are not warrior type monsters like other HERO monsters, they are Fiend type monsters. Oddly enough these cards do give great support to other fiend type decks).
Evil HERO Infernal Prodigy - This cards special summon condition adds great speed, especially in todays meta. It also gives a free draw if tributed for a HERO monster.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Prodigy
Evil HERO Infernal Gainer - This card allows you banish it to allow another fiend type monster to attack twice. This card then special summons itself 2 standby phases later. With the popularity of certain fiend type decks this card could be useful tech.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Gainer
Evil HERO Malicious Edge - A tribute condition, makes this card easy to get especially combined with a card like Evil HERO Infernal Prodigy. This card also packs a piercing damage effect.
yugioh.wikia.com/wiki/Evil_HERO_Malicious_Edge
Spells: Under construction.
Traps: Under Construction.
Extra Deck:
Elemental HERO:
Classic Fusions (The majority fusion monsters require specific monster to be fused from field, hand, or grave to be special summoned from the extra deck):
Elemental HERO Flame Wingman: One of the first E-HERO fusions to be released (via The Lost Millenium set). When this card destroys a monster by battle and send it to the graveyard, it inflicts damage to the opponents LP equal to the destroyed monsters attack. Great effect only downside is the 2100 att, which means you are almost required to run some sort of attack boost effect to make him stick around.
yugioh.wikia.com/wiki/Elemental_HERO_Flame_Wingman
Elemental HERO Thunder Giant: The other of the first released E-HERO fusions (via The Lost Millenium set). This card boasts an effect that can destroy monster with attack less than its own attack. The best part of the effect has to be the discard cost, allowing the controlling player to send another HERO to the grave to set up possible grave fusions. 2400 makes its effect go through easily, but again it isn't that hard to work around.
yugioh.wikia.com/wiki/Elemental_HERO_Thunder_Giant
Elemental HERO Rampart Blaster: This was the first defensive E-HERO Fusion. However, keeping this card in defense mode allows you to use its effect which is attacking directly. It only inflicts half its attack when it uses this effect but every little bit of damage can help. Its defense isn't difficult to get around nowadays, but just having this card will make your opponent waste resources just to get it off the field to protect their LP.
yugioh.wikia.com/wiki/Elemental_HERO_Rampart_Blaster
Elemental HERO Wildedge: This is the fusion of the 2 main deck E-HEROs introduced in the set (Wildheart and Bladedge). This card can attack each one of your opponents monsters once per turn. It is a great effect to use against an opponent that likes to swarm the field with a lot of small monsters.
yugioh.wikia.com/wiki/Elemental_HERO_Wildedge
Elemental HERO Tempest: This is the first E-HERO Fusion that requires the fusion of 3 monsters to bring out. Its effect can protect any monster on your field from being destroyed by battle, that is of course at the cost of one card on your field, and as long as this fusion remains face up on the field. The 2800 att/def can allow it to hold its own while on the field.
yugioh.wikia.com/wiki/Elemental_HERO_Tempest
Elemental HERO Shinning Flare Wingman: This is the first E-HERO fusion that requires the use of another fusion monster to bring out. It has a power up effect, gaining 300 att for every E-HERO in the graveyard, down side to this is the popularity of grave fusion so it might not stay very strong for long. Plus it has Flame Wingman's burn effect on it as well. Of course smart HERO players know the way to get this monster on the field without having to first bring out Flame Wingman: Sparkman plus any fusion substitute monster.
yugioh.wikia.com/wiki/Elemental_HERO_Shining_Flare_Wingman
Elemental HERO Mariner: This fusion carries a direct attack effect that requires you to have set facedown spell/traps on your field. With todays HERO builds that is not that hard to do. The main issue is the attack of 1400, it isn't going to stick around for long unless you have the backrow set to protect it constantly.
yugioh.wikia.com/wiki/Elemental_HERO_Mariner
Elemental HERO Necroid Shaman: This is an interesting fusion. It offers spot monster removal, and then allows you to replace that destroyed monster with another another monster from the graveyard. basic startegy around this card dictates pop a big monster and replace it with a weaker smaller monster, and swing through the little guy.
