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  • After the forum move I'll be creating a downgrade thread for season 3 characters and 4-A characters. I was wondering if you could take a look at this sandbox and give your thoughts on if everything looks good?.

    https://vsbattles.fandom.com/wiki/User:LordGriffin1000/Sandbox

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  • Some yugioh ripoff

    Because this deck is a part of me. They're both my avatars in their own way. Combining my best and worst. The part of me that searched for a new power, and the part that found inner purpose. The path I walk to lead me to myself.
    ~ Aichi says to Ren

    Screenshot (1336)
    By this point it should be clear. I don't care about your attacks in the slightest. Because I know how this fight is gonna end. My eyes have shown it to me. Soon, you'll see it too.
    ~ Aichi says to Kai when using PSYqualia

    Asia Circuit Aichi Sendou

    Link Joker arc Aichi

    Aichi ss4 render
    Kai, even the power of your mates that's been supporting you won't reach us. Mates don't have the power to change the world. I'll teach you that lesson.
    ~ Aichi says to Kai before he performs his Legion Mate skill

    Blaster Blade render (3)

    Stand up, my avatar! Ride, Blaster Blade!
    ~ Aichi whenever he rides Blaster Blade

    Blaster Dark png
    Arise and destroy, my avatar! May the sword of darkness shine! I ride, Blaster Dark!
    ~ Aichi when he rides Blaster Dark for the first time

    Majesty Lord Blaster
    Avatar of Light and Shadow! A new strength born out of compromise! Ride, Majesty Lord Blaster!
    ~ Aichi whenever he rides Majesty Lord Blaster

    Blaster Blade Spirit Full Art better image

    Blaster Blade Liberator

    Incandescent Lion, Blond Ezel (Full Art)

    Warrior of the divine flame! Lend me your strength to the forces of Planet Cray and all evil shall be rebuked! Incandescent Lion! I ride, Blond Ezel!
    ~ Aichi says when riding Incandescent Lion, Blond Ezel for the first time.

    Blazing Lion, Platina Ezel

    Summary

    Aichi Sendou is the main protagonist of Cardfight!! Vanguard, user of PSYqualia and is a wielder of decks from both the Royal and Shadow Paladin clans. He is also a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Toshiki Kai, Misaki Tokura, and Kamui Katsuragi. Eventually, he becomes the leader of the team and leads Q4 to become Japan's National Champions. His Avatar Units are Blaster Blade, Blaster Dark and Majesty Lord Blaster.

    Aichi used to be a timid third-year middle school student who has always lived his life looking backwards rather than forward. When he was younger, he was a lonely boy who was frequently bullied at school. However, he has a card called “Blaster Blade” that was given to him by Toshiki Kai. When still a friendly teenager, Kai told him when giving him Blaster Blade to imagine himself big and strong, like the royal knight depicted on the card. Aichi couldn't picture himself any stronger at that moment, but the card gave him courage and was the sole thing that sustained him from then on. Then as a cool-hearted high schooler, Kai encounters Aichi again when Aichi's Blaster Blade gets stolen and Kai wins it in a cardfight. Determined to get his card back, Aichi challenges Kai to a battle, which Kai surprisingly accepts. Kai then introduces Aichi to the trading card game called "Cardfight!! Vanguard", a game that takes place on a different planet called "Cray" and is popular throughout the world. Once defeating Kai in his very first cardfight, Aichi immediately likes Vanguard, so he begins to play it with his friends Misaki Tokura and Kamui Katsuragi, and others like his new rival Kai, who is one of the best Vanguard players. When starting to play Vanguard, he believes more in himself, becoming a powerful Vanguard Fighter that leads him to become one of the strongest players in the game, even being capable of defeating Ren Suzugamori to help Team Q4 win the national tournament. Aichi begins to enjoy a fulfilling life as he delves deeper into Vanguard and makes it his primary goal throughout the series to become a stronger fighter. So he plays every day and he strives with all his heart and soul to play better, so he can once again battle Kai and have him recognize his worth.

    Powers and Stats

    Tier: At least 4-A as a spirit | At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Blaster Blade, Blaster Dark and Grade 3 Units

    Name: Aichi Sendou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 15 (Beginning of Series - Asia Circuit), 16 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4, Leader of Team Q4, PSYqualia user

    Powers and Abilities:

    Imagination Manipulation, which also gives Aichi Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Telepathy (Aichi is able to telepathically communicate with his Units from Planet Cray and can hear their voices), Enhanced Senses (Aichi is able to sense Ren's PSYqualia being used and can also see the winning images Ren creates with it to forsee what Ren sees), Multiple Personalities (Aichi has a dark alter-ego that was created through using PSYqualia), Light and Darkness Manipulation (Aichi fused 2 Units of light and darkness together to create Majesty Lord Blaster), Subjective Reality and Soul Manipulation (Even without PSYqualia, Aichi can place his and Ren's souls within imaginations he creates, even when Ren has his PSYqualia in use; Aichi can forcefully summon and ride Units he wants, like Soul Saver Dragon, just by imagining himself doing it; Aichi can forcefully separate his soul from Units he's forced to fuse with, such as Blaster Dark), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Aichi's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Precognition, Information Analysis, Reality Warping, and Fear Inducement (Aichi is able to overcome Ren's use of PSYqualia and prevent his winning image from becoming reality or from Ren forseeing what Aichi will do; Also acts as Power Bestowal as any Unit Aichi uses will be protected by his resistance)

    Higher level Imagination Manipulation (Aichi can create imaginations on Planet Cray for him and his Units, in the form of Winning Images), Telepathy (Aichi can telepathically communicate with other PSYqualia users using his own PSYqualia, such as Ren Suzugamori; Aichi's telepathic connection with his Units is stronger through PSYqualia), Dream Manipulation (As a PSYqualia user, Aichi can talk to his Units in his dreams), Fate Manipulation, Causality Manipulation, Precognition, Reality Warping and Information Analysis (Using PSYqualia, Aichi is able to alter and manipulate the fate of his cardfights by imagining how he wins with his Units and making that imagination become reality, in the form of "Winning Images"; By altering fate with his winning images, Aichi can also forsee the entire cardfight from start to finish, leading up to his desired outcome being the end result; PSYqualia is able to create a complete winning strategy around the Unit's skills and capabilities it's user imagines they win with, even if they have never used them before and also allows the user to fully understand the power of the Units they use; PSYqualia synchronizes it's users actions with the actions of their Units to cause world-changing events on Planet Cray; PSYqualia in the past has been given to people from different worlds to determine the outcome of situations on Planet Cray that Cray's inhabitants could not resolve on their own), Subjective Reality and Soul Manipulation (Aichi is able to project not only his own soul, but the souls of others, into the imaginations he creates with PSYqualia and they can interact inside of it; Even when just using PSYqualia as a catalyst, Aichi can forcefully make odds go in his favor such as forcefully riding a Unit of his like his Soul Saver Dragon or altering the result of a cardfight with him being the winner using his imagination), Aura, Fear Inducement (PSYqualia users can make the opponent constantly feel fear towards them by reminding them of what they are afraid of just with their presence; Even before Aichi discovered he possessed PSYqualia, he made Kyou and his teammates feel fear by reminding them of Ren Suzugamori to the point where Kyou could not stop imagining Ren just by Aichi using PSYqualia; This has shown to work on souls as Kyou's soul on Planet Cray saw Aichi's transform into Ren, which terrified both Kyou's soul and his physical body back on Earth), Enhanced Senses (Aichi can not only sense the presence of others with his PSYqualia, but can also feel the power of the Units he uses), Pain Manipulation (When PSYqualia users place others souls within imaginations they create and they are attacked, it inflicts equal pain to the owner's physical body), Accelerated Development (PSYqualia allowed Aichi to instantly master his new Shadow Paladin deck, a deck he never used before, after just receiving it), Aichi's PSYqualia can also activate on its own against his will even when he doesn't intend to actively activate it (though he can stop it from being used) and it can activate in accordance to the user's emotional responses or when the user is in danger, Can use PSYqualia with his soul, Can share his winning images with his Units to apply his PSYqualia's effects to them (also acts as Power Bestowal)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Aichi's Blaster Blade and Blaster Dark can retire Units using energy blasts) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Blaster Blade, Blaster Dark, Silent Knight Gallatin, Blaster Javelin, Knight of Truth Gordon and many of Aichi's Units have mastery over swords, whips, etc.), Darkness Manipulation (All of Aichi's Shadow Paladins can manipulate darkness), Statistics Amplification through various means (All of Aichi's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Aichi has Units that have the ability to increase other Units strength, like Starlight Unicorn; Units with Trigger effects can give an additional boost in power to Units of Aichi's choice during battle, particularly Critical Trigger Units; Aichi has Units that can increase their power even further when being boosted by certain Units, like Blaster Blade when being boosted by Wingal or Blaster Dark when being boosted by Doranbau; Aichi's King of Knight's, Alfred increases it's power for every Rear-Guard Unit Aichi has in battle; Aichi's Knight of Truth Gordon is able to double it's defensive power when guarding attacks; Aichi's Soul Saver Dragon can increase the power of multiple Units with Holy Charging Roar via a Soul Blast and can passively increase it's power whenever it attacks; Aichi's Solitary Knight Gancelot increases its power when Blaster Blade is in "The Soul"; Aichi's Young Pegasus Knight increases it's power every time a Unit is added to "The Soul"; Aichi's Swordsman of the Blaze, Palamedes and Swordsman of the Explosive Flames Palamedes passively increase in power whenever they attack as long as at least 2 Grade 3 Royal Paladins are in battle; Aichi's Margal can increase another Royal Paladin Units power via entering "The Soul"; Aichi's Blaster Javelin, Blaster Dark, and Phantom Blaster Dragon can passively increase in power when having specific Units in their souls; Phantom Blaster Dragon can increase it's power by sacrificing 3 Units via Corrupted Charging Lance; Aichi's Knight of Friendship, Kay and Knight of Loyalty, Bedivere increase in power when Blaster Blade is the Vanguard; Aichi's Majesty Lord Blaster increases his power as a Vanguard when Blaster Blade and Blaster Dark are in "The Soul"), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents) Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units) , Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Aichi's Knight of Rose Morgana can attack with fire using her sword), Smoke Manipulation (Aichi's Grim Reaper can manipulate smoke), Summoning (Aichi has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, like King of Knights, Alfred, Gigantic Charger, High Dog Breeder, Akane, and Dark Mage Badhabh Caar; Aichi's Alfred Early can passively summon Blaster Blade to the Rear-Guard from "The Soul" via a Superior Call), Limited Clairvoyance (Aichi's Dark Mage Badhabh Caar can preview the next Unit Aichi would actively call forth in the future), Attack Negation (Aichi has Perfect Guard Units that can negate attacks, like Flash Shield Iseult and Dark Shield, Mac Lir), Forcefield Creation (Aichi's Yggdrasil Maiden Elaine can create forcefields; Aichi's Flash Shield Iseult can create forcefields; Aichi's Future Knight Liew can create forcefields), Dark Magic (Aichi's Skull Witch Nemain has dark magic abilities as attacks; Aichi's Black Sage Charon can attack with dark magic energy blasts), Spirit Creation (Aichi's Dark Mage Badhabh Caar can create spirits to use as an attack), Energy Manipulation through various means (Aichi's Little Sage Maron can manipulate energy to launch energy blasts; Aichi's Blaster Blade has sword beam and can unleash energy blasts; Aichi's Gigantic Charger can unleash energy waves that also bypass durability; Aichi's Soul Saver Dragon can unleash energy blasts; Aichi's Yddrasil Maiden Elaine can unleash energy blasts; Aichi's King of Knights Alfred has sword beam), Energy Absorption (Blaster Blade can absorb energy with his sword), Vibration Manipulation (Aichi's King of Knight's, Alfred can attack using shockwaves), Electricity Manipulation through various means (Aichi has Units that can move as lightning, like Blaster Blade, Silent Knight Gallatin, and Soul Saver Dragon; Aichi's Little Sage Maron can fire electrical blasts; Aichi's Soul Saver Dragon can fire electrical blasts; Aichi's Skull Witch Nemain can manipulate electricity; Aichi's Dark Mage Badhabh Caar can electrocute targets that are attacked by the souls he creates), True Flight (All of Aichi's Units can fly), Teleportation (All of Aichi's Royal Paladin Units can teleport to different locations across Planet Cray; Aichi's Blaster Dark can teleport to different locations across Planet Cray and Black Sage Charon has short-ranged teleportation), Purification (Aichi's Majesty Lord Blaster can absorb the darkness and evil out of Ren's soul with his sword), Soul Manipulation through various means (Aichi has Units that are able to become souls and move into and out of "The Soul", like Barcgal, Pongal and Future Knight Liew; Aichi has Units that are able to send other units into "The Soul", like Future Knight Liew; Aichi has Units that are able to destroy the Units within "The Soul" of the Vanguard to activate abilities via Soul Blasts like Soul Saver Dragon, this would count as Soul Destruction; Aichi's Dark Mage Badhabh Caar can manipulate souls as attacks; Aichi's Alfred Early can call forth Blaster Blade to the Rear-Guard from "The Soul"; Aichi's Majesty Lord Blaster can move Blaster Blade and Blaster Dark into "The Soul", this would count as Soul Absorption), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Aichi's Majesty Lord Blaster power as a Vanguard stays continuously fixated at all times by having both Blaster Blade and Blaster Dark in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Multi-Solar System level as a spirit (Aichi's soul is strong enough to free himself from Ren's Phantom Blaster Dragon's grip; PSYqualia users are able to feel the power of the Units in their decks and become empowered by them) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units (Superior to Ren and his Shadow Paladin deck, making his Units stronger than Ren's; Aichi's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Blaster Blade, Blaster Dark and Grade 3 Units (Holds in his possession Blaster Blade and Blaster Dark, who are among the strongest Units in their respective clans and are Aichi's signature avatar Units; Aichi's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Majesty Lord Blaster, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ as a spirit (Should be at least comparable to Takuto, who's soul traveled across the universe quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights) | Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray, explicitly requiring them in order to battle in cardfights; Aichi's Units have shown to be fast enough to attack his soul; Superior to the speed of Ren's Units)

    Lifting Strength: Below Average Human, Pre-Stellar with his soul | Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class, Large Star Class with his soul | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Blaster Blade, Blaster Dark & Grade 3 Units

    Durability: At least Large-Star level as a spirit (Aichi's soul can withstand direct attacks from Blaster Dark and Phantom Blaster Dragon and receive only minor damage) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Blaster Blade, Blaster Dark, and Grade 3 Units (Units can withstand attacks from each other; Units are more durable than Aichi's soul)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods of time without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul to low-multiversal with PSYqualia (All cardfighters are able to summon Units from across Planet Cray to use them for cardfights; PSYqualia users can manipulate fate on both Earth and Planet Cray, the latter being in a different universe; PSYqualia users can send their's and others souls into imaginations they create on Planet Cray with their Units) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Blaster Blade, Blaster Dark, and Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Aichi is a very skilled tactician and strategist, being able to quickly develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Aichi is also a very quick learner as he was able to defeat Toshiki Kai when first learning about Cardfight!! Vanguard and he learns from previous mistakes to better execute attacks and strategies the next time while playing the game. As he delves deeper into Cardfight!! Vanguard, Aichi becomes skilled enough to defeat many skilled Cardfighters, even being skilled enough to defeat Cardfighters who could become National Champions, like Kenji Mitsusada and Ren Suzugamori, the latter being someone even Kai could not defeat at the time. Or surpass Misaki Tokura, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies. Aichi's PSYqualia greatly reinforces his already great intelligence even further with the ability to see into the future and see entire cardfights from start to finish when altering their outcomes with the winning images he creates with imagination. Not only that, PSYqualia also allows Aichi to have a full understanding and complete mastery over any clan/deck he uses or is given the moment he obtains them, just as he instantly mastered the Shadow Paladin deck he received from Ren and fully understood the Unit's powers and skills just by being given the deck. In addition to this, when selecting a Unit to determine the outcome of a cardfight through a Winning Image, PSYqualia also formulates an entire winning strategy around the Unit for the user simultaneously. However, PSYqualia can make Aichi quite arrogant. The Units Aichi uses are also very skilled tacticians and strategists by participating in numerous battles with Aichi.

