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Guardian Cross FAQ/Guide

By: Jason Wang (GcYoshi13)

Current Version: 0.10



Table of Contents:

0.) Introduction
	0A.) Legal Stuff
	0B.) Contact Information
	0C.) Update History
1.) Gameplay tips
	1A.) Hunting Tips
2.) 5* cards
3.) 4* cards (incomplete)
4.) Credits

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0.)Introduction:
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I wrote this guide because I was bored, had some time, and wanted to help
the community for this game, even though this is not really a game, but rather
a quick fix for Square Enix to get some easy money.

If you can, try not to spend money on this game. I've spent enough money on
this game and in hindsight, it doesn't feel good. I may come off as a 
hypocrite, but honestly, just take my advice for what it is. Spend your money
on better things.

This guide is intended for people to learn the game a little, and help them
evaluate their 5* guardians. Basically this guide is just to offer my insight
on how the card should be used.

I didn't want to include 4* because that's just too much more writing. 

About me, I am just some guy who likes video games, and plays them. I'm
primarily a fighting game player. You may have seen me play in Ultimate
Marvel vs Capcom 3, as I am one of Norcal's best Chris players, having won
Norcal Knockouts and placed high in both EVO2011 and EVO2012. I am also
good at Tatsunoko vs Capcom, winning SoCal Regionals 2010.

I also play League of Legends and was Gold in Season 1 and Platinum in 
Season 2. I am struggling in Season 3 because everyone bans Blitzcrank now and
that was the only champion I played aside from Jayce and Nautilus. Slowly
climbing back however. League of Legends is like this game. Addicting, but
questionably fun at times.



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0A.)Legal Stuff
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This guide may not be reproduced under any circumstances without my permission.
The only place where this FAQ should be found right now is at GameFAQs.com, 
otherwise this FAQ is stolen. Use of this guide on any other web site or as a
part of any public display is strictly prohibited, and a violation of
copyright. I did write this myself you know...

All other trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.


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0B.)Contact Information
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===============================================================================

Words of encouragement or praise are always lovely to read or hear. If you
want to get my attention, I browse theguardiancrossforums.com fairly regularly
so you can catch me on the chatbox there.

You can also suggest to me something if you think it's worth my effort to do.

My team name is GcYoshi13. You can add me as a friend I suppose, but there's
no guarantee I'll keep you on my list for someone else later on if I don't
know who you are.

However, I'm always down for free stuff and I'm not even going to be shameless
about it. If you want to gift me something neat, by all means do so, but
you obviously don't have to.

You can e-mail me at gcyoshi14@aol.com. Yes, that's aol. I didn't bother to
change to something better. Don't crucify me or call me a hipster. I'm not
trying to be unique or stupid. I'm just too lazy to change when it works
adequetely enough.

My twitter is @gcyoshi13. You can follow me, send me direct messages there or
just tweet to me for stuff. I mostly tweet about fighting game stuff and 
dumb things that happen to me in real life.





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0C.)Update History
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11/30/2012
----------
version .10 - 	Released the guide to GameFAQs

12/1/2012
---------
version .11 -	Revised typo in Chariot section
		Updated Fujin section
		Revised typo in Juggernaut section
		Fixed incorrect skillset in Leviathan section
		Added Titan section
		Fixed incorrect preferred skills in Mephistopheles section
		Added a 4* section with four guardians in it (will update)




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1.)Gameplay Mechanics
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Guardian Cross is best summarized as Square Enix's evil scheme to merge
"Yu-Gi-Oh!", "Pokemon", and "Silent Scope" into one weird game. I think they
were somewhat successful with this.

This guide will assume you know how to play the game, but if you don't know
how to, here's a very quick summary of some of the key elements of the game.
It's actually very simple. Each section will also go more in detail to some
aspects of the game.

Summary:
1. Guardians are these creatures you collect in card based forms. You create
a team of up to 10 guardians.

2. You have two preset for teams, one is named "Field" and the other is
named "Coliseum". Cards can be put into either or both teams. Cards that are
in a team cannot be traded/gifted/sacrificed unless they are removed from the
team. You can see what cards are in a team by the diamond indicator on the
upper right of a card. It should show "F" for field, and "C" for coliseum.

3. Cards have rarity that range from 1 star to 5 star. 1 star are common,
while 5 stars are very rare. 1 stars are also weak, while 5 stars are very
strong. Also, 1 star cards can only go up to level 40, while 5 star cards
can reach level 60. 2 star cards can go to level 45, 3 star cards can go
to level 50, and 4 star cards can go to level 55.


4. Cards are leveled up by sacrificing other cards. A sacrificed card will be
destroyed and used for a card to gain experience and level up.

5. Cards have associated types as well.


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1A.)Hunting Tips
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Choosing what to shoot can have an impact onto the outcomes of what you hunt,
especially if you are using Special Hunting Tickets (often abbreviated as SHT).



General tips:

- My hypothesis on how card rarity is determined is this:
	- Shadows are first determined by rarity (1* to 5* or 3* to 5* 
	  depending on what ticket is used) before being created on the hunting
	  field.
	- After rarity number is determined, a random card from the pool of the
	  rarity is chosen.
	- For example, if the shadow's rarity is determined to be 5* and the
	  region is Berneside Plains, the shadow will randomly be picked from:
	  Vampire Matron, Phoenix, Frankenstein, Gargantua, Levianthan, Titan,
	  Valkyrie, Apsara, and Azi Dahaka.
	- Once a card has been chosen, the proper shadow is created.
	- This would explain why Bird shadows are so rare during a SHT at
	  Berneside Plains since the only guardian a bird shadow can be is
	  Phoenix. However, given the low chance of a 5* to generate and the
	  chance that Phoenix will be chosen out of eight other 5*, this would
	  explain why many have not even seen a bird shadow despite SHT hunts
	  at Berneside.

- Wait a little bit before immediately hunting.
	- The timer only begins once you click the screen.
	- Look for ripples to get a feel for where the guardians are at before
	  jumping in.

- Shoot ahead of the guardian, guess where it will move.
	- This is especially important for Glaverow Volcanic Zone and Storm
	  Reach Snowfield guardians since they move faster.
	- Guardians will change directions after moving straight for awhile,
	  If you can anticipate this, wait a bit and wait for them to change
	  directions first, then follow them.

- Shoot the +10 second guardians first.
	- However, don't shoot them immediately. The timer won't extend beyond
	  60 seconds, so wait until the timer goes below 50 first.

- Fire the last bullet if already successfully hunted a guardian prior.
	- Say you have 5 bullets and used 4 to hunt a guardian. Your last one
	  is not going to be too useful. It's better to fire that bullet, 
	  reload and scout while reloading.


Here are some tips regarding hunting in each region:



Berneside Plains:

NHT:
	- A float shadow is always a Spriggan at least. It can be a Grim
	  Reaper, Revenant, or even a Gargantua.
	- A giant shadow is always an Orc at least.