yugioh.wikia.com/wiki/Elemental_HERO_Necroid_Shaman
Elemental HERO Phoenix Enforcer: Can't be destroyed by battle. A simple effect that can be a major pain to deal with for your opponent. It forces your opponent to waste resources to get it off the field.
yugioh.wikia.com/wiki/Elemental_HERO_Phoenix_Enforcer
Elemental HERO Shining Phoenix Enforcer: Can't be destroyed by battle, and gets a 300 att for every E-HERO in the grave. It is the second E-HERO fusion that requires another fusion to get out. There is a way around this (see Shining Flare Wingman).
yugioh.wikia.com/wiki/Elemental_HERO_Shining_Phoenix_Enforcer
Elemental HERO Darkbright: This fusion can inflict piercing damage, and shifts into def mode after it attacks. Not a bad pair of effects, if only if its att/def were higher. The saving grace is whenever it is destroyed it takes one of your opponent monsters with it.
yugioh.wikia.com/wiki/Elemental_HERO_Darkbright
Elemental HERO Plasma Vice: This fusion can also inflict piercing damage to your opponent. For discarding 1 card from your hand, you can pop one of your opponents att mode monsters. This makes Plasma Vice a bigger and badder version of Thunder Giant.
yugioh.wikia.com/wiki/Elemental_HERO_Plasma_Vice
Elemental HERO Mudballman: This fusion has no effect, making it the only HERO fusion not to have one. All it does is just sit on the field with its 3000 def.
yugioh.wikia.com/wiki/Elemental_HERO_Mudballman
Elemental HERO Electrum: This is a 4 material fusion monster. Its effects give it 4 other attributes in addition to its original attribute. It gains 300 att for every monster your opponent has on their field that shares an attribute with it. Which is pretty epic since it starts out at 2900 att. Also upon fusion summoning this card recycles all banished cards for both players. Not a bad way to recycle banished fusion materials.
yugioh.wikia.com/wiki/Elemental_HERO_Electrum
Elemental HERO Divine Neos: This has to be one of the hardest HERO fusions to summon. Requires 5 monsters to set up making it very costly, and must include 1 Neos/Neo Space Monster, 1 Neo-Spacian monster, 1 HERO Monster. Outside of that it banishes 1 of those 3 categories of monster to gain 500 att and that monsters effect. Right now the only good effects for it to gain would be any pirecing damage effects and/or spot removal iginition effects. The 2500 att/def is nice but not that good.
yugioh.wikia.com/wiki/Elemental_HERO_Divine_Neos
Elemental HERO Terra Firma: A newer fusion introduced via the GX manga. This fusion monster tributes one of your other face up E-HERO cards to add the tributed monsters attack points to its own. Not a bad way to push for a win.
yugioh.wikia.com/wiki/Elemental_HERO_Terra_Firma
Elemental HERO Inferno: Another of the newer fusions from the GX manga. This fusions effects is really limited. It gains 1000, but only when it is battling a water attribute monster. Starting att is 2300, making this card something to look past unless you are constantly up against water attribute decks.
yugioh.wikia.com/wiki/Elemental_HERO_Inferno
Elemental HERO Core: This fusion was released as a V-JUMP promo in the OCG, and has now been announced as the next Jump Promo. It requires 3 E-HERO monster to summon, but it is so well worth it. If this card is targeted for an attack it can double its att. Since it has a base attack of 2700 you can imagine this card will be very hard to beat just with just raw attack. It has spot monster removal when it attacks or is attacked, which is handy if your opponent has another monster on the field after the first effect takes care of the stronger, or if your opponent like to hide behind monsters that can't be destroyed by battle. Also if this card is ever destroyed (by battle or card effect) it can special summon a Lv 8 E-HERO fusion monster from your grave back to your field. Effectively allowing you to replace one problem for your opponent with another.
yugioh.wikia.com/wiki/Elemental_HERO_Core
Contact Fusions (These fusion monster require both materials to be on the field, before being sent back to the deck to fusion summon the monster):
Elemental HERO Air Neos - A great card for creating turn around plays, it gains att equal to the LP difference when its controller has lower LP.
yugioh.wikia.com/wiki/Elemental_HERO_Air_Neos
Elemental HERO Aqua Neos - This effect can be useful in controlling your opponents hand. It also can set up your graveyard for future plays.