    Weaknesses: Aichi is quite shy and can tend to be easily discouraged in his abilities when a strategy he develops fails to succeed (though this has lessened during the series). When using PSYqualia, Aichi can become quite arrogant by believing he has no equal with PSYqualia and will completely rely on PSYqualia the moment he uses it (though this makes him take cardfights seriously enough to crush his opponents and when facing another PSYqualia user, Aichi is clever enough to know previous tactics with using PSYqualia won't be absolutely successful). Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.


    PSYqualia: Aichi's greatest and most effective ability as a cardfighter. PSY Qualia (PSYクオリア) is a set of loosely-defined powers that can alter the outcome of a vanguard cardfight for the wielder. PSYqualia is a major factor behind the actions of Ultra Rare and Ren Suzugamori's Foo Fighters. PSYqualia also has the capability of syncing a wielder's cardfight with the actions of their Unit's, which can cause world-changing events on Planet Cray. Visit the Powers & Abilities section to see PSYqualia's capabilities.

    • Aichi using his PSYqualia
    • Aichi frightening Kyou with his PSYqualia
    • Aichi reminding Kyou of Ren
    • Aichi's dark personality using PSYqualia
    • Aichi's newly created dark personality
    • Aichi holding his new Shadow Paladin's
    • Aichi using PSYqualia fully activated
    • Aichi going power hungry with PSYqualia
    • Aichi using PSYqualia against Kai
    • Aichi's soul using PSYqualia
    • Aichi's PSYqualia awakens from his anger
    • Aichi using PSYqualia against Ren
    • Aichi using PSYqualia as Blaster Dark
    • Aichi and Ren using their PSYqualia as their Avatars










    Notable Units: The following is a list of all Units and decks that Aichi has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladins

    • Barcgal
    • Stardust Trumpeter (x2)
    • Wingal Brave
    • Alabaster Owl (Critical Trigger Unit)
    • Bringer of Good Luck, Epona (x2; Critical Trigger Unit)
    • Flogal (x2; Stand Trigger Unit)
    • Future Knight, Liew (x2; Critical Trigger Unit)
    • Margal (x2; Draw Trigger Unit)
    • Weapons Dealer, Govannon (Draw Trigger Unit)
    • Silent Sage, Sharon (x2; Stand Trigger Unit)
    • Yggdrasil Maiden, Elaine (x4; Heal Trigger Unit)

    Shadow Paladins

    • Fullbau
    • Grim Reaper (x3; Critical Trigger Unit)
    • Abyss Freezer (x2: Draw Trigger Unit)
    • Darkside Trumpeter (Stand Trigger Unit)
    • Abyss Healer (x4; Heal Trigger Unit)

    Grade 1 Units

    Royal Paladins

    • Flash Shield, Iseult (x2)
    • Knight of Friendship, Kay (x3)
    • Knight of Rose, Morgana (x2)
    • Lake Maiden, Lien (x2)
    • Little Sage, Marron (x3)
    • Pongal (x2)
    • Starlight Unicorn (x2)
    • Wingal (x3)
    • Young Pegasus Knight (x2)

    Shadow Paladins

    • Blaster Javelin (x2)
    • Black Sage, Charon (x2)
    • Dark Shield, Mac Lir (x2)
    • Doranbau (x2)
    • Witch of Nostrum, Arianrhod (x2)

    Grade 2 Units

    Royal Paladins

    • Blaster Blade
    • Gigantech Dozer
    • Great Sage, Barron
    • High Dog Breeder, Akane
    • Knight of Loyalty, Bedivere
    • Knight of Silence, Gallatin (x2)
    • Knight of the Harp, Tristan (x2)
    • Knight of Truth, Gordon
    • Star Call Trumpeter (x2)
    • Swordsman of the Blaze, Palamedes

    Shadow Paladins

    • Blaster Dark (x2)
    • Knight of Darkness, Rugos (x3)
    • Skull Witch, Nemain (x3)

    Grade 3 Units

    Royal Paladins

    • Alfred Early
    • Gigantech Charger (x2)
    • King of Knights, Alfred
    • Majesty Lord Blaster
    • Solitary Knight, Gancelot (x2)
    • Soul Saver Dragon (x2)
    • Swordsman of the Explosive Flames, Palamedes

    Shadow Paladins

    • Dark Metal Dragon
    • Phantom Blaster Dragon (x2)
    • Dark Mage, Badhabh Caar (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Ren's Page

    Ren Suzugamori better png (2)

    The person I used to be? I'm afraid that's not possible. Sorry to be the one to tell you this, but the guy I used to be is gone. And the worlds top cardfighter remains. Then again, you wouldn't have come without something up your sleeve. And that's perfectly fine by me. You'll need all the help you can get. I'm gonna destroy you with the power...that you hate so much!
    ~ Ren says to Kai when activating his PSYqualia

    Ren's PSYqualia
    I've got some bad news for you. You see...I knew it would happen like this all along. Why? Cause I have PSYqualia. I think it's about time we brought this charade to a close. It's my Final Turn.
    ~ Ren says to Kai when using PSYqualia

    Ren Suzugamori Asia Circuit better image

    Blaster Dark png
    You can't have light without a little darkness. And when light and dark come together, only then you'll see it. The truth will be revealed. Can you see the truth in my eyes? Arise my shadow avatar from the everlasting darkness! I ride, Blaster Dark!
    ~ Ren when he rides Blaster Dark for the first time

    Phantom Blaster Dragon (2)
    Cursed black dragon! Pain will flow through this battlefield! I ride, Phantom Blaster Dragon!
    ~ Ren says when riding Phantom Blaster Dragon

    Phantom Blaster Overlord
    Witness the embodiment of pain and destruction. The triumph of shadows. Bound in servitude to my eyes! Cross-ride, Phantom Blaster Overlord!
    ~ Ren says when cross-riding Phantom Blaster Overlord

    Spectral Duke Dragon

    I summon the golden dragon, rising from darkness, to destroy my enemies! Ride, Spectral Duke Dragon!
    ~ Ren says when riding Spectral Duke Dragon for the first time.

    Summary

    Ren Suzugamori is the main antagonist of the first season of Cardfight!! Vanguard, a user of PSYqualia and wields a deck from the Shadow Paladin clan. He is also the leader of Team Asteroid, consisting of himself, Tetsu Shinjou, Asaka Narumi, and Kyou Yahagi. His team was the previous National Champions of Japan before being defeated by Team Q4. His Avatar Units are Blaster Dark, Phantom Blaster Dragon, and Phantom Blaster Overlord.

    Before being consumed by PSYqualia, Ren used to be a cheerful and friendly teenager. When Toshiki Kai enrolled in the same high-school as himself at a younger age before the series, Ren immediately took a liking to Kai and confronted him alongside Tetsu Shinjou through Cardfight!! Vanguard. Seeing how skilled Kai was at the game, both Ren and Tetsu quickly agreed to make Kai the third member of the newly formed Team Asteroid, as well as their new friend to play against. From then on, the 3 of them became best friends with hopes of winning the National Tournament and having fun playing Vanguard. Seeing how determined and how hard Kai worked to improve Team Asteroid's strength, Ren pushed his own skills further to become a stronger player to support Kai and Tetsu in any way he could. Through this desire to help his friends, Ren awakened the power that he was granted, PSYqualia, and dramatically improved his skills. However, using PSYqualia changed Ren into a completely different person, one who would solely rely on PSYqualia to crush his opponents in terrifying ways. Under PSYqualia's influence, Ren pushed Team Asteroid to be expanded further (leading to the future creation of Ren's Foo Fighter Organization) by gathering many skilled cardfighters under his leadership. Objecting to this plan, Kai challenged Ren to a cardfight with the hopes of returning him to who he once was. Failing to stop Ren and his abuse of PSYqualia, Kai abandons Team Asteroid, which becomes the catalyst of Ren's hatred towards him. Years later, with Team Asteroid as National Champions, Ren influences Aichi Sendou to also use PSYqualia, nearly changing him into someone similar before Kai stops Aichi and challenges Ren to another cardfight. Defeating Kai, Ren grows more powerful and becomes more consumed by PSYqualia, planning to even take over the world, before being defeated by Aichi and vowing to fight Kai again using his own strength.

    Powers and Stats

    Tier: At least 4-A as a spirit | At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Blaster Dark & Grade 3 Units

    Name: Ren Suzugamori

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 16 (Beginning of Series - Asia Circuit), 17 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Asteroid, Leader of Team Asteroid, PSYqualia user

    Powers and Abilities:

    Imagination Manipulation, which also gives Ren Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighter's can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with with the cardfighter's soul), Telepathy (Ren is able to telepathically communicate with his Units from Planet Cray and can hear their voices), Enhanced Senses (Ren is able to sense Aichi's PSYqualia being used and can also see the winning images Aichi creates with it to forsee what Aichi see's), Multiple Personalities (Ren has a dark alter-ego that was created through using PSYqualia), Dark Aura (Ren has a dark aura), Subjective Reality and Soul Manipulation (Even without PSYqualia, Ren can place his and Aichi's souls within imaginations he creates very easily), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Ren's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Precognition, Information Analysis, Reality Warping, and Fear Inducement (Ren should be able to overcome Aichi's use of PSYqualia as he wasn't concerned about Aichi using PSYqualia against him in the slightest and even encouraged him to use it against him in their cardfight; Also acts as Power Bestowal as any Unit Ren uses will be protected by his resistance)

    Higher level Imagination Manipulation (Ren can create imaginations on Planet Cray for him and his Units, in the form of Winning Images), Telepathy (Ren can telepathically communicate with other PSYqualia users using his own PSYqualia, such as Aichi Sendou; Ren's telepathic connection with his Units is stronger through PSYqualia), Illusion Creation (Ren can create illusions for himself using his PSYqualia), Dream Manipulation (As a PSYqualia user, Ren should be able to talk to his Units in his dreams like Aichi could before fully awakening his own PSYqualia), Fate Manipulation, Causality Manipulation, Precognition, Reality Warping and Information Analysis (Using PSYqualia, Ren is able to alter and manipulate the fate of his cardfights by imagining how he wins with his Units and making that imagination become reality, in the form of "Winning Images"; By altering fate with his winning images, Ren can also forsee the entire cardfight from start to finish, leading up to his desired outcome being the end result; PSYqualia is able to create a complete winning strategy around the Unit's skills and capabilities it's user imagines they win with, even if they have never used them before and also allows the user to fully understand the power of the Units they use; PSYqualia synchronizes it's users actions with the actions of their Units to cause world-changing events on Planet Cray; PSYqualia in the past has been given to people from different worlds to determine the outcome of situations on Planet Cray that Cray's inhabitants could not resolve on their own), Subjective Reality and Soul Manipulation (Ren is able to project not only his own soul, but the souls of others, into the imaginations he creates with PSYqualia without even looking at them, even during a cardfight, and they can interact inside of it; Can be done passively as Ren projected others souls just by them looking at Ren; Should be able to forcefully make odds go in his favor like Aichi did when only using PSYqualia as a catalyst; PSYqualia alters the result of a cardfight with the user being the winner using their imagination), Aura, Fear Inducement (PSYqualia users can make the opponent constantly feel fear towards them by reminding them of what they are afraid of just with their presence; Even before Aichi discovered he possessed PSYqualia, he made Kyou and his teammates feel fear by reminding them of Ren to the point where Kyou could not stop imagining Ren just by Aichi using PSYqualia, and Ren's use of PSYqualia terrified Kyou greatly prior to this; This has shown to work on souls as Kyou's soul on Planet Cray saw Aichi's transform into Ren, which terrified both Kyou's soul and his physical body back on Earth), Enhanced Senses (Ren can not only sense the presence of others with his PSYqualia, but can also feel the power of the Units he uses surging through his body), Pain Manipulation (When PSYqualia users place the souls of others within imaginations they create and they are attacked, it inflicts equal pain to the owner's physical body), Accelerated Development (PSYqualia allowed Ren to instantly master a borrowed deck he was given from Ultra Rare for a single cardfight after just receiving it, despite never using it before), Ren's PSYqualia can also activate on its own against his will even when he doesn't intend to actively activate it (though he can stop it from being used) and it can activate in accordance to the user's emotional responses or when the user is in danger, Can use PSYqualia with his soul, Can share his winning images with his Units to apply his PSYqualia's effects to them (also acts as Power Bestowal)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Ren's Blaster Dark can retire Units using energy blasts), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Blaster Dark, Blaster Javelin, and many of Ren's Units have mastery over swords, spears, lances, etc.), Darkness Manipulation (All of Ren's Shadow Paladins can manipulate darkness), Statistics Amplification through various means (All of Ren's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Ren's choice during battle, particularly Critical Trigger Units; Ren has Units that can increase their power even further when being boosted by certain Units, like Blaster Dark when being boosted by Doranbau; Ren's Blaster Javelin, Blaster Dark, and Phantom Blaster Dragon can passively increase in power when having specific Units in their souls; Ren's Grade 1 Gururubau, Grade 2 Demon World Castle, DonnerSchlag and Grade 2 Knight of Nullity, Masquerade increase their power whenever they attack; Ren's Grade 2 Demon World Castle, Fatalia doubles it's power when guarding attacks; Phantom Blaster Dragon can increase it's power by sacrificing 3 Units via Corrupted Charging Lance; Ren's Grade 1 Apocalypse Bat can give additional power to Blaster Units when boosting their attacks; Ren's Phantom Blaster Overlord increases it's power when having Phantom Blaster Dragon in "The Soul" and can increase it's power further via sacrificing a copy of itself via a Persona Blast; Ren's Sphere Magus give additional power to the Unit that it boosts; Ren's Blazer Idols give additional power to the Unit that it boosts), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Smoke Manipulation (Ren's Grim Reaper can manipulate smoke), Summoning (Ren has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, like Dark Mage Badhabh Caar), Limited Clairvoyance (Ren has Units that can preview the next Unit that Ren would call in the future, like Dark Mage Badhabh Caar and Battle Sister, Cocoa), Explosion Manipulation (Blades used by Ren's Battle Sister, Cocoa explode when thrown at the opponent; Ren's Lady Bomb throws bombs as it's attacks), Water Manipulation (Ren's Top Idol Flores can attack using bubbles), Attack Negation (Ren's Dark Shield Mac Lir and Battle Sister Chocolat, Perfect Guard Units, can negate attacks), Magic and Dark Magic (Ren's Skull Witch Nemain has dark magic abilities as attacks; Ren's Black Sage Charon can attack with dark magic energy blasts; Ren's Weather Girl Milk can unleash magic energy blasts), Spirit Creation (Ren's Dark Mage Badhabh Caar can create spirits to use as an attack), Aura (Ren's Top Idols surrounds herself in an aura), Energy Manipulation through multiple means, Sound Manipulation (Ren's Top Idol Aqua can attack using sound waves), Likely Energy Absorption (Blaster Dark should be able to absorb energy with his sword like Blaster Blade can for being his dark counterpart), Electricity Manipulation through various means (Ren's Skull Witch Nemain can manipulate electricity; Ren's Dark Mage Badhabh Caar can electrocute targets that are attacked by the souls he creates; Ren's Phantom Blaster Overlord can use electrically-charged spears to attack with; Ren's Maiden of Libra can unleash purple electrical blasts), Teleportation (Ren's Shadow Paladin Units can teleport to different locations across Planet Cray and Black Sage Charon has short-ranged teleportation), BFR (Ren's Top Idol Flores can send an ally Rear-Guard Unit out of battle), Soul Manipulation through various means (Ren's Apocalypse Bat, Top Idol Flores, and Bermuda Triangle Cadet Caravel can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction; Ren's Dark Mage Badhabh Caar can manipulate souls as attacks; Ren's Sphere Magus can move into and out of "The Soul"), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Ren's Phantom Blaster Overlord's power as a Vanguard stays continuously fixated at all times by having Phantom Blaster Dragon in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Multi-Solar System level as a spirit (PSYqualia users are able to feel the power of the Units in their decks and can become empowered by them, just as Ren was empowered by Blaster Dark and Phantom Blaster Dragon) | At least Building level with Grade 0 Units , Large-Star level with Grade 1 & 2 Units (Easily defeated and is far superior to Kai and his Kagero deck, making his Units stronger than Kais; Far superior to Team Caesar, cardfighters who were the previous national champions; Ren's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Blaster Dark & Grade 3 Units (Holds in his possession Blaster Dark, who is among the strongest Units in the Shadow Paladin clan, and is Ren's signature Avatar Unit; Ren's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Phantom Blaster Dragon and Phantom Blaster Overlord, his strongest Units)