SHT:
	- In a SHT hunt, if there is a bird shadow (and there's no special 
	  event going on), shoot it immediately. It's a Phoenix.
	- Levianthan is the only dragon shadow, but it's not a terribly great
	  5*. Prioritze other shadows if possible.
	- Humanoid shadows should be the main ones to hunt as they can be
	  a Vampire Matron or Valkyrie. There's also various 4* humanoid
	  guardians too.
	- Giant shadows are frequently 3* but can also be a Hecantoncheir or
	  even a Frankenstein or Titan.
	- Floating shadows can be a Gargantua, but will usually just be a
	  Grim Reaper or Revenant.
	- Beast shadows are typically all 3*, but Azi Dahaka is a beast
	  shadow.


Glaverow Volcanic Zone:

NHT
	- Always hunt giant shadows. They are Minotaurs at worst.
	- Avoid Floating shadows if you can, since they are only Dullahans at
	  best.
	- Avoid Dragon shadows since they are only Wyverns at best.
	- Sometimes you'll get a warning for a massive shadow. It will require
	  many shots, and its life will carry over to other hunts.
	- If the massive shadow is a beast, it can be either a Genbu or
	  Byakko.
	- If the massive shadow is a float, it's a Seiryu.
	- If the massive shadow is a bird it can be either a Suzaku or a
	  Bahamut. 
	- If you're aiming for Bahamut, there's a trick. If there is no
	  massive shadow being hunted yet, a new one will be generated. During
	  a hunt, if you randomly encounter a massive shadow, check its type.
	  If it's anything but a bird, reset the application. You'll lose the
	  NHT, but you can encounter a new massive shadow. Repeat until you
	  get a massive bird shadow and hope that once you hunt it, it's a
	  Bahamut and not a Suzaku.

SHT
	- Avoid Floating shadows unless you actually want Dullahans.
	- Avoid Dragon shadows. They are usually just Basilisks or Vtras and
	  are rarely Wyverns.
	- Always hunt humanoids. They can be Lightning Lord, Sucellus, Agni,
	  Dominion, or Mephistopheles.
	- Somtimes hunt bird shadows. They are usually Pinh Fangs but can also
	  be Garudas, and rarely be Bahamuts.
	- Go for giant shadows for the attempt to get a Ifrit or better yet,
	  an Ettin. You might even get a Golem too.
	- Beast shadows should prioritized over Floats and Dragons but lower
	  than giants and humanoids due to the immense amounts of 3* that are
	  beasts in Glaverow. You can get a Chariot or Juggernaut, but you'll
	  also be getting tons of Unicorns, Bicorns, and Kirins. The horses
	  will troll you endlessly.


Storm Reach Snowfield

NHT:
	- Hunt float shadows. Never know if one can be a Ripper, Specter, or
	  even a Raijin or Fujin.
	- Giant shadows are always good to hunt as well in NHT since there
	  are no 1* or 2* giants. There are no 5* giants either though.

SHT:
	- Bird shadows are abundant. Don't priortize them highly even though
	  one of them can be an S. Bird.
	- Humanoid shadows are good to hunt for the chance of Shiva. Power is
	  also a nice card to get.
	- Beast shadows are frequently Sleepnir, but may also be an Atlas.
	- Always hunt floats, because they may be Raijin or Fujin.
	- A Dragon shadow is always Fafnir and nothing else.
	- A giant shadow is likely to be a Yeti but may be a Talos or Jotun.



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2.)5-star Cards
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Here is how the guide format will work:

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Card Name
===============================================================================
Preferred type
--------------
I'll list in order my opinion of the preferred types from best to worst. Ace
will obviously always be in front

Learned skills
--------------
all the learned skills of the card listed in the order of which they are
learned

Preferred skills
----------------
Preferred skillset of the card given what the card learns. For some cards,
more than one may be listed.

Overview:
---------
Fairly unbiased overview of the card. This is where I try to be helpful and
imformative.

Comments:
---------
Some personal commentary regarding the card. I say stupid stuff here usually.


Note that I will not list stats here. You can find a comprehensive stat, skill,
and calculation simulator here: http://www.guardiancrossx.com/

View that site and this guide simultaneously to make the best use of this
guide. Furthermore, that site is a very nice resource to have at hand.

Also I am assuming the card is of type Ace usually when talking about them and
when talking about other cards too.



===============================================================================
Apsara
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Brave > Cool > Sexy > Powerful/Chaotic

Learned skills
--------------
Aqua Slash (Water +1)
Aqua Shot (Water +2)
Greater Haste (AGI +20%)
Mind Blast (Enemy WIS -20%)
Maelstrom (Water +4)

Preferred skills
----------------
Greater Haste (AGI +20%)
Mind Blast (Enemy WIS -20%)
Maelstrom (Water +4)


Overview:
---------
	Apsara's strength lies with its strong WIS and AGI stat. Apsara's
already high AGI can reach stunning amounts after her AGI +20% buff. However,
her other stats will seldom allow her to survive any hits, especially if the
attack is physical.

	If your Apsara is an Ace, it's worth considering to replace the WIS
-20% debuff with another elemental +4 to cover more types. Water is generally
a weak type for casters since the types that are weak to Water are already
low in WIS. Giving her something like Nightmare (Darkness +4) or Tornado (Wind
+4) will give her a lot of more type coverage, since her WIS is already
high enough to the point she doesn't need the debuff to one shot anything.
Other types may still require the assistance of her debuff to one shot other
guardians. Furthermore, if the debuff is removed, she is capable of casting
a elemental +4 skill thrice. It usually doesn't happen since Apsara frequently
dies in one hit, but with her AGI plus a 20% buff, it's not absolutely
unlikely.


Comments:
---------
	There is debate over whether Fast or Intelligent is better, and 
personally, I like Fast over Intelligent. This is because her WIS is
already pretty high to one shot most guardians so I'd rather go for the chance
to cast twice in a row.




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Atlas
===============================================================================
Preferred type
--------------
Ace > Chaotic > Fast > Cool > Brave > Powerful > Sexy > Intelligent

Learned skills
--------------
Heavy Blow ( Strong Physical+2 )	
Might ( ATK+10% )	
Double Impact ( Strong Physical+3 )	
Greater Might ( ATK+20% )	
Storm Impact ( Strong Physical+4 )

Preferred skills
----------------
Might ( ATK+10% )
Greater Might ( ATK+20% )	
Storm Impact ( Strong Physical+4 )


Overview:
---------
	Atlas is a reasonably strong tank, bolstering a good HP and DEF
stat, but its charm lies within its high ATK complimented by its ATK +10%
and ATK +20% buffs. Atlas' ATK after the two buffs can reach over 4,800.
In fact, Atlas can one shot every guardian in the game except for a 
Chaotic Almighty Pumpkin Chunkin' Titan.

	Atlas will usually not have the chance to move first if it
encounters a caster due its average WIS. Even against some physical
attackers, it can be one-shotted. However if given the chance, Atlas will
wreck anything.


Comments:
---------
	The card art is promotion for what it can do. Also is a good
inspiration for people too. The more you lift, the more you can do. Do some
push-ups every now and then.