yugioh.wikia.com/wiki/Elemental_HERO_Aqua_Neos
Elemental HERO Dark Neos - This cards effect targets one of your opponents monsters to negate its effect. This can be a very handy fusion based on certain cards being used in todays meta.
yugioh.wikia.com/wiki/Elemental_HERO_Dark_Neos
Elemental HERO Flare Neos - This card gains 400 att for every spell/trap card on the field. With most HERO decks utilizing big backrows, it is easy to power this card up.
yugioh.wikia.com/wiki/Elemental_HERO_Flare_Neos
Elemental HERO Glow Neos - This cards effect targets 1 of your opponents cards and destroys it. Based on the card destroyed you get certain effects. Unfortunately 2 of the resulting effects are less than desirable.
yugioh.wikia.com/wiki/Elemental_HERO_Glow_Neos
Elemental HERO Grand Neos - This card can target 1 monster your opponent controls and send it back to their hand. A great effect to have in todays current meta.
yugioh.wikia.com/wiki/Elemental_HERO_Grand_Neos
Elemental HERO Chaos Neos - This cards effect requires the user to flip a coin 3 times during your main phase 1. Based on the number of heads you get certain effects. 2 of the effects are pretty decent, unfortunately the chance factor of getting them does play a major role. This card also has an interesting effect when it leaves the field by its ow effect, it forces all other face up monsters to be set, a great way to set up defense for your opponents upcoming turn.
yugioh.wikia.com/wiki/Elemental_HERO_Chaos_Neos
Elemental HERO Magma Neos - This cards effect allows it to gain 400 att for every card on the field, with starting attack at 3000 this card can get very big very fast. This cards exit effect clears the field and resets the field. Can be good by interupting your opponents plans but it also leaves you vulnerable on their next turn.
yugioh.wikia.com/wiki/Elemental_HERO_Magma_Neos
Elemental HERO Storm Neos - This card has one of the best effects, it clears all spell/traps off the field. It is a walking Heavy Storm. This cards exit effect returns all cards back to the deck. Not only does it disrupt your opponents plans and resets the field. It can be very devastating if you catch your opponent off guard.
yugioh.wikia.com/wiki/Elemental_HERO_Storm_Neos
Omni Fusions (These fusion monsters can be fusion summoned by using any HERO monster and any other monster of 1 specific attribute):
Elemental HERO Absolute Zero - The water attribute omni fusion. This card is one of the more popular omni fusion monsters. It has an effect that destroys all of your opponents monsters whenever Absolute Zero leaves the field. That means Absolute Zero doesn't have to be destroyed for this effect to activate. This card is also very handy against other water attribute decks (ex: Mermails) as it gains 500 att for every water attribute monster on the field (not counting itself).
yugioh.wikia.com/wiki/Elemental_HERO_Absolute_Zero
Elemental HERO Escuridao - The dark attribute omni fusion, she is also the only female monster of the omni fusions. This card has an att boosting effect, gaining 100 att for every Elemental HERO in the grave. This card was well worth the wait as for its introduction came around the time when there were a lot of popular dark attribute monsters being used in the meta (ex Tour Guide from the Underworld, and the Inzektor archetype). Unfortunately with the popularity of Miracle Fusion in Elemental HERO decks its power boost effect won't be that useful, so its role is limited in HERO players extra decks.
yugioh.wikia.com/wiki/Elemental_HERO_Escuridao
Elemental HERO Gaia - The earth attribute omni fusion. This card is the only lv 6 monster among the omni fusions (all the other are lv 8). It has an effect that activates upon its fusion summon: it drains one of your opponent's monsters of half its att and then adds that drained half to its own att unitl the end phase of the turn. This omni fusion and its effect is typically used for turn around plays.
yugioh.wikia.com/wiki/Elemental_HERO_Gaia
Elemental HERO Great Tornado - The wind attribute omni fusion. This card also has an effect that activates upon its fusion summoning. This card cuts all of your opponents monsters att in half till the end phase of the turn it is summoned. This effect can be handy in a defensive summoning during your opponents turn or can help set the stage for an assault during your own turn.