    Speed: Massively FTL+ (Should be at least comparable to Takuto, who's soul traveled this quickly to reach Planet Cray and all Cardfighters transport their souls to Planet Cray when participating in cardfights) | Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray, explicitly requiring them to battle in cardfights; Ren's Units have shown to be fast enough to attack his soul; Superior to the speed of Kai's Units and comparable to the speed of Aichi's Units)

    Lifting Strength: Below Average Human, Pre-Stellar with his soul | Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class, Large Star Class with his soul | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Blaster Dark & Grade 3 Units

    Durability: At least Large-Star level as a spirit (Ren's soul can withstand direct attacks from Blaster Dark and Phantom Blaster Dragon and receive only minor damage) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Blaster Dark and Grade 3 Units (Units can withstand attacks from each other; Units are more durable than Ren's soul)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul to low-multiversal with PSYqualia (All cardfighters are able to summon Units from across Planet Cray to use them for battle; PSYqualia users can manipulate fate on both Earth and Planet Cray, the latter being in a different universe; PSYqualia users can send their's and others souls into imaginations they create on Planet Cray with their Units) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Blaster Dark and Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Ren is a very skilled tactician and strategist, being able to quickly develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Ren's PSYqualia greatly reinforces his already great intelligence even further with the ability to see into the future and see entire cardfights from start to finish when altering their outcomes with the winning images he creates with imagination. Making full use of PSYqualia is what allowed Ren to easily become such an experienced cardfighter, being able to get Team Asteroid 2 consecutive national championships and crush cardfighters who could become national champions themselves, like Team Caesar, without even trying. And Team Caesar is already very skilled early on by being more skilled than Misaki Tokura up to a point, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies. Not only that, PSYqualia also allows Ren to have full understanding and complete mastery over any clan/deck he uses or is given the moment he obtains them, just as he instantly mastered a borrowed deck he received from Ultra Rare and fully understood the Unit's power and skills to claim victory in battle just by being given the deck. In addition to this, when selecting a Unit to determine the outcome of a cardfight through a Winning Image, PSYqualia also formulates an entire winning strategy around the Unit for the user simultaneously. However, PSYqualia can make Ren quite arrogant. The Units Ren uses are also very skilled tacticians and strategists by participating in numerous battles with Ren.

    Weaknesses: When using PSYqualia, Ren can become quite arrogant by believing he has no equal with PSYqualia and will completely rely on PSYqualia the moment he uses it (though this makes him take cardfights seriously enough to crush his opponents and when facing another PSYqualia user). Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighters must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponent's Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.


    PSYqualia: Ren's greatest and most effective ability as a cardfighter. PSYqualia (PSYクオリア) is a set of loosely-defined powers that can alter the outcome of a vanguard cardfight for the wielder. PSYqualia is a major factor behind the actions of Ultra Rare and Ren Suzugamori's own Foo Fighters. PSYqualia also has the capability of syncing a wielder's cardfight with the actions of their Unit's, which can cause world-changing events on Planet Cray. Visit the Powers & Abilities section to see PSYqualia's capabilities.

    • Ren using PSYqualia
    • PSYqualia bringing Ren and Aichi together
    • Ren informing Aichi about PSYqualia
    • Ren encouraging Aichi to use PSYqualia
    • Ren seeing Aichi's Winning Image
    • Ren telepathically talking to Aichi with PSYqualia
    • Ren awakening PSYqualia for the first time
    • Ren being empowered by PSYqualia
    • Ren putting Kai's soul in his Winning Image with PSYqualia
    • Ren scaring the opponent with his PSYqualia
    • Ren projecting his soul next to Aichi with PSYqualia
    • Ren threatening to crush Kai with his PSYqualia
    • Ren creating his Winning Image with PSYqualia
    • Ren defeating Kai with PSYqualia
    • Ren using PSYqualia on Tetsu
    • Ren planning on tormenting Aichi with PSYqualia
    • Ren feeling his Vanguards power with PSYqualia
    • Ren using PSYqualia on Aichi
    • Ren using PSYqualia with his soul
    • Ren pushing Aichi to use his PSYqualia
    • Ren and Aichi pitting their PSYqualias against each other
    • Ren and Aichi using their PSYqualias as their Avatars










    Notable Units: The following is a list of all Units and decks that Ren has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Shadow Paladins

    • Fullbau (x2)
    • Grim Reaper (x4; Critical Trigger Unit)
    • Abyss Freezer (x6; Draw Trigger Unit)
    • Darkside Trumpeter (x3; Stand Trigger Unit)
    • Abyss Healer (x6; Heal Trigger Unit)

    Other Units

    • Bermuda Triangle Cadet, Caravel (x3)
    • Oracle Guardian, Nike (x2; Critical Trigger Unit)
    • Dream Eater (Draw Trigger Unit)
    • Sphere Magus (x2; Heal Trigger Unit)

    Grade 1 Units

    Shadow Paladins

    • Blaster Javelin (x6)
    • Black Sage, Charon (x4)
    • Dark Shiekd, Mac Lir (x5)
    • Doranbau (x2)
    • Witch of Nostrum, Arianhod (x2)
    • Apocalypse Bat

    Other Units

    • Battle Sister, Chocolat (x2)
    • Battle Sister, Cocoa (x3)
    • Blazer Idols (x2)
    • Weather Girl, Milk (x2)

    Grade 2 Units

    Shadow Paladins

    • Blaster Dark (x4)
    • Knight of Darkness, Rugos (x3)
    • Skull Witch, Nemain (x5)
    • Demon World Castle, DonnerSchlag
    • Demon World Castle, Fatalita
    • Knight of Nullity, Masquerade (x2)

    Other Units

    • Maiden of Libra (x2)
    • Top Idol, Aqua (x3)
    • Lady Bomb (x2)

    Grade 3 Units

    Shadow Paladins

    • Dark Metal Dragon
    • Dark Mage, Badhabh Caar (x2)
    • Phantom Blaster Dragon (x6)
    • Phantom Blaster Overlord (x3)

    Other Units

    • Top Idol, Flores (x3)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kai's Page

    Toshiki Kai even better png

    Is that all it takes to be on top? These easy games are a waste of my time. Isn't there anyone better around here?
    ~ Kai asks himself after winning a cardfight

    Kai ss2 render

    Kai ss3 render (1)

    Kai ss4 render

    Dragonic Overlord's Render
    Ride the Vanguard! Burn everything in this world to ash with your apocalyptic fire! Dragonic Overlord!
    ~ Kai when he rides Dragonic Overlord for the first time

    Dragonic Overlord The End (2)
    Harvenger of destruction! Spread your ravaging flames across this battlefield. And rise from the ashes. The Overlord has reached his ultimate form! Cross-ride! Dragonic Overlord, The End!
    ~ Kai says when cross-riding Dragonic Overlord The End for the first time

    Dragonic Kaiser Vermillion (Full Art)

    Check this out! Now I ride the Vanguard! The time has come to break through his cage, and release the incarnation of thunder! Dragonic Kaiser Vermillion!
    ~ Kai says when riding Dragonic Kaiser Vermillion for the first time.

    Dragonic Kaiser Vermillion THE BLOOD Full Art

    Harvenger of destruction! Spread your ravaging flames across this battlefield. And rise from the ashes. The Overlord has reached his ultimate form! Cross-ride! Dragonic Overlord, The End!
    ~ Kai says when cross-riding Dragonic Overlord The End for the first time

    Summary

    Toshiki Kai is the main deuteragonist of Cardfight!! Vanguard and wields a deck from the Kagero clan. He was previously a member of Team Asteroid prior to the series with Ren Suzugamori and Tetsu Shinjou and later becomes a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Aichi Sendou, Misaki Tokura, and Kamui Katsuragi who he becomes National Champions alongside. When playing Vanguard, he occasionally says "The Vanguard" when starting a game or riding powerful Units. His Avatar Units are Dragonic Overlord and it's evolved form, Dragonic Overlord The End.

    Prior to the beginning of the series, Kai was a cheerful and friendly teenager. One day, he encountered a young and beaten up Aichi Sendou, seeing that he had gotten picked on. To cheer him up, Kai gives Aichi a card called “Blaster Blade” and tells him to imagine himself big and strong, like the royal knight depicted on the card, and that Aichi's image can be his power. At some point later, Kai's life takes a shattering turn for the worst when his parents die after leaving on a trip, which forces him to move away from all of his friends and have a fresh start at a new life. After enrolling at a new high-school, Kai encounters Ren Suzugamori and Tetsu Shinjou. Hearing from Ren that Kai plays Cardfight!! Vanguard, Tetsu challenges him to a cardfight. Seeing how skilled Kai was at the game when easily winning, Ren and Tetsu quickly agreed to make Kai the third member of the newly formed Team Asteroid, as well as their new friend to play against. Accepting their offer, the 3 of them became best friends with hopes of winning the National Tournament and having fun playing Vanguard. Kai's determination to improve Team Asteroid's strength pushes Ren to become a stronger player to support Kai and Tetsu in any way he could. Through this desire to help his friends, Ren awakened the power that he was granted, PSYqualia, and dramatically improved his skills. However, using PSYqualia changed Ren into a completely different person, one who would solely rely on PSYqualia to crush his opponents in terrifying ways, as Kai himself witnessed when seeing Ren cause harm to Tetsu with it. When hearing Ren's plans of expanding Team Asteroid (leading to the future creation of Ren's Foo Fighter Organization) by gathering many skilled cardfighters under his leadership, Kai challenges Ren to a cardfight with the hopes of returning him to who he once was. Failing to stop Ren and his abuse of PSYqualia, Kai abandons Team Asteroid and decides to get as far away from Ren as he could. Later on, moving back home as a cool-hearted high schooler, Kai makes another attempt at a new life while blaming himself for losing his best friends and being too weak to stop Ren. This became the catalyst for Kai's desire to become a stronger cardfighter and seek out bigger challenges. At some point, he encounters Aichi again when Aichi tries getting his Blaster Blade back and introduces him to the "Cardfight!! Vanguard" trading card game, a game that takes place on a different planet called "Cray" and is popular throughout the world. Despite normally ignoring players under his level of skill, Kai remembered how to enjoy Vanguard again when fighting with Aichi, his future teammate on Q4 and someone who aimed to reach his level. When Aichi turns to PSYqualia to help him become stronger, Kai manages to stop Aichi from becoming consumed by it and then aims to defeat Ren after acquiring "Dragonic Overlord The End", only to fail and be defeated. Once Aichi defeats Ren, Kai comes to completely respect Aichi as one of the best players of the game to fight against.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Toshiki Kai

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 16 (Beginning of Series - Asia Circuit), 17 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Asteroid, Member of Team Q4

    Powers and Abilities:

    Imagination Manipulation, which also gives Kai Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Subjective Reality and Soul Manipulation (Kai can place his and Aichi's souls within imaginations he creates very easily, even when Aichi has his PSYqualia in use; Kai forcefully placed Aichi's soul within Blaster Dark, even when Aichi was riding another Unit already), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Ren's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Information Analysis, Probability Manipulation, Reality Warping, and Fear Inducement (Kai is able to overcome Aichi's use of PSYqualia and prevent his Winning Image from becoming reality or from Aichi forseeing what Kai will do; Also acts as Power Bestowal as any Unit Kai uses will be protected by his resistance)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Kai's Vortex Dragon can retire Units using fire blasts; Kai's Gattling Claw Dragon can retire Grade 0 Units using bullets; Kai's Dragon Mage Kimnara retires Units when it places itself in "The Soul"; Kai's Blazing Flare Dragon can retire Units when using a Soul Blast; Kai's Amber Dragon Eclipse retires Units after making a successful attack on an opponent's Vanguard), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Dragonic Overlord, Dragonic Overlord The End, Dragon Knight Nahalem and many of Kai's Units have mastery over swords, spears, lances, etc.), Statistics Amplification through various means (All of Kai's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Kai's choice during battle, particularly Critical Trigger Units; Kai's Iron Tail Dragon can increase it's power when called into battle; Kai's Vortex Dragon increase's its power whenever a Unit is moved into it's soul; As long as the Vanguard has "Overlord" in it's name, Kai's Burning Horn Dragon increases it's power whenever it attacks; Kai's Blazing Flare Dragon and Chain Attack Sutherland increase their power whenever an opponent's Rear-Guard is retired from battle; Kai's Duel Axe Archdragon increase's its power whenever it attacks and there are 2 or less opponent Rear-Guards; Kai's Amber Dragon Daylight increases it's power by having Amber Dragon Dawn in it's soul; Kai's Amber Dragon Dusk has the same skill as Daylight, as well as increasing in power whenever it attacks; Kai's Lava Arm Dragon also increases it's power whenever it attacks; Kai's Amber Dragon Eclipse has the same skill as Dusk; Kai's Dragonic Overlord The End increases it's power when having Dragonic Overlord in "The Soul" and can increase it's power further by sacrificing a copy of itself via a Persona Blast), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; Kai's Dragonic Overlord has the ability to stand back up whenever it defeats an opponent Unit; Dragonic Overlord The End can re-stand to attack by sacrificing a copy of itself via a Persona Blast), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Many of Kai's Units can manipulate and unleash fire-based attacks, like Dragonic Overlord, Vortex Dragon, etc.), Summoning (Kai has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, ), Attack Negation (Kai's Wyvern Guard Barri, a Perfect Guard Unit, can negate attacks), Energy Manipulation through multiple means, Smoke Manipulation (Kai's Dragon Knight, Nahalem can attack using smoke), Electricity Manipulation through various means (Kai's Dragon Knight Nahalem can unleash purple electrical blasts; Kai's Beserk Dragon can unleash electrical blasts), Soul Manipulation through various means (Kai has Units like Dragon Knight Aleph, Blazing Core Dragon, and Vortex Dragon that can move other Units into "The Soul" when they're used as Vanguards, this would count as Soul Absorption; Kai's Vortex Dragon and Blazing Flare Dragon can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction; Kai's Gattling Claw Dragon and Dragon Mage Kimnara can move themselves into "The Soul", this would count as Self-Soul Manipulation), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Kai's Dragonic Overlord The End's power as a Vanguard stays continuously fixated at all times by having Dragonic Overlord in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units , Large-Star level with Grade 1 & 2 Units (Much stronger than Misaki Tokura and her Oracle Think Tank deck, making his Units superior to Misaki's; Was originally the only cardfighter on Team Q4 who could fight against Team Asteroid and be considered Ren Suzugamori's equal; Fought against Post-National Championship Aichi; Kai's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Kai's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Dragonic Overlord and Dragonic Overlord The End, his strongest Units)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto's soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Superior to the speed of Misaki's Units and are comparable to the speed of Aichi's)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters are able to summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Kai is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Kai is recognized as an incredibly experienced cardfighter from early on in the series, very easily skilled enough to defeat many skilled Cardfighters including his teammate, Misaki Tokura, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies and is someone Kai recognized as a threat immediately and defeated without any trouble whatsoever when fighting her seriously. He is even skilled enough to defeat Cardfighters who could become National Champions, like Kenji Mitsusada. Kai is shown to surpass his own teammates in terms of raw skill for being the only cardfighter on Team Q4 since the beginning of the series to be able to defeat cardfighters from Team Asteroid and was even recognized as the only cardfighter in the world who could possibly rival Ren Suzugamori at Cardfighting. This is reinforced by Kai being able to overcome Aichi Sendou's PSYqualia without even using his real Vanguard deck without any trouble and being able to acquire Dragonic Overlord The End on his own, surprising even Ultra Rare for being someone not chosen by PSYqualia like Ren and Aichi. The Units Kai uses are also very skilled tacticians and strategists by participating in numerous battles with Kai.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various different purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters are able to use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters are able to not only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and are able to use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game are able to also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding is able to be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) are able to weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units are able to use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray have the ability to completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalant to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kai has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Kagero