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Azi Dahaka
===============================================================================
Preferred type
--------------
Ace > Intelligent > Chaotic > Brave > Cool > Powerful > Sexy 

Learned skills
--------------
Poison Mist ( Poison+2 )	
Poison Field ( Poison+3 )	
Slow ( Enemy AGI-20% )	
Mind Blast ( Enemy WIS-20% )	
Venom Riot ( Poison+4 )	

Preferred skills
----------------
Slow ( Enemy AGI-20% )	
Mind Blast ( Enemy WIS-20% )	
Venom Riot ( Poison+4 )	



Overview:
---------
	Azi Dahaka has some interesting niches that aren't shared by any
other 5* guardians in the game. Azi Dahaka is the only 5* Poison typed 
guardian in the game, which has some implied strengths. The only type that
can score a critical hit on Azi Dahaka is earth, but there are not many
earth casters in the game, and most other casters are given other casting
types to hit a wider variety of guardians rather than being given the
ability to cast Earthquake (Earth +4) for the sake of countering Azi Dahaka.

	Furthermore, Azi Dahaka's base stats are fairly evenly distributed.
Azi Dahaka has high HP paired with high WIS. Its DEF and AGI are its weakest
stats.

	Azi Dahaka also has two debuffs. With the two debuffs, Azi Dahaka
can frequently garauntee beating most guardians in a one-on-one confrotation.
Any kills past that is a nice bonus.


Comments:
---------
	Look at this thing. It's so gross, but it's so cool.


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Agni
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast > Brave > Cool > Sexy > Powerful > Chaotic

Learned skills
--------------
Explosion ( Fire+3 )	
Heavy Blow ( Strong Physical+2 )	
Greater Protect ( DEF+20% )	
Double Impact ( Strong Physical+3 )	
Meteor Storm ( Fire+4 )

Preferred skills
----------------
Greater Protect ( DEF+20% )	
Double Impact ( Strong Physical+3 )	
Meteor Storm ( Fire+4 )


Overview:
---------
	Agni is a fairly durable caster. Its WIS is very high, but the rest
of its stats are also above average. Given the fact that it also has a DEF +20%
buff, it's not rare that Agni can survive hits from various other good typed 5*
guardians.

	Agni's WIS is significantly higher than its ATK, so if possible, try
to find a replacement for Double Impact. The best choice for a second skill
for Agni would be Venom Riot (Poison +4) as it sufficiently defeats the Water
and Light types that resist Meteor Storm (Fire +4).


Comments:
---------
	Agni is related to Hinduism, which has roots from Buddha, so it's
not farfetched to say that Agni is like a buddha, but I don't think it's
entirely right either. Regardless, nice card art. Has a graceful flare
to it (haha).

	Its also 4 MP away from triple casting with buff (if it's an Ace/Sexy
type), which is a shame because Agni is actually a good candidate to triple
casting given its reasonable durability and AGI.



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Bahamut
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Brave > Cool > Sexy > Powerful 

Learned skills
--------------
Greater Might ( ATK+20% )	
Heavy Blow ( Strong Physical+2 )	
Explosion ( Fire+3 )	
Greater Cunning ( WIS+20% )	
Nightmare ( Darkness+4 )

Preferred skills
----------------
Greater Might ( ATK+20% )	
Greater Cunning ( WIS+20% )	
Nightmare ( Darkness+4 )


Overview:
---------
	Bahamut has exceptional stats, boasting high offensive stats and
impressive AGI and HP as well. Furthermore, Bahamut has both offensive
stat buffs, making it versatile to build.

	Bahamut in its highest potential, should be a physical attacker.
Bahamut's ATK is far greater than its WIS, so unless the Bahamut is
of type Intellignent, it's Nightmare (Darkness +4) should be replaced
by a Physical +4 skill. Its WIS+20% buff should still be kept due to
it making Bahamut more resistant to magical attacks.


Comments:
---------
	I was told by some that the correct way to say this Dragon's name is
not like "Bahamut" where the "mut" rhymes with "cut", but rather the
correct way to say it is "Bahamoot". Whatever, don't care.




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Chariot
===============================================================================
Preferred type
--------------
Ace > Fast > Chaotic/Brave > Cool > Powerful > Intelligent > Sexy 

Learned skills
--------------
Heavy Blow ( Strong Physical+2 )	
Cross Slash ( Strong Physical+2 )	
Greater Might ( ATK+20% )	
Greater Haste ( AGI+20% )	
Storm Impact ( Strong Physical+4 ) 

Preferred skills
----------------
Greater Might ( ATK+20% )	
Cross Slash ( Strong Physical+2 )	
Storm Impact ( Strong Physical+4 )

OR

Greater Might ( AGI+20% )	
Cross Slash ( Strong Physical+2 )	
Storm Impact ( Strong Physical+4 )

OR

Greater Might ( ATK+20% )	
Greater Haste ( AGI+20% )	
Storm Impact ( Strong Physical+4 ) 


Overview:
---------
	Given an initial glance at its stats and skills, it's easy to
determine that Chariot is very powerful, but there's a major flaw to one
of its stats in relation to its skills that create a very troubling
dilemma for those who own the card; which is its MP or lack there of.

	Chariot's base stats are very impressive, having one of the
highest AGI among any guardians and a incredibly high ATK. Its HP and
DEF are not too shabby either, and like most MECHA guardians, its
WIS is characteristically below average.

	The problem lies with its MP. Even when maxed out in Ace/Sexy
type, Chariot is 22 MP short from being able to double cast Physical +4
while still carrying its two buffs. This is where a difficult decision must be
made: What skill should be dropped and replaced?

	The decision should be made given the Chariot's type and user
preference. If the Chariot is of type Fast, its speed is already decent and
its AGI +20% buff can be replaced. Of course, this is subjective. AGI +20%
can give Chariot a larger chance of attacking twice in a row, so dropping
the ATK +20% buff is not a terrible decision. Generally, dropping the AGI +20%
is the better choice under most circumstances.

	There's also two alternative options. You can simply keep all of the
skills and relegate Chariot to be a one hit wonder, but this is not
recommended since one should always take the chance to kill two guardians
with one if possible. There's also the option of removing Physical +4 and
replacing it with Physical +3, but Chariot has a lot of difficulty one
shotting most evenly matched 5*, even with the ATK +20% buff. Also, it
does not learn Physical +3 on its own, so a stone must be found.


Comments:
---------
	This card caused a lot of interesting discussion and debate. Had it
been given 22 MP, this card's reception would've been completely opposite.
It's still a great card even if it loses one buff. Not to mention, it looks
completely badass. I'm a sucker for a machines and robots though.



===============================================================================
Dominion
===============================================================================
Preferred type
--------------
Ace > Fast > Cool/Brave > Intelligent > Chaotic > Powerful > Sexy 

Learned skills
--------------
Shine Burst ( Light+3 )	
Greater Heal ( Major HP Recovery )	
Greater Might ( ATK+20% )	
Greater Protect ( DEF+20% )	
Vanish ( Light+4 )

Preferred skills
----------------
Greater Might ( ATK+20% )	
Greater Protect ( DEF+20% )	
Vanish ( Light+4 )


Overview:
---------
	Dominion is a very powerful card, but its highest potential cannot
be reached by leveling it or by giving it stat stones. Dominion's largest
strength is its high ATK paired with its ATK +20% buff, but it doesn't
learn a Physical +4 on its own. A Muilation or Demolish stone is needed.