yugioh.wikia.com/wiki/Elemental_HERO_Great_Tornado
Elemental HERO Nova Master - The fire attribute omni fusion. This card's effect can help add speed to any HERO deck. Whenever this card destroys an opponents monster by battle, you get a free draw. This can allow the player of the card to add more protection or support to their backrow for future turns.
yugioh.wikia.com/wiki/Elemental_HERO_Nova_Master
Elemental HERO The Shining - The light attribute omni fusion. This card has a power up effect gaining 300 att for every Elemental HERO monster that is banished. This is a huge boon with the popularity of the Miracle Fusion spell card. Also if this card is ever sent to the graveyard, you get up to 2 Elemental HEROs back form the "banished zone." This allows the player a great set up for more fusions or Xyz plays on their next turn. Because of both these effects The Shining is most commonly used in multiple copies for Elemental HERO players extra decks.
yugioh.wikia.com/wiki/Elemental_HERO_The_Shining
Evil HERO (Most of these monsters are "evil" forms of some of the more classic Elemental HERO fusion monsters. They can only be special summoned through the effect of Dark Fusion and Dark Calling):
Evil HERO Dark Gaia - This card has an effect that sets it att upon its fusion summon. Its att will be the combined att of all its fusion materials. It also has an effect that changes all you opponents defense position monsters into attack position whenever Dark Gaia declares an attack. This can be handy especially if the defense postion monsters have lower att than their def.
yugioh.wikia.com/wiki/Evil_HERO_Dark_Gaia
Evil HERO Infernal Sniper - This card cannot be detsroyed by effects of spell cards. It also can inflict 1000 lp damage during everyone of your standby phases. Unfortunately it has to be kept in defense mode for this effect to resolve. 2500 def can be easily be defeated in todays meta.
yugioh.wikia.com/wiki/Evil_HERO_Infernal_Sniper
Evil HERO Inferno Wing - This card can inflict piercing damage. When it destroys a monster by battle and sends it to the graveyard, it also can inflict burn damage based on the destroyed monsters strongest battle stat (att or def). This combination of effects can be devastating to any opponent. A major improvement over the Flame Wingman fusion monster.
yugioh.wikia.com/wiki/Evil_HERO_Inferno_Wing
Evil HERO Lightning Golem - This card has a once per turn spot monster destruction effect. There are no limitations to what monster it can destroy. Another great improvement over its Elemental HERO fusion monster counterpart.
yugioh.wikia.com/wiki/Evil_HERO_Lightning_Golem
Evil HERO Malicious Fiend - The only Evil HERO fusion not based on a Elemental HERO. This card forces all of your opponents monsters out of their defense mode to attack this monster. With 3500 att, odds are the attacking monsters won't survive.
yugioh.wikia.com/wiki/Evil_HERO_Malicious_Fiend
Evil HERO Wild Cyclone - This card prevents any spell or trap cards from being activated until the end of the Damage Step. Not only that it destroys all face down spells and traps of your opponents when it inflicts battle damage. Both effects play well of each other making for a very fearsome fusion monster.
yugioh.wikia.com/wiki/Evil_HERO_Wild_Cyclone
Destiny HERO:
Destiny End Dragoon - The only fusion monster of the Destiny HERO archetype. This fusion monster offers spot monster destruction, and inflicts damage to the opponent equal to that destroyed monsters attack while it was on the field. Of course it can't attack the turn it uses this effect, regardless your opponent is losing a monster and LP so it is not that bad. This monster also has an effect that allows it to return to field from the graveyard, as long as its controller has another Destiny HERO monster in the graveyard with it. This is not hard to do in a well designed Destiny HERO deck. This makes this monster very hard to deal with.
yugioh.wikia.com/wiki/Destiny_End_Dragoon
Vision HERO (These HEROs can be fusion summoned by using any other HERO monsters the controller wants):
Vision HERO Trinity - One of 2 Vision HERO fusion monsters released in the TCG. This card has 2 effects:
- It doubles its att when it is fusion summoned.
- It can attack up to 3 per battle phase, just not direct attacks.