    • Amber Dragon, Dawn
    • Lizard Soldier, Conroe
    • Lizard Runner, Undeux (x2)
    • Gattling Claw Dragon (x3; Draw Trigger Unit)
    • Dragon Dancer, Monica (x2: Draw Trigger Unit)
    • Embodiment of Spear, Tahr (x5; Critical Trigger Unit)
    • Blue Ray Dracokid (x3; Critical Trigger Unit)
    • Demonic Dragon Mage, Rakshasa (x2; Critical Trigger Unit)
    • Dragon Munk, Genjo (x3; Heal Trigger Unit)
    • Lizard Soldier, Ganlu (x2; Stand Trigger Unit)

    Grade 1 Units

    Kagero

    • Iron Tail Dragon (x3)
    • Demonic Dragon Mage, Kimnara (x3)
    • Amber Dragon, Daylight (x2)
    • Embodiment of Armor, Bahr (x5)
    • Wyvern Guard, Barri (x3)
    • Flame of Hope, Aermo (x2)
    • Flame of Promise, Aermo (x2)

    Grade 2 Units

    Kagero

    • Dragon Knight, Nahalem (x3)
    • Dragon Knight, Aleph
    • Chain-attack Sutherland
    • Flame Edge Dragon
    • Blazing Core Dragon
    • Amber Dragon, Dusk (x2)
    • Lava Arm Dragon
    • Burning Horn Dragon (x3)
    • Beserk Dragon (x2)

    Grade 3 Units

    Kagero

    • Dragonic Overlord (x4)
    • Dragonic Overlord The End (x4)
    • Vortex Dragon
    • Blazing Flare Dragon
    • Dual Axe Archdragon
    • Amber Dragon Eclipse
    • Embodiment of Victory, Aleph

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Feats Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Misaki's Page

    Misaki Tokura True Render

    The Oracle Think Tank helps me peer into the future. You didn't realize I was in complete control of this battle!
    ~ Misaki says after defeating Asaka Narumi in a cardfight

    Misaki Tokura Asia Circuit (4)

    Misaki ss3 render (1)

    Misaki Tokura Legion Mate

    Goddess of the Full Moon, Tsukuyomi Art
    A gentle light breaks through the darkness. Following me down my chosen path. Behold the rising of the full moon! Tsukuyomi!
    ~ Misaki when she rides Goddess of the Full Moon Tsukuyomi

    Scarlet Witch Coco better image

    CEO Amaterasu better pic

    Light bursting forth! Show me the way! I ride, CEO Amaterasu!
    ~ Misaki says when she rides CEO Amaterasu

    Goddess of the Sun, Amaterasu

    Summary

    Misaki Tokura is one of the main characters of Cardfight!! Vanguard and wields a deck from the Oracle Think Tank clan. She is also a member of Team Quadrifoglio, or "Q4" for short, consisting of herself, Aichi Sendou, Kamui Katsuragi, and Toshiki Kai. She helped lead Q4 to defeat Team Asteroid and becoming Japan's National Champions. Her Avatar Units are Goddess of the Full Moon, Tsukuyomi and CEO Amaterasu.

    Prior to the beginning of the series, Misaki was a cheerful and friendly child growing up with a smile on her face all the time. With her parent's being the owners of Card Capital, Misaki always enjoyed watching her parents play and enjoy Cardfight!! Vanguard. At some point, her father built and gave Misaki her very own deck and promised that he would teach her how to play the game, which made Misaki overjoyed at the thought of it. Her life made a shattering turn for the worst later when she never learned to play due to her parents dying in a car accident one day. With her photographic memory causing her to remember her parents' deaths every time she cardfights, bringing back horrible flashbacks, Misaki didn't want anything to do with Vanguard anymore. This made Misaki be withdrawn from people as she grieved over losing her parents while helping her uncle Shinemon Nitta run Card Capital. Her parent's deaths also caused Misaki to nearly quit being a member of Team Q4 years later. Only when playing against Aichi Sendou's little sister, who is very similar to Misaki when she was her age, did Misaki remember the happy moments she shared with her family through Vanguard and how much the game was important to them. Realizing this, Misaki began to enjoy Vanguard again and it gave her the confidence she needed to improve her skills as a Cardfighter alongside her friends, particularly Team Q4.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Misaki Tokura

    Origin: Cardfight!! Vanguard

    Gender: Female

    Age: 16 (Beginning of Series - Asia Circuit), 17 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4

    Powers and Abilities:

    Imagination Manipulation, which also gives Misaki Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Photographic Memory, Can act without a soul residing in her body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Goddess of the Half Moon Tsukuyomi, Full Moon Tsukuyomi, and many of Misaki's Units have mastery over swords, spears, lances, guns, etc.), Statistics Amplification through various means (All of Misaki's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Misaki's choice during battle, particularly Critical Trigger Units; Misaki's Battle Maiden, Tagitsuhime increases her power when there are 6 or more Units in "The Soul"; Misaki's Lozenge Magus gives an additional boost in power to the Unit that it gives it's power to; Misaki's Meteor Break Wizard increases it's power whenever he attacks; Misaki's Scarlet Witch CoCo increases her power when there are no Units in "The Soul"; Misaki's Death Metal Droid increases it's power whenever it attacks; Misaki's Battleraizer gives an additional boost in power to the Unit that it gives its power to; Misaki's Oasis Girl can increase her power; Misaki's Battering Minotaur increases it's power whenever it attacks; Misaki's Queen of Heart gives additional power to King of Sword when she boosts his power; Misaki's NGM Prototype doubles it's durability when it defends an attack), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; Misaki's Mr. Invincible can re-stand all allied Rear-Guards after successfully attacking; Misaki's Gold Rutile can stand an allied Rear-Guard after successfully attacking), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Explosion Manipulation (Misaki's Battle Sister Cocoa uses blades that can explode), Summoning Negation (Misaki's Silent Tom prevents Grade 0's from being used for defenses purposes; Misaki's Evil-eye Princess, Euryale can bind an opponents Units to prevent them from being used when there are 6 or more Units in "The Soul"), Technological Manipulation, Vibration Manipulation (Misaki's Silent Tom can shoot compressed shock-waves in the form of bullets; Misaki's Screamin' and Dancin' Announcer Shout can unleash vibration blasts by screaming), Light Manipulation (Misaki's CEO Amaterasu can fire light beams; Misaki's Goddess of the Full Moon Tsukuyomi can attack using light from the moon), Precognition and Information Analysis (Misaki's Oracle Guardian Hermes can see into the future and force the opponent to reveal the Units they use), Fire Manipulation (Misaki's Oracle Guardian Red Eyes can create and unleash fireballs; Misaki's Meteor Break Wizard can shoot fireballs), Summoning (Misaki has Units that can summon other Units to the Rear-Guard and passively via Superior Calls), Limited Clairvoyance (Misaki has Units that can preview the next Unit she would use in the future, like God Hawk, Ichibyoshi, Goddess of the Cresent Moon Tsukuyomi, Half Moon Tsukuyomi, and CEO Amaterasu), Attack Negation (Misaki's Battle Sister Chocolat, a Perfect Guard Unit, can negate attacks), Magic and Energy Manipulation through various means (Misaki's Maiden of Libra can unleash magic and energy waves; Misaki's Weather Girl Milk can unleash magic-based energy blasts; Misaki's Cresent Moon Tsukuyomi can unleash telekinetic energy blasts; Misaki's Oracle Guardian Gemini can shoot eye laser's; Misaki's Half Moon Tsukuyomi can use Sword Beam; Misaki's Battle Maiden Tagitsuhime can unleash energy blasts with her spear; Misaki's Queen of Heart can fire energy blasts from her staff), Electricity Manipulation (Misaki's Maiden of Libra can fire purple electrical blasts), Soul Manipulation through various means (Misaki has Units like CEO Amaterasu, Oracle Guardian Red Eyes, Goddess of the Half Moon Tsukuyomi, and Full Moon Tsukuyomi that can move other Units into "The Soul" when they're used as Vanguards, Red Eyes and Tsukuyomi do this passively, this would count as Soul Absorption; Misaki's CEO Amaterasu and Mr. Invincible can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction; Misaki has Units that can move themselves into and out of "The Soul", like Lozenge Magus, Psychic Bird, and Battleraizer, this would count as Self-Soul Manipulation; Misaki's Silent Tom has a spirit attached to him), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Superior to Asaka Narumi and her Pale Moon deck, making her Units superior to Asaka's; Superior to her teammate Kamui Katsuragi, who uses Grade 0 Units that dwarf the size of buildings like Fighting Battleship Prometheus; Misaki's Grade 1 Units are comparable to her Goddess of the Cresent Moon Tsukuyomi, who easily moved a moon into position; Misaki's Grade 2s Units are superior to her Grade 1 Units and has in her possession Goddess of the Half Moon Tsukuyomi, Cresent Moons evolved form and her strongest Grade 2 Unit), Multi-Solar System level with Grade 3 Units (Misaki's Grade 3 Units are superior to her Grade 2 Units and has in her possession Goddess of the Full Moon Tsukuyomi, who easily created a dimension with multiple stars present, is Half Moon's evolved form and is one of Misaki’s strongest and signature Units, alongside CEO Amaterasu)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto's soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Superior to the speed of Asaka's Units, Kamui's Units and are comparable to the speed of Kai's)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with her soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Misaki is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of her Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces her already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. While she doesn't start playing the game until after the series starts, Misaki is recognized early as an incredibly talented cardfighter due to making use of her photographic memory for cardfighting purposes. Even when lacking experience, Misaki's perfect memorization allows her to memorize every Unit she and her opponent uses, as well as an opponent's strategy, even when only witnessing them once. Misaki also uses her great memory to calculate chances and probabilities during cardfights to develop strategies and plan her moves accordingly before successfully executing them. Making use of her gift allows Misaki to defeat many skilled Cardfighters throughout the series, some very easily. Her memory is great enough to even make Ultra Rare consider her a user of PSYqualia by being able to control her battles and stay ahead of her opponents. However, she can tend to rely too much on probabilities at times before making an action, which can hinder her strategy if she isn't careful. The Units Misaki uses are also very skilled tacticians and strategists by participating in numerous battles with Misaki and the Oracle Think Tank clan specializes in peering into the future.

    Weaknesses: Misaki's strategies can be hindered if she relies too much on probabilities before executing attacks; Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously ridden on. For example: if a Grade 3 is ridden on top of a Grade 2, who is ridden on top of a Grade 1, who is ridden on top of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Misaki has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Oracle Think Tank

    • God Hawk, Ichibyoshi
    • Battle Sister, Ginger (x3; Critical Trigger Unit)
    • Oracle Guardian, Nike (x3; Critical Trigger Unit)
    • Psychic Bird (x3; Critical Trigger Unit)
    • Dream Eater (x3; Draw Trigger Unit)
    • Miracle Kid (x2; Draw Trigger Unit)
    • Lozenge Magus (x2; Heal Trigger Unit)

    Other Units

    • Battleraizer (x3; Stand Trigger Unit)
    • Cannon Ball (Stand Trigger Unit)
    • Ring Girl, Clara (Heal Trigger Unit)
    • Shining Lady (Critical Trigger Unit)

    Grade 1 Units

    Oracle Think Tank

    • Battle Sister, Chocolat (x3)
    • Battle Sister, Cocoa (x2)
    • Dark Cat (x3)
    • Goddess of the Cresent Moon, Tsukuyomi (x4)
    • Oracle Guardian, Gemini (x3)
    • White Hare of Inaba (x2)

    Other Units

    • Oasis Girl (x2)
    • Screamin' and Dancin' Announcer, Shout
    • Battering Minotaur
    • Queen of Heart

    Grade 2 Units

    Oracle Think Tank

    • Battle Maiden, Tagitsuhime (x2)
    • Goddess of the Half Moon, Tsukuyomi (x3)
    • Maiden of Libra (x2)
    • Oracle Guardian, Red Eye (x4)
    • Oracle Guardian, Wiseman (x2)
    • Silent Tom (x2)

    Other Units

    • Super Electromagnetic Lifeform, Storm (x2)
    • NGM Prototype (x2)
    • King of Sword

    Grade 3 Units

    Oracle Think Tank

    • Goddess of the Full Moon, Tsukuyomi (x2)
    • CEO Amaterasu (x2)
    • Evil-eye Princess, Euryale
    • Meteor Break Wizard (x2)
    • Scarlet Witch, CoCo
    • Oracle Guardian, Hermes

    Other Units

    • Mr. Invincible
    • Gold Rutile
    • Death Metal Droid

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kamui's Page

    Kamui Render (2)
    After losing my temper at Kai, I ran out on my team, leaving them to fend for themselves. They lost in the first round of Nationals, and I wasn't there for them. This time, I'm gonna do everything in my power to make sure we win.
    ~ Kamui says to himself

    Kamuiseason2-removebg-preview

    Cardfight-vanguard-legion-mate-6027-1

    Kamui ss4 render -removebg-preview

    Stern Blaukluger
    Here goes! The great Kamui does his ultimate ride! It's my pleasure to introduce you to the unstoppable force of Stern Blaukluger!
    ~ Kamui says when riding Stern Blaukluger for the first time

    Asura Kaiser
    The great Kamui brings out the big bad robot! I ride, Asura Kaiser!
    ~ Kamui when riding Asura Kaiser

    Perfect Raizer Full Art

    Beast Deity Azure Dragon Full Art

    The sleeping dragon, protector of Cray! I leave my destiny in your hands! Arise and show this guy whos boss! The Great Kamui rides Beast Deity, Azure Dragon!
    ~ Kamui says when riding Beast Deity Azure Dragon

    Ultra Beast Deity, Illuminal Dragon Full Art

    Summary

    Kamui Katsuragi is one of the main characters of Cardfight!! Vanguard and wields a deck from the Nova Grappler clan. He is also a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Aichi Sendou, Misaki Tokura and Toshiki Kai. He helped lead Q4 to defeating Team Asteroid and becoming Japan's National Champions. His Avatar Units are Stern Blaukluger and Asura Kaiser.