	So if you plan to invest into a Dominion, you're best bet is to
make Dominion into a physical attacker unless it is of type Intelligent, then
its ATK +20% buff can be replaced with an element of some sort to cover more
types. Dominion's high WIS stat makes it a viable magic caster.

	If the Dominion is an ace, make it into a physical attacker as
mentioned above. Dominion should be capable of one shotting almost every
guardian in the game. However there are some Almighty guardians that can
still withstand a hit. Although these cards are typically rare to come
by, you can replace Dominion's Def +20% buff with Tornado (Wind +4) or
Nightmare (Darkness +4) to make sure the Almighty Titans and Almighty
Pumpkin Chunkin' Titan can be one-shotted. The final Almighty that Dominion
can't one-shot with Physical +4 can't be one-shotted by any elemental given
to Dominion (even if its a weakness) so there's no point to attempt to
counter it (it's Almighty Apsara).
	
	As for Dominion's other stats, they are all very high except for
HP. Dominion's high DEF and it's DEF +20% buff and high WIS makes it
still fairly durable though despite its slightly below average health.

Comments:
---------
	Is Dominion a girl or boy? I'm kind of learning towards dude because
the females in this game tend to be explicitly obvious. 


===============================================================================
Ettin
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast > Cool/Brave > Sexy > Chaotic/Powerful

Learned skills
--------------
Cunning ( WIS+10% )	
Rock Bite ( Earth+3 )	
Mind Blast ( Enemy WIS-20% )	
Earthquake ( Earth+4 )	
Greater Cunning ( WIS+20% )	

Preferred skills
----------------
Cunning ( WIS+10% )	
Earthquake ( Earth+4 )	
Greater Cunning ( WIS+20% )

OR

Mind Blast ( Enemy WIS-20% )	
Earthquake ( Earth+4 )	
Greater Cunning ( WIS+20% )


Overview:
---------
	Ettin is simultaneously unique and very powerful. Ettin's high HP
and DEF are already worth noting, but its WIS is one of the highest in the
game. Given the fact that has both WIS +10% and WIS +20% buffs, Ettin can
be very dangerous.

	Ettin's preferred skills should be always be WIS +10% and WIS +20%
unless the Ettin is Chaotic or Powerful, in which the WIS -20% is preferred.
This is because Ettin's already high WIS paired with a +30% boost allows it
to one-shot nearly all guardians without the need of a WIS -20% debuff.
Furthermore, WIS +10% gives Ettin more resistance to magic even after beating
one guardian whereas WIS -20% would just apply to the first guardian Ettin
encounters in a battle. A 30% boost to an Intelligent/Ace Ettin's maxed WIS
allows it to reach a stunning amount of over 5,000. Even guardians who
resist Earthquake (Earth +4) will still be one shotted by Ettin.

Comments:
---------
	Don't judge by its looks. Ettin will screw you up royally. I also
like the way it looks. Funny how that thing is supposedly this game's wisest
guardian haha.



===============================================================================
Frankenstein
===============================================================================
Preferred type
--------------
Ace > Chaotic > Fast > Brave > Cool > Powerful > Intelligent > Sexy

Learned skills
--------------
Heavy Blow ( Strong Physical+2 )	
Thunder Strike ( Lightning+2 )	
Double Impact ( Strong Physical+3 )	
Call Lightning ( Lightning+3 )	
Storm Impact ( Strong Physical+4 )

Preferred skills
----------------
Double Impact ( Strong Physical+3 )	
Call Lightning ( Lightning+3 )	
Storm Impact ( Strong Physical+4 )


Overview:
---------
	Frankenstein is a bulky heavy hitter, boasting high ATK, DEF, and HP.
Its other two stats are decent at best.

	Frankenstein has no buffs or debuffs, but since its WIS is not very
high, its not a great hybrid attacker. However, its ATK is already high enough
to the point where its capable of one shotting most guardians. Giving him a
Nightmare (Darkness +4) or Tornado (Wind +4) will allow him to beat some
varients of Mighty Titans and Atlas.

Comments:
---------
	I always like and appreciate different game's take on the famous
Frankenstein monster. They usually never fail to make the Frankenstein look
elaborate, cool, and interesting.



===============================================================================
Fujin
===============================================================================
Preferred type
--------------
Ace > Intelligent/Fast > Brave > Cool > Sexy/Chaotic/Powerful

Learned skills
--------------
Whirlwind ( Wind+3 )	
Weakness ( Enemy ATK-20% )	
Mind Blast ( Enemy WIS-20% )	
Greater Haste ( AGI+20% )	
Tornado ( Wind+4 )

Preferred skills
----------------
Mind Blast ( Enemy WIS-20% )	
Greater Haste ( AGI+20% )	
Tornado ( Wind+4 )

OR

Weakness ( Enemy ATK-20% )		
Greater Haste ( AGI+20% )	
Tornado ( Wind+4 )


Overview:
---------
	Fujin's base stats are actually among the game's highest. All of 
Fujin's stats goes above 3,400 except for its speed which peaks at 3,240 (this
is assuming the Fujin is ace). This makes Fujin very powerful and difficult
to one shot too. Furthermore, Fujin is the only *5 Wind typed Guardian 
currently out in the game.

	Fujin learns two different debuff skills, but the preferred one to
keep is usually WIS -20% since it helps raise Fujin's one shot potential,
while ATK -20% does not.

	You can also turn Fujin into one of the most difficult Guardians
to one-shot by running both debuffs. This is very gimmicky however.


Comments:
---------
	In typical Square fashion, we are presented with a decorated
pallet swap of another card. Can you spot the differences between its brother
Raijin?



===============================================================================
Gargantua
===============================================================================
Preferred type
--------------
Ace > Chaotic > Fast > Brave > Cool > Powerful > Sexy > Intelligent

Learned skills
--------------
Cross Slash ( Strong Physical+2 )	
Heavy Blow ( Strong Physical+2 )	
Hard Slash ( Strong Physical+3 )	
Double Impact ( Strong Physical+3 )	
Storm Impact ( Strong Physical+4 )

Preferred skills
----------------
Cross Slash ( Strong Physical+2 )	
Hard Slash ( Strong Physical+3 )	
Storm Impact ( Strong Physical+4 )


Overview:
---------
	Gargantua's base HP and ATK are incredibly high, peaking over 3,900
for both if the Gargantua is of type Ace. Its DEF is also pretty decent, while
its AGI and WIS are fairly average.

	Gargantua learns no buffs ore elementals, so whatever you choose 
outside of its Physical +4 doesn't have a significant impact to the card's
effectiveness. Cross Slash ( Strong Physical+2 ) actually has an AGI debuff,
but since the Guardian automatically chooses the skill that does the most
damage, it's unlikely that the skill will ever be used instead of 
Hard Slash ( Strong Physical+3 ) or Storm Impact ( Strong Physical+4 ).