Two very handy effects it you need to clear you opponents field of several very tough monsters.
yugioh.wikia.com/wiki/Vision_HERO_Trinity
Vision HERO Adoration - The second of 2 Vision HERO fusion monsters released in the TCG. This cards effect is handy when you already have another powerful HERO monster (typically a fusion monster) on the field. Its effect allows you to weaken 1 of your opponents monster by the same att and def of the other HERO you have on the field.
yugioh.wikia.com/wiki/Vision_HERO_Adoration
Masked HERO (these cards can only be special summoned for the extra deck by the effect of the quick play spell Mask Change):
Masked HERO Acid - This card has to be the best Masked HERO released. This card has a nasty summon effect, destroying all spell and trap cards your opponent controls. It also packs another effect that lowers any of your opponent's monsters by 300 att. Of this secondary effect typically isn't seen since the most common target for Mask Change to summon this card is Elemental HERO Absolute Zero.
yugioh.wikia.com/wiki/Masked_HERO_Acid
Masked HERO Dark Law - One of the newest Masked HERO cards introduced to the game. Dark Law has two continuous effects. The first is that it banishes any of your opponents cards sent to the graveyard. The second effect allows you to banish a random card from their hand whenever they add cards to their hand (not during draw phase or damage calculation). This is one of the best Masked HERO monsters to run in your extra.
yugioh.wikia.com/wiki/Masked_HERO_Dark_Law
Masked HERO Dian - This is the only female monster in the Masked HEROs. It has a nice effect of summoning a lv 4 HERO monster from your deck whenever it destroys one of your opponents monsters and sends that monster to the graveyard. With 2800 att, it is easy to utilize this effect to add speed to this deck. Unfortunately there not many earth attribute HEROs being used, making this cards usefulness very limited.
yugioh.wikia.com/wiki/Masked_HERO_Dian
Masked HERO Goka - One of the first Masked HEROs released to the TCG. This card has a power up effect gaining 100 att for each HERO monster in your graveyard. With the popularity of Miracle Fusion, this cards usefulness is really low.
yugioh.wikia.com/wiki/Masked_HERO_Goka
Masked HERO Kamikaze - 2 continuous effects and one trigger effect for this new masked HERO. It can't be destroyed by battle, only allows your opponent to attack with 1 monster. Great effects to keep it on the field and restrain your opponents options. Its trigger effect activates whenever you destroy an opponents monster and send it to the graveyard allowing you to draw a card. This card would be so much better if Stratos would come off the banlist. Only current options of getting the Masked HERO onto the field is running Avian (bleh) with Mask Change/Mask Change Second or Great Tornado with Mask Change.
yugioh.wikia.com/wiki/Masked_HERO_Kamikaze
Masked HERO Koga - This new masked HERO gains 500 att for every monster your opponent has on their field. It also has a quick effect that allows you to banish a HERO from your graveyard to target a monster on the field and weaken the targeted monsters att by the amount of att the banished monster has. The quick effect can ensure that Koga remains the strongest monster on the field. Plus since this Maksed HERO is a light attribute monster it is easy to summon with Alius.
yugioh.wikia.com/wiki/Masked_HERO_Koga
Masked HERO Vapor - Another one of the first Masked HEROs released to the TCG. This cards effect, immunity to card destruction effects, can force your opponent to have to attack it to get it off the field. With the proper backrow protection from its controller, this can be very difficult to do.
yugioh.wikia.com/wiki/Masked_HERO_Vapor
Builds:
Light Turbo Build:
This build is designed to get monsters on the field quickly. It makes use of the special summoning conditions of Photon Thrasher, Noble Knight Gawayn, and Elemental HERO Bubbleman. This can allow for quick Xyz and/or Fusion summons even on turn 1.
The fusion element of the extra deck focuses primarily on the Omni-Fusions (Elemental HERO fusion monsters that require 1 HERO monster, and any other monster from 1 of the 6 attributes).
The Xyz element of the extra deck is varied to contain a mix of generic rank 4 monsters, warrior only Xyz monsters, and light attribute only Xyz monsters.
Water HERO Lockdown:
Designed by Yoh
This deck really makes use of getting Absolute Zero off the field to use its monster wipe effect. Mask Change, Paradox Fusion, Interdimenisonal Matter Transporter all pull this role. The Last Warrior from Another Planet provides a summon lock, ensuring your wipe effects remain. It also can be bounced off the field using the 2 traps above. Allows you to summon out the fusion monsters on your turn while TLWFAP is off field.