    Kamui tends to refer to himself as "The Great One" when Cardfighting older more-experienced opponents, but he considers Aichi to be his older brother through his crush on Aichi's younger sister Emi. Aside from that, Kamui also looks up to and puts a lot of trust and respect in Aichi that makes their friendship great, especially when it comes to Vanguard. He also has high respect for Team Handsome's leader Gouki Daimonji. When Team Q4 was first formed, however, Kamui had strong resentment of Kai and his reasons for being a Cardfighter. So much resentment that when Kai at the time didn't consider Kamui a fellow teammate and Q4 his team, Kamui lost his temper and abandoned them when reaching Nationals. After Team Asteroid defeated Q4 in their first National Tournament, Kamui blamed himself for not supporting them and vowed to do everything he could to help Team Q4 defeat them in the second National Tournament for their sake. After becoming Japan's new national champions, Kamui comes to respect Kai as a cardfighter to enjoy playing against, alongside Aichi, Misaki and all of his friends.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Kamui Katsuragi

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 12 (Beginning of Series - Asia Circuit), 13 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4

    Powers and Abilities:

    Imagination Manipulation, which also gives Kamui Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Stern Blaukluger, Asura Kaiser, and many of Kamui's Units have mastery over swords, spears, lances, guns, blasters, etc.), Statistics Amplification through various means (All of Kamu's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Kamui's choice during battle, particularly Critical Trigger Units; Kamui's Brutal Jack increases it's power further when it's strength is boosted by another Nova Grappler Unit; Kamui's Battleraizer gives an additional boost in power to the Unit it gives it's strength to; Kamui's Blaupanzer increases it's power by having Blaujunger in "The Soul"; Kamui's Blaukluger and Stern Blaukluger have the same skill as Blaupanzer; Kamui's Eisenkugel increases it's power whenever it unleashes an attack; Kamui's Queen of Heart gives additional power to King of Sword when she boosts his power; Kamui's Death Metal Droid increases it's power whenever it attacks; Kamui's Top Gun increases his power for every allied Rear-Guard that is resting; Kamui's Dancing Wolf increases his power when standing), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; Kamui's Mr. Invincible can re-stand all allied Rear-Guards after successfully attacking; Kamui's Death Army Guy, Death Army Lady and Asura Kaiser re-stand when a Grade 3 Unit is revealed during a drive check; Kamui's Cray Soldier re-stands after boosting a successful attack; Kamui's Stern Blaukluger and Lion Heat re-stands Units after making a successful attack), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Explosion Manipulation (Kamui's Top Gun can attack with bombs), Technological Manipulation (Most Nova Grappler Units are robots and battle droids), Vibration Manipulation (Kamui's Screamin' and Dancin' Announcer Shout and Hungry Dumpty can unleash vibration blasts by screaming), Attack Negation (Kamui's Twin Blader, a Perfect Guard Unit, can negate attacks through Aura's and Forcefield's), Magic and Energy Manipulation through various means (Kamui's Brutal Jack can fire energy beams out of it's mouth; Kamui's Queen of Heart can fire energy blasts from her staff; Kamui's Blaukluger can use Sword Beam; Kamui's Stern Blaukluger can fire laser beams; Kamui's Magician Girl, Kirara can fire magic stars from her staff), Soul Manipulation through various means (Kamui's Mr. Invincible moves other Units into "The Soul" when used as a Vanguard, this would count as Soul Absorption; Kamui's Mr. Invincible can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction; Kamui has Units that can move themselves into and out of "The Soul", like Battleraizer and Rock The Wall, this would count as Self-Soul Manipulation), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Trains alongside and is not much weaker than Misaki Tokura and her Oracle Think Tank deck; Superior to Gai Usui of Team Caesar, who are National Champion level cardfighters and Gai has in his possession Enigman Flow, who dwarfs buildings in size; Superior to Hiromi Miyoji from Team Brilliant Stars, the second strongest of Ren's Foo Fighter Vanguard teams; Comparable to Tetsu Shinjou and his Dark Irregular's deck; Kamui's Grade 0's are comparable to his Fighting Battleship, Prometheus, who dwarfs buildings in size; Kamui's Grade 2 Units are superior to his Grade 1 Units and has in his possession Brutal Jack, his strongest Grade 2 Unit), Multi-Solar System level with Grade 3 Units (Kamui's Grade 3 Units are superior to his Grade 2 Units and has in his possession Stern Blaukluger, one of his strongest and signature Units, alongside Asura Kaiser)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto's soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Misaki's Units, Tetsu's Units and is superior to the speed of Gai's)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: At least Gifted. Kamui is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already good intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters, which complements the battle style of the Nova Grappler clan. While he is young and lacks knowledge on anything unrelated to Vanguard, Kamui is recognized early on as an incredibly talented cardfighter, far superior to the cardfighters in his age group, by being able to hold his own against and defeat older-experienced cardfighters, including cardfighters that could enter national level Vanguard tournaments and cardfighters that became national champions. Like Gai Usui of Team Casear, Tetsu Shinjou of Team Asteroid, and his own teammates on Team Q4. He is also adept at recognizing threats from an opponents strategy and staying steps ahead of them to hinder their battle plans. Kamui is also good at devising training regimes to develop his strength and skills in areas that would need improvement to become a better player as well as changing his deck compositions many times to grow stronger and use Units that complement each other's skills for greater combinations. However, he has his moments of being incompetent and emotional for still being young and using aggressive play-styles by typically applying brute force to push through his opponents. The Units Kamui uses are also very skilled tacticians and strategists by participating in numerous battles with Kamui and the Nova Grappler clan specializes in using brute force attacks and re-standing Units to enable a greater number of attacks.

    Weaknesses: Kamui can be emotional and incompetent for still being young (though he will know to be clear-headed when noticing opponents are a threat). Kamui's play-style typically uses aggressive attacks, which could hinder him if not too careful. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes (Except for Rock The Wall) | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kamui has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Nova Grappler

    • Blaujunger
    • Rock the Wall (x2)
    • Fighting Battleship, Prometheus (x2; Critical Trigger Unit)
    • Shining Lady (x2; Critical Trigger Unit)
    • Battleraizer (x2; Stand Trigger Unit)
    • Cannon Ball (Stand Trigger Unit)
    • Lucky Girl (Stand Trigger Unit)
    • Ring Girl, Clara (x4; Heal Trigger Unit)

    Grade 1 Units

    Nova Grappler

    • Twin Blader (x2)
    • Blaupanzer (x2)
    • Death Army Guy
    • Tough Boy (x2)
    • Clay-doll Mechanic (x2)
    • Cray Soldier
    • Dancing Wolf
    • Queen of Heart (x2)
    • Screamin' and Dancin' Announcer, Shout (x2)

    Grade 2 Units

    Nova Grappler

    • Street Bouncer
    • Death Army Lady
    • Blaukluger (x2)
    • Eisenkugel (x2)
    • Brutal Jack (x3)
    • Hungry Dumpty (x2)
    • King of Sword (x2)
    • Magician Girl, Kirara

    Grade 3 Units

    Nova Grappler

    • Stern Blaukluger (x3)
    • Asura Kaiser (x2)
    • Mr. Invincible (x3)
    • Lion Heart (x2)
    • Death Metal Droid
    • Top Gun

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Tetsu's Page

    Tetsu Shinjou true render (2)

    At first glance, you'd think they were polar opposites. But they're actually quite similar. Honor means a lot to these guys. They stand by what they believe in. And friendship means more to them than anything. Ren devoted himself to getting stronger because it's what Kai wanted for the team. Without a doubt. If it weren't for his desire to help his friends, Ren would've never stumbled upon PSYqualia. When Kai turned his back on us, he did it for Ren's own good. He wasn't able to stop Ren with his current strength, so he left with the intention of finding the skills he needed to bring him back. I didn't want to lose either of them, but when the time came, my choice was clear. Powerless to change the situation, I decided to follow Ren down his path, even if that meant i'd be walking away from Kai in the process. No matter how this fight ends, it's my duty to see it through. As their friend, and as a cardfighter.
    ~ Tetsu thinks when seeing Kai and Ren's cardfight

    Stil Vampir (2)

    The wings of destruction are echoing through the night! Stil Vampir!
    ~ Tetsu says when riding Stil Vampir for the first time.

    King of Diptera, Beelzebub

    Harvenger of misfortune, unleash your devastating power on my enemy. The underworld's king who's very presence will swallow all hope! Awaken from your dark slumber! I ride, King of Diptera, Beelzebub!
    ~ Tetsu says when riding King of Diptera, Beelzebub for the first time.

    Dark Lord of Abyss

    Rising up from the billowing darkness below, purging all hope from the surrounding air! Dark Lord of Abyss! Ride!
    ~ Tetsu says when riding Dark Lord of Abyss.

    Summary

    Tetsu Shinjou is one of the main characters of Cardfight!! Vanguard and wields a deck from the Dark Irregulars clan. He is also a member of Team Asteroid, consisting of himself, Asaka Narumi, Kyou Nahagi, Ren Suzugamori and previously Toshiki Kai. His team was the previous National Champions of Japan before being defeated by Team Q4. His Avatar Units are Stil Vampir and King of Diptera, Beelzebub.

    Prior to the beginning of the series, Tetsu lived an ordinary life of playing Cardfight!! Vanguard with his best friend Ren. At some point, Tetsu and Ren encounter Toshiki Kai. Hearing from Ren that Kai plays Cardfight!! Vanguard, Tetsu challenges him to a cardfight. Seeing how skilled Kai was at the game when being easily beaten, Ren and Tetsu quickly agreed to make Kai the third member of the newly formed Team Asteroid, as well as their new friend to play against. Accepting their offer, the 3 of them became best friends with hopes of winning the National Tournament and having fun playing Vanguard. Kai's determination to improve Team Asteroid's strength pushed Ren to become a stronger player to support him and Tetsu in any way he could. Through this desire to help his friends, Ren awakened the power that he was granted, PSYqualia, and dramatically improved his skills. However, using PSYqualia changed Ren into a completely different person, one who would solely rely on PSYqualia to crush his opponents in terrifying ways, as Tetsu himself witnessed first-hand when seeing Ren cause harm to him with it. When hearing Ren's plans of expanding Team Asteroid (leading to the future creation of Ren's Foo Fighter Organization) by gathering many skilled cardfighters under his leadership, Kai challenges Ren to a cardfight with the hopes of returning him to who he once was. Failing to stop Ren and his abuse of PSYqualia, Kai abandons Team Asteroid and decides to get as far away from Ren as he could. Not being able to change the situation or turn his back on Ren however, Tetsu chooses to follow Ren down his path, walking away from Kai as a result. Years later, with Team Asteroid as National Champions, Tetsu assists Ren in expanding his Foo Fighter Organization in any way he can despite fearing Ren's power and wanting Kai to reunite with them as friends again. After Aichi defeats Ren and returns him back to who he was before, Tetsu happily assists Ren in changing Team Asteroid and Foo Fighter into a new and better organization for everyone.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Tetsu Shinjou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 18

    Classification: Cardfighter, Member of Team Asteroid, "The General"

    Powers and Abilities:

    Imagination Manipulation, which also gives Tetsu Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Tetsu's Demon World Marquis Amon can retire Units when soul-charging other Units into it's soul; Tetsu's Gwynn the Ripper can retire Units using vibration blasts), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery, Statistics Amplification through various means (All of Tetsu's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Tetsu's choice during battle, particularly Critical Trigger Units; Tetsu's Nightmare Baby gives additional power to Blue Dust when boosting it's power; Tetsu's Demon World Marquis Amon increases it's power for every Unit within "The Soul"; Tetsu's Stil Vampir increases his power when soul-charging a Unit into "The Soul"; Tetsu's Demon of Asspiration Amon and Poet of Darkness Amon increase their power when there are 6 or more Units in "The Soul"; Tetsu's King of Diptera Beelzebub increases his power when there are 8 or more Units in "The Soul"; Tetsu's King of Diptera Beelzebub increases the power of Rear-Guards when attacking and when the number of Units in "The Soul" is 6 or more; Tetsu's Devil Child can give additional power to a Unit it boosts when "The Soul" has 6 or more Units; Tetsu's Edl Rose increases her power by having Werewolf Sieger in her soul), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units); Tetsu's Stil Vampir can forcefully replace the opponents Vanguard with weaker Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Ice Manipulation (Tetsu's Blue Dust can generate and launch ice fragments), Animal Manipulation (Tetsu's Stil Vampir forms itself with bats when being called into battle), Forcefield Creation (Tetsu's Nightmare Baby surrounds itself in a constant barrier), Darkness Manipulation, Possession, Summoning, Transformation, and Fusionism (Tetsu's Stil Vampir can take any one of the opponents rear-guard Units and forcefully replace the opponents Vanguard with the Unit they choose), Energy Manipulation and Creation (Tetsu's Dark Soul Conductor can create energy constructs in the form of weapons; Tetsu's King of Diptera Beelzebub can launch energy blasts), Vibration Manipulation (Tetsu's Gwynn the Ripper can unleash vibration blasts), Attack Negation (Tetsu's March Rabbit of Nightmareland, a perfect guard Unit, can negate attacks), Soul Manipulation through various means (Tetsu has Units that can move other Units into "The Soul" when used as either Vanguards or Rear-Guards, like Demon World Marquis Amon, Vermillion Gatekeeper, Blue Dust, Stil Vampir and Alluring Succubus, this would also count as Soul Absorption; Tetsu's Dark Soul Conductor sends Units into "The Soul" after being sacrificed into the Drop Zone when guarding attacks; Tetsu's Stil Vampir can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would also count as Soul Destruction; Tetsu's Hysteric Shirley can move itself and other Units into "The Soul", this would count as Self and normal Soul Manipulation), Nonexistent Physiology (Tetsu's Stil Vampir uses his soul-charging ability when in the drop zone, where Units go after being erased in battle), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Superior to Kamui Katsuragi and his Nova Grappler deck; Comparable, if not, superior to Asaka Narumi and her Pale Moon deck; Comparable to Misaki Tokura and her Oracle Think Tank deck; Tetsu's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Tetsu's Grade 3 Units are superior to his Grade 2 Units and has in his possession King of Diptera, Beelzebub, his strongest and signature Grade 3 Unit alongside Stil Vampir)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Superior to the speed of Kamui's Units and comparable to the speed of Misakis)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Tetsu is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Tetsu is recognized early as an incredibly experienced cardfighter, very easily skilled enough to defeat many skilled Cardfighters. Including his teammates from Ren's Foo Fighter Organization whom he outranks, Kamui Katsuragi, Asaka Narumi, and cardfighters who could become National Champions, like Team Casear. The Units Tetsu uses are also very skilled tacticians and strategists by participating in numerous battles with Tetsu.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes (Except for Rock The Wall) | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Tetsu has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Dark Irregulars

    • Vermillion Gatekeeper
    • Blitzritter (x2; Critical Trigger Unit)
    • Hysteric Shirley (x3; Draw Trigger Unit)
    • Hades Puppet Master (x2; Stand Trigger Unit)
    • Dark Queen of Nightmareland (x2; Stand Trigger Unit)
    • Cursed Doctor (x2; Heal Trigger Unit)

    Grade 1 Units

    Dark Irregulars

    • Prisoner Beast (x2)
    • Alluring Succubus (x4)
    • Nightmare Baby (x2 )
    • March Rabbit of Nightmareland (x2)
    • Devil Child (x2)
    • Poet of Darkness, Amon

    Grade 2 Units

    Dark Irregulars

    • Werwolf Sieger (x4)
    • Blue Dust (x3)
    • Decadent Succubus (x2)
    • Dark Soul Conductor (x3)
    • Demon of Aspiration, Amon
    • Gwynn the Ripper

    Grade 3 Units

    Dark Irregulars

    • Demon World Marquis, Amon (x2)
    • Edel Rose (x2)
    • Stil Vampir (x2)
    • King of Diptera, Beelzebub (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Asaka's Page

    Asaka Narumi better png

    Since the day I met him, winning has been the only thing i've cared about. I poured myself into Vanguard, hoping to obtain a level of power I needed. With every game I won, I knew I was a step closer to him.
    ~ Asaka thinks to herself when cardfighting Misaki.