	If you are a true perfectionist, then you can replace a skill for
Tornado (Wind +4) or Nightmare (Darkness +4) to be able to one-shot a Chaotic
Mighty Pumpkin Chunkin' Titan. Gargantua is unable to do so otherwise, even
if it is of type Ace.

Comments:
---------
	Easily my favorite card in the game. Look at this thing. It's a giant
badass flying battle ship. How is this not the best card in the game? How?!



===============================================================================
Ifrit
===============================================================================
Preferred type
--------------
Ace > Fast > Brave> Chaotic/Cool > Powerful > Sexy > Intelligent

Learned skills
--------------
Burning Strike ( Fire+2 )	
Explosion ( Fire+3 )	
Heavy Blow ( Strong Physical+2 )	
Double Impact ( Strong Physical+3 )	
Meteor Storm ( Fire+4 )

Preferred skills
----------------
Explosion ( Fire+3 )	
Double Impact ( Strong Physical+3 )	
Meteor Storm ( Fire+4 )


Overview:
---------
	Ifrit is essentially the FIRE counterpart to Leviathan. Like Leviathan,
Ifrit has high ATK and DEF while its other stats are average. With the lack of
buffs and debuffs, Ifrit is just relegated to being a regular attacker with
no particular niches.

	To take advantage of Ifrit's best stat, it's suggested to use a 
demolish or mutilation stone to grant it Physical +4. That will greatly
improve Ifrit's one shot potential. The problem is that its not that fast, and
its durability is not good enough to survive against other good typed 5*.


Comments:
---------
	Being a counterpart to Leviathan when Leviathan is not very great
makes Ifrit not very great. Still reasonably good however if its an ace type.


===============================================================================
Juggernaut
===============================================================================
Preferred type
--------------
Ace > Fast > Chaotic/Brave/Cool/Sexy > Powerful > Intelligent

Learned skills
--------------
Double Impact (Physical +3)
Greater Might (ATK +20%)
Greater Protect (DEF +20%)
Storm Impact (Physical +4)
Lower Defense (Enemy DEF -20%)

Preferred skills
----------------
Storm Impact (Physical +4)
Greater Might (ATK +20%)
Lower Defense (Enemy DEF -20%)

OR

Storm Impact (Physical +4)
Greater Might (ATK +20%)
Greater Protect (DEF +20%)



Overview:
---------
	Juggernaut has incredibly high attack and is often capable of one
shotting almost every guardian in the game. The problem lies with the rest of
its stats; everything but defense is very low for a 5* guardian. Because of
this, Juggernaut will very frequently only be able to take out guardian at
max before being revenged killed.

	Despite a high DEF stat, Juggernaut does not have the HP to tank
well, An Ace type paired with +20% DEF does have some chance to survive some
Physical +4 attacks from guardians that are not fully stoned or advantageously
typed. Determining whether or not you should go for DEF +20% or DEF -20%
depends on the Juggernaut type. If the Juggernaut is anything but Ace, you
should go for the debuff. Its when Juggernaut is of Ace type where it might
be barely able to survive two hits with the help of a Defense buff. For any
other types, just go for the defense debuff as Juggernaut will very rarely
survive a hit from any other evenly leveled 5* guardian.

	Juggernaut is best used as a revenge killer. Its low AGI will often
prevent it from moving first if another 5* its facing against are
squaring off on the first turn. If a previous guardian is defeated, 
Juggernaut can come in and potentially strike first, ensuring a kill.
Anything after is a bonus.

	Basically Juggernaut is best described as a Magnum with one bullet
in the chamber. Often unwieldy, heavy, and situational, but very powerful.


Comments:
---------
	One of my favorite 5* in the game by looks. It's a doom tank for crying
out loud. I had to defend this card many times regarding why it is not the
worst 5* in the game. Also, I would love to have this thing in my garage.

	Also the etymology of the word Juggernaut is highly interesting. Look
it up if you're bored.



===============================================================================
Leviathan
===============================================================================
Preferred type
--------------
Ace > Fast > Chaotic > Brave > Cool > Powerful > Intelligent > Sexy 

Learned skills
--------------
Aqua Shot ( Water+2 )	
Aqua Burst ( Water+3 )	
Heavy Blow ( Strong Physical+2 )	
Double Impact ( Strong Physical+3 )	
Maelstrom ( Water+4 )

Preferred skills
----------------
Heavy Blow ( Strong Physical+2 )	
Double Impact ( Strong Physical+3 )	
Maelstrom ( Water+4 )


Overview:
---------
	Levianthan is pretty balanced in its stat distribution, with its
attack and defense being fairly high. Levianthan is a strong physical 
attacker, but it does not learn a Physical +4 on by leveling up, so one
will have to give it a Mutilation or Demolish stone to fully bring out
its potential. 

	While its WIS is not that high, it's still capable of one shotting
many FIRE and MECHA types, which are weak to Maelstrom (Water +4). It's
also worth mentioning that many FIRE and MECHA guardian do not have a strong
WIS stat either, making that weakness fairly easy to exploit for Levianthan.


Comments:
---------
	Considered one of the worst 5* guardians, Levianthan can still be very
usable, but its preferred type to be ace, otherwise its stats end up to be
only average compared to other 5* guardians. In Levianthan's case, being a jack
of all trades is not very good, but luckily its attack is high enough to be 
considerable threat. The card art is awesome though. Look at that thing tearing
up that city.


===============================================================================
Lightning Lord
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Brave > Cool > Powerful > Sexy/Chaotic

Learned skills
--------------
Thunder Strike ( Lightning+2 )	
Call Lightning ( Lightning+3 )	
Greater Cunning ( WIS+20% )	
Greater Heal ( Major HP Recovery )	
Chain Lightning ( Lightning+4 )

Preferred skills
----------------
Call Lightning ( Lightning+3 )	
Greater Cunning ( WIS+20% )	
Chain Lightning ( Lightning+4 )


Overview:
---------
	Lightning Lord has very high AGI and ATK, and a high WIS once its
WIS +20% buff is applied. Lightning Lord initially is a magic caster, but
if you wish to, you can make use of its impressive ATK and turn it into a
hybrid attacker, which is generally the best when using the Lightning Lord.
When given Chain Lightning ( Lightning+4 ) and a Physical +4 skill, there
are few guardians that can't be one shotted by the Lightning Lord.

	If the Lightning Lord is of type Fast, it should still be made into
a hybrid attacker. Only when it is Intelligent should it exclusively be a
caster. Other types are generally not worth the investment.


Comments:
---------
	Epic art. So manly. 



===============================================================================
Lord of the Inferno
===============================================================================
Preferred type
--------------
Cool

Learned skills
--------------
Explosion (Fire +3)
Cunning (WIS +10%)
Greater Protection (Def +20%)
Greater Cunning (WIS +20%)
Meteor Storm (Fire +4)

Preferred skills
----------------
Cunning (WIS +10%)
Greater Cunning (WIS +20%)
Meteor Storm (Fire +4)


Overview:
---------
	Lord of Inferno is obtained through a special means, and as such,
it only comes in one type: Cool. Lord of Inferno can still be a threat,
but when good typed 5* and ace 5* guardians come to play, Lord of Inferno
quickly becomes outclassed.

