Unit of The Week: Machining Spark Hercules

Be paralyzed by this spark! Machining Gigabolt! 

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with “Machining” in its card name] When this unit attacks a vanguard, if all of your opponent’s vanguard and rear-guards are [Rest], you may pay the cost. If you do, until end that battle, this unit gets [Power]+10000/[Critical]+1, and choose one of your opponent’s rear-guards, and that unit cannot [Stand] during your opponent’s next stand phase.
[ACT](VC):[Soul Blast (1)-card with “Machining” in its card name] [Rest] all of your opponent’s rear-guards, and this unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Players have quickly overlooked Megacolony since Link Joker was introduced in season three. Binding your opponent into a corner without the option of replacing locked units is more appealing than paralyzing rear-guards that can be replaced. However, Machining Spark Hercules is not going to tolerate his clan being overlooked anymore. His Gigabolt will send a powerful electric shock to those who stand in his way! He is ready to set a new standard for Megacolony, and help his fellow clans defeat the invading Star-vaders.

Machining Spark Hercules’s Limit Break grants him 10K power and a critical when all of your opponent’s rear-guards and vanguards are resting. Unrivaled Blade Rogue, Cyclomatooth’s Break Ride ability forces all of your opponent’s rear-guards and vanguards to rest until the end of your opponent’s next turn. This enables Limit Break without using Hercules’s second skill. Furthermore, He becomes a 35K attacker with two criticals with the Break Ride skill combined with his Limit Breaks and second skill. This is huge pressure during the late game, and it can be very dangerous if you also have a Limit Break enabled on the field for early pressure. To top it all off, the skill also allows you to paralyze one of your opponent’s rear-guards to prevent it from standing during your opponent’s next stand phase. Your opponent can limit their offense by either keeping their paralyzed unit or regain their field presence by losing a card to replace the immobile unit. Their best option would to use it as an interceptor for it can at lease be used as a shield.

The second skill is very useful to set up Limit Break if you are unable to use Unrivaled Blade Rogue, Cyclomatooth’s Break Ride skill. It forces all of your opponent’s rear-guards to rest so they are unable to use a strategy with a standing rear-guard at the end of their turn. You will be able to use Limit Break whether they like it or not. The additional 2K power is just a bonus to be able to hit Cross Rides.

Finally, Spark Hercules has a pretty good supporting cast. They mainly focus on paralyzing units when the proper conditions are met such as hitting a vanguard or when they are called to rear-guard. Machining Armor Beetle places a rear-guard with Machining in its name to the soul to paralyze an opponent’s rear-guard. The skill’s most important benefit is placing a Machining unit into the soul to fuel Spark Hercules’s Limit Break.  Machining Mosquito also fuels the soul when it is the vanguard or a rear-guard.

Overall, Machining Spark Hercules is a very strong Limit Break unit. His Limit Break is a great preventive of Megacolony’s abilities. He gains power when his opponent is resting in position for him to defeat them with his Gigabolt. His skills in combination with his Break Ride forces a lot of pressure on the opponent during the late-game. It’s unfortunate that Machining Spark Hercules was released at the end of the Limit Break era. He may have seen more play at tournaments.

Card Rating: 4 out of 5

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