    Silver Thorn Dragon Tamer, Luquier

    Reaching way out with the crack of her whip, bringing the action to her! Silver Thorn Dragon Tamer, Luquier! Ride!
    ~ Asaka says when riding Silver Thorn Dragon Tamer, Luquier for the first time.

    Barking Manticore
    Now, let me introduce you to the star performers of the Pale Moon circus! I release him from the chains that bind! This beast is tamed no longer! Ride, Barking Manticore!
    ~ Asaka says when riding Barking Manticore for the first time.

    Mistress Hurricane
    Let's end this. The curtain rises on the grand finale of today's stunning performance! A cracking whip heralds the bringer of the storms! Ride, Mistress Hurricane!
    ~ Asaka says when riding Mistress Hurricane for the first time.

    Summary

    Asaka Narumi is one of the main characters of Cardfight!! Vanguard and wields a deck from the Pale Moon clan. She is also a member of Team Asteroid, consisting of herself, Kyou Yahagi, Tetsu Shinjou, and Ren Suzugamori. Her team was the previous National Champions of Japan before being defeated by Team Q4. Her Avatar Units are Barking Manticore and Mistress Hurricane.

    Prior to the beginning of the series, Asaka was an average ordinary cardfighter who was recruited by Ren and Tetsu to join their Asteroid/Foo Fighter Organization, alongside Kyou Yahagi. Tetsu originally believed Asaka wouldn't measure up to Asteroid's standards, especially after losing to Kyou in their demonstration match. However, Ren saw great potential in her and her deck, even going as far as calling it "The Pale Moon Circus" because of how interesting the deck was to him, similar to how a circus acts. Stressing the importance of victory in order to join Team Asteroid, Ren tells Asaka that she can improve and become a strong cardfighter. From that point on to when Team Asteroid becomes National Champions, Asaka has high respect for Ren and was willing to keep winning all of her cardfights in order to stand by his side and do anything for him, even defeat Toshiki Kai for him if it came down to it. Once being defeated by Misaki Tokura however, Asaka witnessed first hand Ren's dark nature from his PSYqualia when he kicks her off of Asteroid for losing. After Aichi defeats Ren and returns him back to normal, Asaka happily sees Ren's true colors and assists him in changing Team Asteroid and Foo Fighter into a new and better organization for everyone.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Asaka Narumi

    Origin: Cardfight!! Vanguard

    Gender: Female

    Age: 16

    Classification: Cardfighter, Member of Team Asteroid, "The Assassin"

    Powers and Abilities:

    Imagination Manipulation, which also gives Asaka Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in her body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery, Statistics Amplification through various means (All of Asaka's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Asaka's choice during battle, particularly Critical Trigger Units; Asaka's Crimson Beast Tamer increases her power by having a copy of herself in "The Soul"; Asaka's Barking Manticore increases it's power when Crimson Beast Tamer is in "The Soul"; Asaka's Turquoise Beast Tamer increases in power when Crimson Beast Tamer is in "The Soul"; Asaka's Mistress Hurricane increases her power when there are 8 or more Units in "The Soul"), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Energy Manipulation, Fire Manipulation (Asaka's Crimson Beast Tamer uses a whip made of flames), Water Manipulation (Asaka's Spiral Master can control water), Explosion Manipulation (Asaka's Dynamite Juggler controls barrels that explode), Mirror Manipulation (Asaka's Mirror Demon can control mirrors), Phasing and Non-Corporeal (Asaka's Mirror Demon can phase through mirrors and can convert itself into energy), Summoning, (Asaka's Mistress Hurricane, Midnight Bunny, Nightmare Doll Alice, and Mirror Demon can summon Units from "The Soul" to the Rear-Guard), Attack Negation (Asaka's Hades Hypnotist, a perfect guard Unit, can negate attacks), Soul Manipulation through various means (Asaka has Units that can move other Units into and out of "The Soul", like Skull Juggler, Barking Manticore, Hades Ringmaster, Nightmare Doll Alice and Midnight Bunny, this would also count as Soul Absorption; Asaka's Nightmare Doll, Alice, Midnight Bunny, Mirror Demon and Skyhigh Walker can move themselves into the "The Soul", this would count as Self Soul Manipulation), Nonexistent Physiology (Asaka's Big League Bear uses his soul-charging ability when in the drop zone, where Units go after being erased in battle), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Comparable to Misaki Tokura and her Oracle Think Tank deck; Is not much weaker than Tetsu Shinjou and his Dark Irregulars deck; Asaka's Grade 2 Units are superior to her Grade 1 Units), Multi-Solar System level with Grade 3 Units (Asaka's Grade 3 Units are superior to her Grade 2 Units and has in her possession Barking Manticore, her strongest and signature Grade 3 Unit alongside Mistress Hurricane)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Misaki's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with her soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Asaka is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of her Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces her already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. While she initially started off as an average player, Asaka quickly showed her potential when being recruited into Foo Fighter by defeating and outranking many of it's gathered skilled cardfighters to earn a spot on Team Asteroid alongside Ren. She improves exponentially by the time Team Asteroid becomes National Champions, being able to easily defeat National Champion level cardfighters like Team Casear and Misaki Tokura in their first encounter by easily predicting her strategies and stay steps ahead of her to control their entire battle. The Units Asaka uses are also very skilled tacticians and strategists by participating in numerous battles with Asaka.

    Weaknesses: Can be arrogant. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Asaka has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Pale Moon

    • Hades Ringmaster
    • Dynamite Juggler (x2; Critical Trigger Unit)
    • Rainbow Magician (Draw Trigger Unit)
    • Spiral Master (x2; Draw Trigger Unit)
    • Skyhigh Walker (x2; Stand Trigger Unit)
    • Candy Clown (x2; Heal Trigger Unit)

    Grade 1 Units

    Pale Moon

    • Dark Metal Bicorn (x2)
    • Midnight Bunny (x2)
    • Skull Juggler (x3)
    • Hades Hypnotist
    • Turquoise Beast Tamer (x3)

    Grade 2 Units

    Pale Moon

    • Barking Cerberus (x2)
    • Crimson Beast Tamer (x2)
    • Mirror Demon (x3)
    • Big League Bear

    Grade 3 Units

    Pale Moon

    • Barking Manticore (x2)
    • Nightmare Doll, Alice (x3)
    • Mistress Hurricane (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kyou's Page

    Kyou Yahagi better png

    I made up my mind. But I needed a team. So I went out in search of the others that had been fired by Asteroid. Our plan was simple enough. All we wanted was to settle the score with Ren and his lackeys. And that's who we are now. We are Team Avengers! We avengers have a grand plan in the making! We're gonna go to the Nationals and beat Ren at his own game! When we reign over all the other Asteroid teams, then the whole world will see our ultimate revenge! But before we go to Nationals, Toshiki Kai, i'll pay you back for all the trouble you caused me since your lucky win those long months ago. A challenge! Fight me in the first match! Unless you're afraid to lose of course!
    ~ Kyou says when cardfighting Team Q4

    General Seifried
    The Great Kyou rides General Seifried!
    ~ Kyou says when riding General Seifried for the first time.

    Martial Arts Mutant, Master Beetle

    Demonic Lord, Dudley Emperor

    Check it out! A moving mountain of steel! Demonic Lord Dudley Emperor neo crusher ride!
    ~ Kyou says when riding Demonic Lord, Dudley Emperor for the first time.

    Summary

    Kyou Yahagi is one of the main characters of Cardfight!! Vanguard and wields a deck from the Spike Brothers clan. He was previously a member of Team Asteroid, consisting of himself, Asaka Narumi, Tetsu Shinjou, and Ren Suzugamori before being kicked off after losing to Toshiki Kai. At some point later, he forms his own team with other cardfighters that were also fired from Asteroid, Team Avengers. They planned to get revenge against Asteroid before being defeated by Team Q4. His Avatar Unit is General Seifried.

    Kyou has the tendancy to refer to himself as "The Great Kyou" when cardfighting, overestimating his abilities. Prior to the beginning of the series, Kyou was an average ordinary cardfighter who was recruited by Ren and Tetsu to join their Asteroid/Foo Fighter Organization, alongside Asaka Narumi. Despite defeating Asaka in their demonstration cardfight, Ren saw better potential in Asaka instead, which made Kyou begin to resent Ren and plan to take over Asteroid when he becomes strong enough to by winning all of his cardfights to join Team Asteroid after Ren stressed the importance of victory. From that point on to when Team Asteroid becomes National Champions, Kyou becomes Team Asteroid's alternate and the fourth strongest of all Asteroid cardfighters. However, after he gets defeated by Toshiki Kai at Nationals, Kyou is taken off and fired from Asteroid. Wanting revenge, Kyou locates other cardfighters that were formerly members of Foo Fighter and forms his own team, Team Avengers, to get revenge against Asteroid. Only to be stopped by Team Q4 when Kyou loses to Aichi Sendou.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Kyou Yahagi

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: Unknown, in his teens

    Classification: Cardfighter, Former member of Team Asteroid, Leader of Team Avengers

    Powers and Abilities:

    Imagination Manipulation, which also gives Kyou Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery, Statistics Amplification through various means (All of Kyou's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Kyou's choice during battle, particularly Critical Trigger Units; Kyou's Juggernaut Maximum and Highspeed Brakki increase their power when destroying Units in "The Soul" via Soul Blasts; Kyou's General Seifried gains an additional power boost when being boosted by another Unit), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Kyou's Spike Brothers Assault Squad stands back up after boosting a successful attack), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Electricity Manipulation (Kyou's Wonderboy can control electricity), Darkness Manipulation (Kyou's Black Panther attacks using darkness), Limited Clairvoyance (Kyou's Devil Summoner can preview the next Unit Kyou would actively call forth in the future), Summoning, (Kyou's Devil Summoner can superior call Grade 1 & 2 Units to the Rear-Guard; Kyou's Dudley Dan can call Units to the Rear-Guard when boosting another Unit's power; Kyou's Sky Diver can superior call Units to the Rear-Guard after sending itslf into "The Soul"), Attack Negation (Kyou's Cheer Girl Marilyn, a perfect guard Unit, can negate attacks), Soul Manipulation through various means (Kyou has Units that can move other Units into and out of "The Soul", like Dudley Dan, this would also count as Soul Absorption; Kyou's Juggernaut Maximum and Highspeed Brakki can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts when attacking, this would also count as Soul Destruction; Kyou's Sky Diver, Silence Joker and Mecha Trainer can move themselves into and out of the "The Soul", this would count as Self Soul Manipulation), Nonexistent Physiology (Kyou's Mecha Trainer can use skills from within the Drop Zone), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Comparable to Asaka Narumi and her Pale Moon deck; Is ranked the fourth strongest cardfighter in Ren's Foo Fighter Organization, making him superior to Team Brilliant Stars; Kyou's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Kyou's Grade 3 Units are superior to his Grade 2 Units and has in his possession General Seifried, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Asaka's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & higher Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Kyou is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. While he initially started off as somewhat of an average player, and can be arrogant and overconfident, Kyou quickly showed his potential when being recruited into Foo Fighter by defeating and outranking many of it's gathered skilled cardfighters to earn a spot on Team Asteroid alongside Ren. He improves exponentially by the time Team Asteroid becomes National Champions, being able to see through and fend off strategies from Toshiki Kai of all people despite being clearly inferior. He can also easily defeat cardfighters who could reach the level of National Tournament cardfighters and hold his own against Aichi to an extent, the latter using his PSYqualia to handily win. The Units Kyou uses are also very skilled tacticians and strategists by participating in numerous battles with Kyou.

    Weaknesses: Can be very arrogant and over-confident, which can hinder his strategies and plans if he isn't careful. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kyou has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Spike Brothers

    • Mecha Trainer
    • Cheer Girl, Tiara (x3; Heal Trigger Unit)
    • Silence Joker (x1; Critical Trigger Unit)
    • Sonic Breaker (x1; Critical Trigger Unit)
    • Cheerful Lynx (x2; Draw Trigger Unit)

    Grade 1 Units

    Spike Brothers

    • Wonder Boy (x2)
    • Cheer Girl, Marilyn (x2)
    • Dudley Dan (x3)
    • Spike Brothers Assault Squad (x2)

    Grade 2 Units

    Spike Brothers

    • Treasured, Black Panther (x3)
    • Highspeed, Brakki (x2)
    • Devil Summoner (x3)

    Grade 3 Units

    Spike Brothers

    • General Seifried (x2)
    • Juggernaut Maximum (x2)

    Sky Diver (x3)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kenji's Page

    Kenji Mitsusada PNG
    I don't think we've had the chance to properly introduce ourselves. The name's Kenji Mitsusada, and I'm the leader of Team Caesar.
    ~ Kenji when meeting Team Q4

    Super Dimensional Robo Daiyusha (2)
    Nothing burns brighter the heart of justice! I ride Super Dimensional Robo, Daiyusha!
    ~ Kenji says when riding Super Dimensional Robo Daiyusha

    Ultimate Dimensional Robo, Great Daiyusha

    You'll bathe in the fires of justice! Lets welcome the wielder of that flame! With a Superior Cross-Ride! Ultimate Dimensional Robo, the Great Daiyusha!
    ~ Kenji says when riding Ultimate Dimensional Robo, Great Daiyusha

    Summary

    Kenji "Koutei" Mitsusada is a character from Cardfight!! Vanguard and wields a deck from the Dimension Police clan. He is the leader of Team Caesar, consisting of himself, Yuri Usui and her younger brother Gai Usui. His team was the previous National Champions of Japan before being defeated by Ren Suzugamori's Team Asteroid. His Avatar Unit is Super Dimensional Robo Daiyusha.