	With its two buffs, Lord of Inferno's WIS can reach over 3,600, making
it powerful enough to one shot various guardians. However, Meteor Storm
(Fire +4) alone is not a great skill for a caster. If you wish to invest in
a Lord of Inferno, consider replacing it with Nightmare (Darkness +4) to
successfully one-shot more varied amounts of guardians.

	
Comments:
---------
	Nobody really cared much for this card until the snowfield exclusive
coliseum came out which somehow allowed the use of this card. This card will
soon be unobtainable when the first invitation promotion is replaced by
second one.



===============================================================================
Mephistopheles
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast >  Brave > Cool > Powerful > Sexy > Chaotic

Learned skills
--------------
Dark Psalm ( Darkness+3 )	
Greater Cunning ( WIS+20% )	
Hard Slash ( Strong Physical+3 )	
Mana Drain ( Absorb enemy MP )	
Nightmare ( Darkness+4 )

Preferred skills
----------------
Dark Psalm ( Darkness+3 )	
Greater Cunning ( WIS+20% )		
Nightmare ( Darkness+4 )



Overview:
---------
	Glancing initially at its stats, Mephistopheles doesn't seem great. It
has high WIS but the rest if its stats are somewhat mediocore. However, if you
notice its high WIS and the fact that it has the WIS +20% buff, then suddenly,
Mephistopheles becomes a very dangerous card.

	Its convenient that Mephistopheles gains Nightmare (Darkness +4) by
leveling up since its one of the better casting skills in the game. By giving
it Venom Riot (Poison +4), Mephistopheles can effectively one shot other
Mephistopheles, Bahamut, Shiva, and Mighty Apsara.


Comments:
---------
	What's up with the brain and heart on the background? Kind of creepy
haha.
	


===============================================================================
Phoenix
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Brave > Cool > Sexy > Powerful > Chaotic 

Learned skills
--------------
Revival ( Revive )	
Heavy Blow ( Strong Physical+2 )	
Burning Strike ( Fire+2 )	
Greater Protect ( DEF+20% )	
Explosion ( Fire+3 )

Preferred skills
----------------
Revival ( Revive )
Greater Protect ( DEF+20% )	
Explosion ( Fire+3 )



Overview:
---------
	Phoenix's stats are fairly decent. Its AGI is very high and is among
the game's highest while having very good WIS and DEF as well. Furthermore,
it's DEF can become very high after its DEF +20% buff, but due to its average
HP, many guardians can still one shot Phoenix with Physical +4.

	It's not a bad idea to replace Phoenix's Def +20% buff with something
else to have a better chance of one shotting a larger variety of guardians.
Giving the Phoenix Tornado (Wind +4) or Nightmare (Darkness +4) can help
considerably in that regard. Phoenix is frequently bound to die in most
Physical + 4 hits due from other Ace/Good type *5 guardians so its not a
bad investment.


Comments:
---------
	The purple moon in the background is interesting. Card is very
detailed, but it's hard to truly appreciate the art. Wish there were
high resolution pictures of the card art.


===============================================================================
Raijin
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Chaotic > Brave > Cool > Sexy > Powerful

Learned skills
--------------
Thunder Strike ( Lightning+2 )	
Greater Cunning ( WIS+20% )	
Call Lightning ( Lightning+3 )	
Double Impact ( Strong Physical+3 )	
Chain Lightning ( Lightning+4 )

Preferred skills
----------------
Greater Cunning ( WIS+20% )
Double Impact ( Strong Physical+3 )
Chain Lightning ( Lightning+4 )


Overview:
---------
	Raijin is a durable hybrid attacker, having very high ATK and HP while
also a decent WIS paired with a WIS +20% buff. Raijin can effectively take
care of almost any guardian that isn't an earth type.

	Unless the Raijin is Intelligent, it's not a bad idea to replace Double
Impact ( Strong Physical+3 ) with a Physical +4 to take advantage of Raijin's
high ATK. This is especially important to get the best use of a good but
otherwise detrimental Chaotic type. Having a Physical +4 allows Raijin to
one hit Ettin, Azi Dahaka, and other Raijins whereas it can't otherwise.

	Another viable tactic is to not have Raijin be a hybrid attacker but
instead, just give it another element for coverage, the best element being
Tornado (Wind +4). This actually grants more guardians in which Raijin can one
shot, but it loses its ability to one shot Ettin, Azi Dahaka, and other Raijins
in return for the ability to one shot all Titan variants and Atlas. Both
choices have merit.



Comments:
---------
	I wonder what was drawn first. Raijin or Fujin? Personally I like
Raijin among the two. I like the drums behind him and that sword.




===============================================================================
Shiva
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast/Brave > Cool > Sexy > Powerful/Chaotic

Learned skills
--------------
Aqua Shot (Water +2)
Greater Protection (Def +20%)
Aqua Burst (Water +3)
Mind Blast (Enemy WIS -20%)
Maelstrom (Water +4)

Preferred skills
----------------
Greater Protection (Def +20%)
Mind Blast (Enemy WIS -20%)
Maelstrom (Water +4)


Overview:
---------
	Similar to Apsara, Shiva is a Water typed caster, but unlike Apsara,
Shiva is far more bulkier and has a higher base WIS than Apsara. However
Shiva is slower than Apsara. Shiva also has one of the highest overall stats
in the game, having one of the highest MP and WIS of the 5* guardians and
above average HP and DEF. Even its lowest stat AGI peaks at a reasonable
3,201.

	Shiva has among the highest base WIS in the game. If your Shiva is of
type Ace or Intelligent, then it's likely she no longer needs her WIS -20%
debuff since she can already one hit most of the guardians in the game. Since
Maelstrom (Water +4) alone is not great for casters, providing her with 
another elemental +4 can greatly increase her one hit potential. One of the
better ones you can go for is pairing Maelstrom (Water +4) with Venom Riot
(Poison +4). Furthermore, her MP (if Ace) goes above 3,800, which is enough
to triple cast +4 skills even with her DEF +20% buff. Given Shiva's bulk,
triple casting +4 skills can happen.



Comments:
---------
	Brave is underrated on her and Fast is overrated. Fast Shiva is 
essentially a worse Apsara, especially considering Shiva is not that fast
to begin with.





===============================================================================
Stymphalian Bird
===============================================================================
Preferred type
--------------
Ace > Fast > Brave > Chaotic > Cool > Powerful > Sexy > Intelligent

Learned skills
--------------
Heavy Blow (Physical +2)
Defense Down (Enemy DEF -20%)
Double Impact (Physical +3)
Greater Haste (AGI +20%)
Storm Impact (Physical +4)

Preferred skills
----------------
Defense Down (Enemy DEF -20%)
Greater Haste (AGI +20%)
Storm Impact (Physical +4)


Overview:
---------
	The Stymphalian Bird is the game's fastest non-almighty guardian. When
being an Ace or Fast type its AGI goes as high as 3,662. Given the fact that
it has a AGI +20% buff, it's not unlikely to see scenarios where the 
Stymphalian Bird can attack twice if given the chance to do so.

	Unfortunately, that's where the problem lies, Stymphalian Bird is not
very durable if it's not of type Ace. Its other stats aside from its ATK and
AGI usually hover from decent to average.

	Stymphalian Bird makes a great lead role. Given its high AGI and 
its Lower Defense (DEF -20%) debuff, Stymphalian Bird can usually ensure 
first blood in a fight. While its likely to be revenge killed, if it doesn't
get revenge killed however, the chances of it striking twice is not rare.

	The Stymphalian Bird has some problems if its not ace though. The
only type that can double cast Storm Impact (Physical +4) is Ace and Sexy.
Otherwise, the Stymaphlian Bird's MP is not adequete enough to hold onto to 
the buff and debuff and double cast. Furthermore, this does not mean Sexy
is a good type for the Stymphalian Bird as it will not always get the chance
to strike again given the fact that its more prone to being one shotted due
to the HP decrease and its less likely to move again quickly because it
does not have as much AGI as a fast or ace type does.

	The other types for the Stymphalian Bird ends up just becoming a one
hit wonder, where the Stymphalian Bird's role will just to be to garauntee
one kill while attempting a second. An Ace type however, improves this card
drastically.


Comments:
---------
	S. Bird is a scary card if its an ace, but when it's the other types it
becomes a pushover.



===============================================================================
Sucellus
===============================================================================
Preferred type
--------------
Ace > Fast > Brave > Chaotic > Cool > Powerful > Sexy > Intelligent

Learned skills
--------------
Thunder Strike ( Lightning+2 )	
Heavy Blow ( Strong Physical+2 )	
Call Lightning ( Lightning+3 )	
Double Impact ( Strong Physical+3 )	
Chain Lightning ( Lightning+4 )

Preferred skills
----------------
Call Lightning ( Lightning+3 )	
Double Impact ( Strong Physical+3 )	
Chain Lightning ( Lightning+4 )


Overview:
---------
	The Sucellus is a powerful card, boasting very high WIS and ATK, making
it one of the most powerful hybrid attackers. Its other stats are average for a
5*. Basically, this card has potential to one shot nearly every guardian in the
game, but might not frequently get the chance to strike twice.

	Sucellus has no buffs or debuffs, giving the user three slots to 
customize its skills with. Sucellus already has Chain Lightning ( Lightning+4 )
but since its ATK is higher than its WIS, it's desirable to try to get it
a Physical +4 of some sort.

	The last skill can be another Elemental +4 of a choice, but the
most preferred one is Nightmare (Darkness +4), which will give the Sucellus
the ability to defeat any Earth guardian that is durable enough to withstand
its Physical +4. This includes any Titan and its Almighty variants, leaving
only Almighty Apsara and a gimmicky double debuff Fujin that can withstand
a Sucellus' hit.

	
Comments:
---------
	Powerful guy, but I wouldn't have assumed so by looking at the card.



===============================================================================
Titan
===============================================================================
Preferred type
--------------
Ace > Fast > Chaotic > Brave > Cool > Powerful > Sexy > Intelligent

Learned skills
--------------
Double Impact ( Strong Physical+3 )	
Rock Bite ( Earth+3 )	
Greater Might ( ATK+20% )	
Greater Protect ( DEF+20% )	
Storm Impact ( Strong Physical+4 )

Preferred skills
----------------
Greater Might ( ATK+20% )	
Greater Protect ( DEF+20% )	
Storm Impact ( Strong Physical+4 )


Overview:
---------
	Titan is a powerhouse that is capable of one shotting most guardians
thanks to its ATK +20% buff paired with its already high ATK. Its HP and
DEF are also very good, while its WIS and AGI are below average when compared
to other 5* guardians.

	Titan is capable of one shotting many guardians, even if its a Fast
type. Titans of other types begin to lose its shine as it starts to become
a fairly slow guardian and will not be able to compete against other 5*
especiall if they are of good or Ace type.

	Titan also is capable of enduring many variations of Physical +4 
attacks from other 5* guardians due to its high HP and high DEF paired with
its DEF +20% buff.


Comments:
---------
	Titan is essentially a better Juggernaut. I'm not going to say its
a worser Atlas because it actually might not be (taking to account they are
both Aces). Titan can essentially almost one shot the same things Atlas can
but Titan can also withstand more Physical +4 than Atlas. They both have
merit but Atlas is generally more useful when non-Ace types are taken to
account.



===============================================================================
Valkyrie
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast > Brave > Cool > Sexy > Chaotic > Powerful 

Learned skills
--------------
Cross Slash ( Strong Physical+2 )	
Shine Burst ( Light+3 )	
Greater Might ( ATK+20% )	
Hard Slash ( Strong Physical+3 )	
Vanish ( Light+4 )

Preferred skills
----------------
Greater Might ( ATK+20% )	
Hard Slash ( Strong Physical+3 )	
Vanish ( Light+4 )


Overview:
---------
	Valkyrie is intended as a hybrid attacker, boasting fairly high ATK
after its ATK +20% buff and its already high base WIS. As such, its worth
replacing Hard Slash ( Strong Physical+3 ) with a Physical +4 of some sort.
Valkyrie is deceptively powerful, as there are only 3 non-almighty
guardians that can survive an Ace Valkyrie when she is given a +4 Physical
skill (which are Ace Shiva, Ace/Chaotic Gargantua, and a gimmicky double
debuff non-sexy Fujin).

	Valkyrie's downfall is that it is fragile. Frequently it will only
get to attack once, but since its AGI is good, it can help set up double
strikes for latter guardians in your party.
	


Comments:
---------
	Pretty card. Quite elegant. I mean it. On a side note, she has a sword
and is wielding magic. It was implied by the artist(s) that she was meant to
be a hybrid.



===============================================================================
Vampire Matron
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast > Brave > Cool > Sexy > Powerful > Chaotic

Learned skills
--------------
Life Drain (Absorb enemy HP)
Dark Psalm (Darkness +3)
Hard Slash (Physical +3)
Energy Drain (Absorb enemy MP)
Revival (Chance to revive)

Preferred skills
----------------
Dark Psalm (Darkness +3)
Hard Slash (Physical +3)
Revival (Chance to revive)


Overview:
---------
	Vampire Matron's base stats are actually very low for a 5* guadian,
but her saving grace lies in her chance to revive. Because of that, that
skill is imperative to the value of the card. The rest of the Vampire
Matron's skills are not highly desirable and can eventually be replaced if
wished to.

	Vampire Matron's WIS is higher than her ATK, so she should be
a caster if you wish to give her skill stones. Giving her a combination
of two elemental +4 is highly recommended. Some solid choices would be
Tornado (Wind +4), Venom Riot (Poison +4), Nightmare (Darkness +4), and
Chain Lightning (Lightning +4). It's worth the investment if the Vampire
Matron is an Ace or Intelligent type.

	Her chances of Reviving are usually bound to fail more than succeed,
as such with all guardians with revive.