    Kenji has the tendency to lecture much about ancient Roman history for being a huge fan, making it the origin of his teams name by naming themselves after Julius Caesar. Being a fan, and long friends with Yuri and Gai, also gave Kenji the nickname "Koutei", referring to "Emperor". Yuri and Gai see Koutei as Caesar reborn in the modern era, giving him full support as his teammates and friends.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Kenji Mitsusda

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: Unknown, in his teens

    Classification: Cardfighter, Member of Team Caesar, Leader of Team Caesar, Former National Champion, "Koutei"

    Powers and Abilities:

    Imagination Manipulation, which also gives Kenji Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery and Creation (Kenji's Super Dimensional Robo Daiyusha can create swords), Statistics Amplification through various means (All of Kenji's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Kenji's choice during battle, particularly Critical Trigger Units; Kenji's Masked Police Grander increases the Vanguard's power whenever he attacks; Kenji's Super Dimensional Robo Daiyusha's critical damage increases when his power reaches a certain point; Kenji's Enigman Ripple increases his power by having Enigman Flow in the soul; Kenji's Enigman Wave increases his power by having Enigman Ripple in the soul; Kenji's Enigman Storm increases his power when having Enigman Wave in the soul; Kenji's Cosmo Roar can increase the power of an ally Rear-Guard Unit; When Kenji's Guide Dolphin enters the soul, it can increase another Unit's power; Kenji's Glory Maker gives additional power to the Unit it boosts; Kenji's Cosmo Beak can increase the power of an ally Rear-Guard Unit; Kenji's Platnium Ace's critical damage increases when his power reaches a certain point; Kenji's Enigman Storm's critical damage increases when his power reaches a certain point; Kenji's Enigman Shine can increase an allied Rear-Guard's power when making a successful attack), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; Kenji's Commander Laurel, when resting four Rear-Guards, can re-stand the Vanguard), Light Manipulation (via Kenji's Enigman Storm), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Electricity Manipulation (Kenji's Enigman Shine controls electricity), Energy Manipulation (Kenjis Enigman Wave and Enigman Storm can fire energy blasts and lasers), Technology Manipulation, Attack Negation (Kenji's Diamond Ace, a perfect guard Unit, can negate attacks) Soul Manipulation (Kenji's Guide Dolphin can move itself into and out of the "The Soul", this would count as Self Soul Manipulation), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Stronger than his teammates; Comparable to Aichi Sendou and his Royal Paladin deck and is a challenge for Toshiki Kai and his Kagero deck; Kenji's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Kenji's Grade 3 Units are superior to his Grade 2 Units and has in his possession Super Dimensional Robo Daiyusha and Enigman Storm, his strongest and signature Grade 3 Units)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Aichi and Kai's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Kenji is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Kenji is recognized early as an incredibly experienced cardfighter alongside his teammates, being the previous National Champions of Japan before Team Asteroid dethroned them. Kenji is very easily skilled enough to defeat many skilled Cardfighters and also tends to carefully plan his moves before executing them. The Units Kenji uses are also very skilled tacticians and strategists by participating in numerous battles with Kenji.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kenji has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Dimension Police

    • Justice Cobalt (x1; Critical Trigger Unit)
    • Army Penguin (x2; Draw Trigger Unit)
    • Cosmo Fang (x2; Stand Trigger Unit)
    • Guide Penguin (x2; Stand Trigger Unit)
    • Enigman Flow (x1)
    • Workerpod, Saturday (x3)

    Grade 1 Units

    Dimension Police

    • Karenoid Daisy (x4)
    • Enigman Ripple (x2)
    • Diamoond Ace (x3)
    • Cosmo Roar (x1)
    • Commannder Laurel (x2)
    • Glory Maker (x3)

    Grade 2 Units

    Dimension Police

    • Enigman Wave (x2)
    • Masked Police, Grander (x3)
    • Twin Order (x3)
    • Cosmo Beak (x2)
    • Platnium Ace (x1)

    Grade 3 Units

    Dimension Police

    • Enigman Storm (x2)
    • Super Dimensional Robo Daiyusha (x3)
    • Enigman Shine (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Gai's Page

    Gai Usui PNG
    At the end of the day, i'm just a gladiator. Which means, i'll protect my teammates.
    ~ Gai says when fighting for Team Caesar

    Super Dimensional Robo Daiyusha (2)

    Summary

    Gai Usui is a character from Cardfight!! Vanguard and wields a deck from the Dimension Police clan. He is a member of Team Caesar, consisting of himself, his older sister Yuri Usui and their leader Kenji Mitsusada. His team was the previous National Champions of Japan before being defeated by Ren Suzugamori's Team Asteroid. His Avatar Unit is Super Dimensional Robo Daiyusha.

    Gai's known as Team Caesars "Gladiator" for styling himself as Koutei's bodyguard and taking the field before his teammates do. While a strong cardfighter, Gai tends to enter cardfights without having a clear image of victory, which causes him to lose some of his battles. Seeing Koutei as his emperor however doesn't stop Gai from fighting his hardest for his and his teammate’s sakes.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Gai Usui

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: Unknown, in his teens

    Classification: Cardfighter, Member of Team Caesar, Former National Champion, "Gladiator"

    Powers and Abilities:

    Imagination Manipulation, which also gives Gai Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery and Creation (Gai's Super Dimensional Robo Daiyusha can create swords), Statistics Amplification through various means (All of Gai's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Gai's choice during battle, particularly Critical Trigger Units; Gai's Super Dimensional Robo Daiyusha's critical damage increases when his power reaches a certain point; Gai's Enigman Wave increases his power by having Enigman Ripple in the soul; Gai's Cosmo Roar can increase the power of an ally Rear-Guard Unit; When Gai's Guide Dolphin enters the soul, it can increase another Unit's power; Gai's Glory Maker gives additional power to the Unit it boosts; Gai's Cosmo Beak can increase the power of an ally Rear-Guard Unit; Gai's Dimensional Robo Daimariner can increase another Unit's power after being sent to the drop zone; Gai's Dimensional Robo Daidragon increases it's power when attacking when Gai uses a Vanguard with "Dimensional Robo" in it's name), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Energy Manipulation (Kenjis Enigman Wave and Enigman Storm can fire energy blasts and lasers), Technology Manipulation, Summoning (Gai's Dimensional Robo Daiyusha can summon a Grade 3 Unit with "Dimensional Robo" in it's name to be rided if Gai uses a Grade 2 Vanguard and has moved four Rear-Guards into "The Soul" via a Superior Ride), Attack Negation (Gai's Diamond Ace, a perfect guard Unit, can negate attacks), Soul Manipulation (Gai's Dimensional Robo Goyusha can move other Units into "The Soul"; Gai's Guide Dolphin and Dimensional Robo Goyusha can move themselves into and out of the "The Soul", this would count as Self Soul Manipulation), Nonexistent Physiology (Gai's Dimensional Robo Daimariner uses his power-boosting ability when in the drop zone, where Units go after being erased in battle), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Not much weaker than his sister; Comparable to Kamui Katsuragi and his Nova Grappler deck; Gai's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Gai's Grade 3 Units are superior to his Grade 2 Units and has in his possession Super Dimensional Robo Daiyusha, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Yuri and Kamui's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters is able to act and battle for extended periods without their souls being present in their bodies; All cardfighters can project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: At least Gifted. Gai is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Gai is recognized early to be among incredibly experienced cardfighters alongside his teammates, being the previous National Champions of Japan before Team Asteroid dethroned them. Gai is very skilled enough to defeat many skilled Cardfighters, but sometimes fails to win for lacking a winning image. The Units Gai uses are also very skilled tacticians and strategists by participating in numerous battles with Gai.

    Weaknesses: Gai tends to enter cardfights without clearly picturing how he will win, which can get the better of him and prevent him from winning at times. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Gai has used throughout the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Dimension Police

    • Justice Cobalt (x3; Critical Trigger Unit)
    • Army Penguin (x1; Draw Trigger Unit)
    • Cosmo Fang (x1; Stand Trigger Unit)
    • Guide Penguin (x1; Stand Trigger Unit)
    • Enigman Flow (x1)
    • Dimensional Robo, Goyusha (x1)

    Grade 1 Units

    Dimension Police

    • Karenoid Daisy (x1)
    • Diamoond Ace (x2)
    • Cosmo Roar (x3)
    • Glory Maker (x1)
    • Dimensional Robo, Daimariner (x1)

    Grade 2 Units

    Dimension Police

    • Enigman Wave (x2)
    • Cosmo Beak (x1)
    • Dimensional Robo, Daidragon (x1)

    Grade 3 Units

    Dimension Police

    • Super Dimensional Robo Daiyusha (x2)

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Yuri's Page

    Yuri Usui true render
    You know what? It's actually been a lot of fun playing against you. But it's about time you saw my winning image. I don't worry about calculating the best option, I fight my hardest. And when I do that, I rely on my cards to bring me victory!
    ~ Yuri says when cardfighting Misaki Tokura

    Enigman Rain
    Can you hear the rain drop? Cause it's about to pour! I ride Enigman Rain!
    ~ Yuri says when riding Enigman Rain

    Battle Sister, Fromage

    Summary

    Yuri Usui is a character from Cardfight!! Vanguard and wields a deck from the Dimension Police clan. She is a member of Team Caesar, consisting of herself, her younger brother Gai Usui and their leader Kenji Mitsusada. Her team was the previous National Champions of Japan before being defeated by Ren Suzugamori's Team Asteroid. Her Avatar Unit is Enigman Rain.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Yuri Usui

    Origin: Cardfight!! Vanguard

    Gender: Female

    Age: Unknown, in her teens

    Classification: Cardfighter, Member of Team Caesar, Former National Champion

    Powers and Abilities:

    Imagination Manipulation, which also gives Yuri Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Subjective Reality (Yuri's winning images can grant her victory with the Units she wants to win with), Can act without a soul residing in her body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery and Creation (Yuri's Super Dimensional Robo Daiyusha can create swords), Statistics Amplification through various means (All of Yuri's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Yuri's choice during battle, particularly Critical Trigger Units; Yuri's Masked Police Grander increases the Vanguard's power whenever he attacks; Yuri's Super Dimensional Robo Daiyusha's critical damage increases when his power reaches a certain point; Yuri's Enigman Ripple increases his power by having Enigman Flow in the soul; Yuri's Enigman Wave increases his power by having Enigman Ripple in the soul; Yuri's Cosmo Roar can increase the power of an ally Rear-Guard Unit; When Yuri's Guide Dolphin enters the soul, it can increase another Unit's power; Yuri's Super Dimensional Robo Dailady can increase an allied Rear-Guard's power when making a successful attack), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; When Yuri's Miracle Beauty stands, she can stand another Rear-Guard; Yuri's Enigman Rain can stand a Rear-Guard Unit after successfully attacking), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Energy Manipulation (Yuris Enigman Wave can fire energy blasts and lasers), Technology Manipulation, Attack Negation (Yuri's Diamond Ace, a perfect guard Unit, can negate attacks) Soul Manipulation (Yuri's Guide Dolphin can move itself into and out of the "The Soul", this would count as Self Soul Manipulation), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Stronger than her brother; Comparable to Misaki Tokura and her Oracle Think Tank deck and easily defeated a less experienced Aichi Sendou and his Royal Paladin deck; Yuri's Grade 2 Units are superior to her Grade 1 Units), Multi-Solar System level with Grade 3 Units (Yuri's Grade 3 Units are superior to her Grade 2 Units and has in her possession Super Dimensional Robo Daiyusha and Enigman Storm, her strongest and signature Grade 3 Units)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Superior to the speed of Gai's Units; Comparable to the speed of Misaki and Aichi's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Yuri is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of her Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces her already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Yuri is recognized early as an incredibly experienced cardfighter alongside her teammates, being the previous National Champions of Japan before Team Asteroid dethroned them. Yuri is very easily skilled enough to defeat many skilled Cardfighters and also tends to carefully plan her moves before executing them. Shown when she easily defeated Aichi Sendou at a certain point with multiple wins in a row and could even outwit Misaki Tokuras strategy to defeat her, the latter who uses her Photographic Memory as a formidable weapon in cardfights. The Units Yuri uses are also very skilled tacticians and strategists by participating in numerous battles with Yuri.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Power Boosting like all 3 are. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Yuri has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Dimension Police

    • Justice Cobalt (x2; Critical Trigger Unit)
    • Army Penguin (x2; Draw Trigger Unit)
    • Cosmo Fang (x2; Stand Trigger Unit)
    • Guide Penguin (x2; Stand Trigger Unit)
    • Enigman Flow (x1)
    • Workerpod, Saturday (x1)

    Grade 1 Units

    Dimension Police

    • Karenoid Daisy (x3)
    • Enigman Ripple (x3)
    • Diamoond Ace (x3)
    • Cosmo Roar (x3)
    • Magical Police Quilt (x2)

    Grade 2 Units

    Dimension Police

    • Enigman Wave (x3)
    • Masked Police, Grander (x3)
    • Twin Order (x3)
    • Super Dimensional Robo, Dailady (x2)

    Grade 3 Units

    Dimension Police

    • Enigman Rain (x2)
    • Super Dimensional Robo Daiyusha (x2)
    • Miracle Beauty (x3)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kourin's Page

    Kourin Tatsunagi true render

    This is ridiculous. Do you honestly think you can become stronger just by switching to a different deck? Well, lets see. Why not battle against me if you wanna learn the truth? Real power can only be gained through training and practice! So, what do you say? You up for it?
    ~ Kourin says when challenging Aichi Sendou and his Shadow Paladins.

    Fang of Light Garmore

    Alright! The knight of beasts is coming in! I ride Fang of Light Garmore!
    ~ Kourin says when riding Fang of Light Garmore for the first time.

    Cosmo Healer, Ergodiel

    Summary

    Kourin Tatsunagi is a recurring character from Cardfight!! Vanguard and wields a deck from the Royal Paladin clan. She doubles as a worker at Cardshop PSY and a member of Team Ultra-Rare, a pop idol singing group consisting of herself and her sisters. She is the second oldest, with Rekka Tatsunagi as the youngest and Suiko Tatsunagi as the oldest of the three. Her Avatar Unit is Fang of Light, Garmore.