Comments:
---------
	Regardless or not if she revives, she's still a pretty good card.
Her artwork is nice, but during battle, those bloodshot eyes staring from
her is just flat out creepy. Cute to some perhaps, but creepy to me.





/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
===============================================================================
===============================================================================
===============================================================================
3.) 4* cards
===============================================================================
===============================================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

While obviously not as strong as 5* cards, 4* can be adequete enough to fend
off poorly typed or un-stoned 5* cards. Some 4* cards are especially effective
for this purpose.

Furthermore, some Coliseum events have special rules that might forbid use
of certain cards in one's Coliseum party. For example, the 9th Coliseum Event
only allowed the use of Storm Reach Snowfield guardians and event obtained
guardians. The only 5* cards usable for that event were Shiva, Atlas, S. Bird,
Raijin, Fujin, and Lord of the Inferno. It's clear that to have a powerful
deck for that event, some powerful 4* must be put in (in this case, Talos,
Jotun, Power, Fafnir, and Specter were pretty popular during that event).

Having 4* Ace cards are always a good thing and given how difficult it is
to obtain 5* without spending a lot of money, many 4* cards are sufficient
to do a well enough job, especially in the story/side quest missions in the
game.


Note that I will not list stats here. You can find a comprehensive stat, skill,
and calculation simulator here: http://www.guardiancrossx.com/



===============================================================================
Angel
===============================================================================
Preferred type
--------------
Ace > Intelligent > Fast > Brave > Cool > Sexy > Powerful > Chaotic

Learned skills
--------------
Shine Smite ( Light+2 )	
Heal ( HP Recovery )	
Shine Burst ( Light+3 )	
Greater Heal ( Major HP Recovery )	
Greater Protect ( DEF+20% )

Preferred skills
----------------
Shine Burst ( Light+3 )	
Shine Smite ( Light+2 )		
Greater Protect ( DEF+20% )


Overview:
---------
	Angel's greatest strength lies with it's WIS, which can go over
3,000 if its an Intelligent or Ace type. Unfortunately, outside of
AGI, Angel's other stats are not very high. Given its fairly low HP, its
not likely Angel can endure a hit, even with its DEF +20% buff.


Comments:
---------
	Similar to Dominion, I'm not sure if the Angel is a girl or boy. I'm
going to guess boy.




===============================================================================
Gold Slime
===============================================================================
Preferred type
--------------
Ace > Intelligent/Fast/Brave/Cool/Sexy/Powerful/Chaotic

Learned skills
--------------
Heal ( HP Recovery )	

Preferred skills
----------------
Heal ( HP Recovery )	


Overview:
---------
	Behold ladies and gentlemen. The Golden Slime. This slime is so rare,
it can only be obtained on a particular day of the weak: the dreaded Friday.
It is the day where players pay no heed to Guardian Cross but instead, 
contemplate on which seat he/she must take in the back of a car. Also
it is a day where one has to eat cereal too.

	If you notice, the Gold Slime learns one skill, for it only needs one.
With a massive 55 HP, paired with its impressive 5 DEF and 5 WIS, it can
endure an onslaught from other formidable guardians, such as the dreaded
Silver/Gold/Platinum Turkeys and its jealous and envious rival: The Silver
Slime. With its Heal in hand, the Gold Slime is capable of waging battles
against the aforementioned foes on a scale of epic proportions. This ain't
no Metapod vs. Metapod kids, this is a battle of the royalty slimes.

	Furthermore, it is so powerful, it can 30-hit Archfield Azi Dahaka,
which has the largest ATK and WIS attack. If the Archfiend is Chaotic, a
type that every enthusiast of the card prides in having, then it would
require 32-hits for the Gold Slime to devestate the wicked beast.

	This card is so powerful, you can't even level it. Doing so, would
break the game, crash the Square-Enix servers, and we would all have to play
Rage of the Bahamut instead.


Comments:
---------
	I typed everything you need to know about this card in the overview.



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Golem
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Preferred type
--------------
Ace > Fast > Brave/Chaotic > Cool > Sexy > Powerful > Intelligent

Learned skills
--------------
Heavy Blow ( Strong Physical+2 )	
Might ( ATK+10% )	
Double Impact ( Strong Physical+3 )	
Greater Protect ( DEF+20% )	
Greater Might ( ATK+20% )

Preferred skills
----------------
Greater Might ( ATK+20% )	
Might ( ATK+10% )	
Double Impact ( Strong Physical+3 )


Overview:
---------
	Golem is one of the most powerful 4* that is capable of taking out a
wider cast of guardians than nearly any other 4* in the game. This is because
Golem's already high ATK can be boosted by 30% due to its two buffs, making
the Golem an effective one-shot killer.

	Golem's overall stat distribution is fairly even with its AGI being
the lowest. It's important to make sure Golem can get a hit, but when it
comes to other 4*, there's only a considerable handful of guardians that
can one shot it as well.

	If you really wish to have Golem contend with other 5* guardians, 
consider giving it a Mutilation or Demolish stone to grant it a Physical +4.
This will allow the Golem to one shot every 5* in the entire game that isn't
an Almighty guardian, with the exception of Fujin (but he has to run -20% ATK
debuff which is usually not recommended for him). This alone puts Golem in
high regard compared to nearly every other 4* guardian in the game.

Comments:
---------
	The Golem is essentially the beta Atlas. Golem is VERY powerful for
a 4* and if you have an Ace one, you're in luck. It's a great card to have
in general.



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Power
===============================================================================
Preferred type
--------------
Ace > Fast > Intelligent > Brave/Chaotic > Cool > Sexy > Powerful

Learned skills
--------------
Shine Smite ( Light+2 )	
Cross Slash ( Strong Physical+2 )	
Shine Burst ( Light+3 )	
Dark Psalm ( Darkness+3 )	
Hard Slash ( Strong Physical+3 )		

Preferred skills
----------------
Shine Burst ( Light+3 )	
Dark Psalm ( Darkness+3 )	
Hard Slash ( Strong Physical+3 )	


Overview:
---------
	Power has some amazing base stats for 4* boasting an ATK stat that
even effectively rivals those of many 5* guardians. His other stats are
far from poor with none of his stats being that low. His lowest: AGI, still
can cap at above 2,700 if Power is Ace or Fast, but if you don't plan to
use stat stones on him, 2,300 is good enough to fight against other unstonned
4* guardians.

	What particularly makes Power not as good as some other guardians is
his lack of buffs. Power is designed to be a hybrid attacker given the fact
that his WIS is very workable and he already comes with Shine Burst
( Light+3 ) and Dark Psalm ( Darkness+3 ). This makes Power already strong
from the get-go without any need to use skill or stat stones on him.

	
Comments:
---------
	Pretty evil guy for an angel. As the card description says, these
guys are frontline angel warriors that are most prone to be corrupt.



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4.)Credits:
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Credit to this website: http://www.guardiancrossx.com/ Fantastic tool and
helped me develop this guide by being able to analyze stats and skills of all
the 5* guardians currently available.

Credit to me for actually being nutty enough to write a guide for an iphone
game.

Credit to my Mom for giving birth to me I guess.

Credit to my Dad for impregnating my Mom I guess.