    Sometime prior to the start of the series, Ultra-Rare was tasked with helping to protect Planet Cray from a crisis it was facing by locating and testing cardfighters that possessed the ability PSYqualia to help them. Their quest led them to encounter Aichi Sendou and Ren Suzugamori, users of the PSYqualia they were searching for. When Aichi was corrupted by PSYqualia, Kourin became concerned for his safety and attempted to save him from overusing it, only to be unsuccessful and pleading with his friends to do the job. While appearing serious and level headed, she shows she cares for Aichi quite a lot.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Kourin Tatsunagi

    Origin: Cardfight!! Vanguard

    Gender: Female

    Age: 16

    Classification: Cardfighter, Member of Ultra-Rare, Protector of Planet Cray

    Powers and Abilities:

    Imagination Manipulation, which also gives Kourin Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Enhanced Senses (Kourin can sense when a cardfighter possesses PSYqualia and when they are using it), Can act without a soul residing in her body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Silent Knight Gallatin, and many of Kourins's Units have mastery over swords, whips, etc.), Statistics Amplification through various means (All of Kourin's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Kourin has Units that have the ability to increase other Units strength, like Starlight Unicorn; Units with Trigger effects can give an additional boost in power to Units of Kourin's choice during battle, particularly Critical Trigger Units; Kourin's Snogal increases it's power for every other Snogal in the Rear-Guard; Kourin's Fang of Light Garmore increases his power for every Snogal or Brugal in battle; Kourin's Sphere Magus give additional power to the Unit that it boosts; Kourin's Blazer Idols give additional power to the Unit that it boosts; Kourin's Knight of the Harp, Tristan's power is increased when a Grade 3 is revealed during a drive check; Kourin's Crimson Butterfly Bridgette's power is increased when a Grade 3 is revealed during a drive check; Kourin's Brugal increases it's power for every other Brugal in the Rear-Guard; Kourin's Knight of Conviction Bors increases his power when he attacks), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units) , Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Explosion Manipulation (Kourin's Lady Bomb throws bombs as it's attacks), Fire Manipulation (Kourin's Crismon Butterfly Bridgette uses a fire sword), Water Manipulation (Kourin's Top Idol Flores can attack using bubbles), Magic (Kourin's Weather Girl Milk can unleash magic energy blasts), Sound Manipulation (Kourin's Top Idol Aqua can attack using sound waves), Summoning (Kourin's High Dog Breeder Akane can summon other Units to the Rear-Guard and passively via Superior Calls; Kourin's Beast Knight Garmore can summon Snogal and Brugal to the Rear-Guard), Elemental Intangbility (Kourn's Lake Maiden Mien is made of water), BFR (Kourin's Top Idol Flores can send an ally Rear-Guard Unit out of battle), Attack Negation (Kourin's Flash Shield Iseult and Battle Sister Chocolat, Perfect Guard Units, can negate attacks), Forcefield Creation (Kourin's's Yggdrasil Maiden Elaine can create forcefields; Kourin's Flash Shield Iseult can create forcefields; Kourin's Future Knight Liew can create forcefields), Energy Manipulation through various means (Kourin's Little Sage Maron can manipulate energy to launch energy blasts; Kourin's Yddrasil Maiden Elaine can unleash energy blasts), Electricity Manipulation through various means (Kourin's Silent Knight Gallatin can move as lightning; Kourin's Little Sage Maron can fire electrical blasts; Kourin's Brugal can release electricity through his mouth; Kouin's Maiden of Libra can unleash purple electrical blasts), True Flight (All of Kourin's Units can fly), Teleportation (All of Kourin's Royal Paladin Units can teleport to different locations across Planet Cray), Soul Manipulation through various means (Kourin has Units that are able to become souls and move into and out of "The Soul", like Future Knight Liew, Brugal and Sphere Magus, this would count as Self Soul Manipulation; Kourin has Units that are able to send other units into "The Soul", like Future Knight Liew; Kourin's Top Idol Flores and Bermuda Triangle Cadet Caravel can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Comparable and provided a notable challenge to Toshiki Kai and his Kagero deck in a cardfight; Kourin's Grade 2 Units are superior to her Grade 1 Units), Multi-Solar System level with Grade 3 Units (Kourin's Grade 3 Units are superior to her Grade 2 Units and has in her possession Fang of Light Garmore, her strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Kai's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with her soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Kourin is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of her Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces her already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Kourin is recognized early as an incredibly experienced cardfighter alongside, being able to have her skills earn praise from Ren Suzugamori, despite losing to the latter and his PSYqualia. She was also able to provide a challenge to Toshiki Kai at a later point. She is also able to have good mastery over decks that she only borrows for temporary use, such as the deck she used to fight Ren. The Units Kourin uses are also very skilled tacticians and strategists by participating in numerous battles with Kourin.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kourin has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladins

    • Bringer of Good Luck, Epona (x5; Critical Trigger Unit)
    • Flogal (Stand Trigger Unit)
    • Yggdrasil Maiden, Elaine (Heal Trigger Unit)
    • Future Knight, Liew (Critical Trigger Unit)
    • Alabaster Owl (x3; Crticial Trigger Unit)
    • Stardust Trumpeter
    • Brugal

    Other Units

    • Bermuda Triangle Cadet, Caravel (x3)
    • Oracle Guardian, Nike (x2; Critical Trigger Unit)
    • Dream Eater (Draw Trigger Unit)
    • Sphere Magus (x2; Heal Trigger Unit)

    Grade 1 Units

    Royal Paladins

    • Flash Shield, Iseult (x3)
    • Lake Maiden, Lien (x2)
    • Little Sage, Marron (x4)
    • Starlight Unicorn
    • Wingal
    • Snogal (x4)

    Other Units

    • Battle Sister, Chocolat (x2)
    • Blazer Idols (x2)
    • Weather Girl, Milk (x2)

    Grade 2 Units

    Royal Paladins

    • Knight of the Harp, Tristan (x3)
    • Beast Knight, Garmore
    • Knight of Silence, Gallatin (x2)
    • High Dog Breeder, Akane (x2)

    Other Units

    • Maiden of Libra (x2)
    • Top Idol, Aqua (x3)
    • Lady Bomb (x2)

    Grade 3 Units

    Royal Paladins

    • Fang of Light, Garmoe (x3)
    • Solitary Knight, Gancelot (x1)
    • Crimson Butterfly Bridgette
    • Stardrive Dragon
    • Knight of Conviction, Bors (x2)

    Other Units

    • Top Idol, Flores (x3)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Miwa's Page

    Taishi Miwa true render
    It's true that I do like watching you guys battle each other. But Kai didn't get that good at cardfighting by himself, you catch my drift? This'll be fun.
    ~ Miwa says before cardfighting Aichi

    Dragonic Overlord's Render
    It's time for you to burn everything in this world to ash with your apocolyptic fire! Dragonic Overlord!
    ~ Miwa says when calling Dragonic Overlord into battle

    Summary

    Taishi Miwa is a main character from Cardfight!! Vanguard. While he does not have an Avatar Unit, he wields a deck from the Kagero clan that's similar to Toshiki Kai's, his closest friend. He usually spends much of his time watching his friends cardfight, but he proves to be a formidable Cardfighter when taking on Aichi Sendou himself and he's regarded as Kai's training partner. Prior to the beginning of the series, Miwa and Kai used to be close friends before Kai moved away. After he moved back, despite Kai's cold-hearted behavior, Miwa still considers Kai his closest friend and goes to great lengths to help him.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Taishi Miwa

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 16

    Classification: Cardfighter

    Powers and Abilities:

    Imagination Manipulation, which also gives Miwa Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Miwa's Vortex Dragon can retire Units using fire blasts; Miwa's Berserk Dragon retires Rear-Guards into the drop zone when the Vanguard is a Kagero Unit; Miwa's Flame Seed Salamander retire's Grade 0 Units if he boosts a successful attack; Miwa's Heatnail Salamander retire's Grade 1 Units if he boosts a successful attack), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Dragonic Overlord, Dragon Knight Nahalem and many of Miwa's Units have mastery over swords, spears, lances, etc.), Statistics Amplification through various means (All of Miwa's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Miwa's choice during battle, particularly Critical Trigger Units; Miwa's Iron Tail Dragon can increase it's power when called into battle; Miwa's Vortex Dragon increase's its power whenever a Unit is moved into it's soul; Miwa's Chain Attack Sutherland increase it's power whenever an opponent's Rear-Guard is retired from battle; Miwa's Garnet Dragon Flash ncreases an ally Rear-Guard's power when making a successful attack), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again; Miwa's Dragonic Overlord has the ability to stand back up whenever it defeats an opponent Unit), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Many of Miwa's Units can manipulate and unleash fire-based attacks, like Dragonic Overlord and Vortex Dragon), Summoning (Miwa has Units that can summon other Units to the Rear-Guard and passively via Superior Calls), Attack Negation (Mwa's Wyvern Guard Barri, a Perfect Guard Unit, can negate attacks), Energy Manipulation through multiple means, Smoke Manipulation (Miwa's Dragon Knight, Nahalem can attack using smoke), Electricity Manipulation through various means (Miwa's Dragon Knight Nahalem can unleash purple electrical blasts; Miwa's Beserk Dragon can unleash electrical blasts), Soul Manipulation through various means (Miwa's Vortex Dragon can move other Units into "The Soul" when they're used as Vanguards, this would count as Soul Absorption; Miwa's Vortex Dragon can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, at least Large-Star level with Grade 1 & 2 Units (Is regarded to be strong enough to be Toshiki Kai's training partner, making his Kagero deck comparable to Kai's; Fought against Aichi Sendou and his Royal Paladin deck, making his Units comparable to Aichi's; Miwa's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Miwa's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Dragonic Overlord, his strongest Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Kai and Aichi's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, at least Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, at least Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring) | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters are able to summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: At least Gifted. Miwa is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. While Miwa for most of the series prefers to stand aside and watch his friends cardfight, he is regarded as very knowledgeable from early on by analyzing and deducing the strategies of opponents his friends cardfight against. In addition to that, his cardfighting experience is demonstrated when taking on Aichi for himself and when revealing to be the training partner that helped Toshiki Kai become the dominate cardfighter he is known to be in the series. The Units Miwa uses are also very skilled tacticians and strategists by participating in numerous battles with Miwa.

    Weaknesses: Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various different purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters are able to use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters are able to not only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and are able to use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game are able to also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding is able to be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) are able to weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units are able to use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray have the ability to completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalant to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Miwa has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Kagero

    • Lizard Runner, Undeux
    • Embodiement of Spear, Tahr (x2; Critical Trigger Unit)
    • Dragon Dancer, Monica (x2; Draw Trigger Unit)
    • Flame Seed Salamander (Stand Trigger Unit)
    • Dragon Munk Genjo (x2; Heal Trigger Unit)

    Grade 1 Units

    Kagero

    • Embodiment of Armor, Bahr (x2)
    • Heatnail Salamander
    • Iron Tail Dragon (x2)
    • Wyvern Guard, Barri (x2)

    Grade 2 Units

    Kagero

    • Berserk Dragon (x2)
    • Dragon Knight, Nahalem
    • Chain-attack Sutherland

    Grade 3 Units

    Kagero

    • Dragonic Overlord
    • Garnet Dragon, Flash
    • Vortex Dragon

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Feats Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Kiriya's Page

    Kiriya Bidou real render
    We play for Team Asteroid. Though everyone calls us The Brilliant Stars. My name is Kiriya Bidou, and i'm the captain. It's a pleasure to make your acquaintance.
    ~ Kiriya says when introducing his team to Q4

    Dusk Illusionist Robert

    Summary

    Kiriya Bidou is a minor character from Cardfight!! Vanguard and wields a deck from the Pale Moon clan. He is also a member and the leader of Team Asteroid Brilliant Stars, consisting of himself, Hiromi Miyoji, Harumi Minami and Ayumu Mihama. His team is the second strongest team of Cardfighters in Ren's Foo Fighter Organization. His Avatar Unit is Dusk Illusionist Robert.

    Kiriya works hard for Ren's approval to earn a spot on Asteroid's team, which becomes the catalyst for his hatred towards Aichi Sendou after learning Ren saw interest in Aichi and gave him a Shadow Paladin deck, the one Kiriya expected to receive. He planned to defeat Aichi in the second Vanguard National Championship to prove himself to Ren, only to fail and suffer a humiliating loss in the end.

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Kiriya Bidou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: Unknown, in his teens

    Classification: Cardfighter, Member of Team Asteroid Brilliant Stars, Leader

    Powers and Abilities:

    Imagination Manipulation, which also gives Kiriya Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle), Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery, Statistics Amplification through various means (All of Kiriya's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Kiriya's choice during battle, particularly Critical Trigger Units), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units)), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Aura, True Flight, Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Energy Manipulation, Water Manipulation (Kiriya's Spiral Master can control water), Explosion Manipulation (Kiriya's Dynamite Juggler controls barrels that explode), Mirror Manipulation (Kiriya's Mirror Demon can control mirrors), Phasing and Non-Corporeal (Kiriya's Mirror Demon can phase through mirrors and can convert itself into energy), Summoning (Kiriya's Midnight Bunny, Nightmare Doll Alice, and Mirror Demon can summon Units from "The Soul" to the Rear-Guard), Attack Negation (Kiriya's Hades Hypnotist, a perfect guard Unit, can negate attacks), Soul Manipulation through various means (Kiriya has Units that can move other Units into and out of "The Soul", like Dusk Illusionist Robert, Skull Juggler, Hades Ringmaster, Nightmare Doll Alice, Elephant Juggler, Rainbow Magician, Hungry Clown, and Midnight Bunny, this would also count as Soul Absorption; Kiriya's Nightmare Doll, Alice, Midnight Bunny, and Mirror Demon can move themselves into the "The Soul", this would count as Self Soul Manipulation; Kiriya's Dusk Illusionist Robert can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Self Soul Destruction; Kiriya's Dusk Illusionist Robert can send all of the Opponents Grade 1 or lower Rear-Guard into "The Soul" of the opponents Vanguard), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Superior to his teammates, one of whom who was able to defeat Misaki Tokura and her Oracle Think Tank deck without much issue; Is not too much weaker than Tetsu Shinjou and his Dark Irregulars deck; Kiriya's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Kiriya's Grade 3 Units are superior to his Grade 2 Units and has in his possession Dusk Illusionist Robert, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Misaki and Tetsu's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: At least Gifted, likely Genius. Kiriya is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Kiriya is recognized early as an incredibly experienced cardfighter alongside his teammates, being the strongest team in Ren's Foo Fighter Organization that hundreds of cardfighters fight to be on, right under Team Asteroid. Kiriya is very easily skilled enough to defeat many skilled Cardfighters, being superior in skill to his teammates, one of whom who handily defeated Misaki Tokura despite her use of her Photographic Memory. The Units Kiriya uses are also very skilled tacticians and strategists by participating in numerous battles with Kiriya.

    Weaknesses: Can be arrogant. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Kiriya has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Pale Moon

    • Hades Ringmaster
    • Dynamite Juggler (x2; Critical Trigger Unit)
    • Rainbow Magician (x2; Draw Trigger Unit)
    • Spiral Master (x2; Draw Trigger Unit)
    • Candy Clown (x2; Heal Trigger Unit)

    Grade 1 Units

    Pale Moon

    • Dark Metal Bicorn
    • Midnight Bunny (x2)
    • Skull Juggler
    • Hades Hypnotist (x2)

    Grade 2 Units

    Pale Moon

    • Barking Cerberus (x3)
    • Elephant Juggler
    • Hungry Clown
    • Mirror Demon

    Grade 3 Units

    Pale Moon

    • Dusk Illusionist Robert (x4)
    • Nightmare Doll, Alice (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Hiromi's Page

    Hiromi Miyoji true render
    So this is what a standing cyclone thunderbolt looks like. You know, I hate to admit it, but it's actually a beautiful sight.
    ~ Hiromi says before being defeated by Kamui

    Knight of Godly Speed Galahad
    Give me a gorgeous evolution! There's nothing you can do to catch up with me now! Knight of Godly Speed Galahad Superior Ride!
    ~ Hiromi says when superior riding Knight of Godly Speed Galahad

    Summary

    Hiromi Miyoji is a minor character from Cardfight!! Vanguard and wields a deck from the Royal Paladin clan. He is also a member of Team Asteroid Brilliant Stars, consisting of himself, Kiriya Bidou, Harumi Minami and Ayumu Mihama. His team is the second strongest team of Cardfighters in Ren's Foo Fighter Organization. His Avatar Unit is Knight of Godly Speed, Galahad. Hiromi tends to be a lover of beauty and treats all of his cardfights as "beautiful".

    Powers and Stats

    Tier: At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Grade 3 Units

    Name: Hiromi Miyoji

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: Unknown, in his teens

    Classification: Cardfighter, Member of Team Asteroid Brilliant Stars

    Powers and Abilities:

    Imagination Manipulation, which also gives Hiromi Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery, Statistics Amplification through various means (All of Hiromi's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Units with Trigger effects can give an additional boost in power to Units of Hiromi's choice during battle, particularly Critical Trigger Units; Hiromi's Young Pegasus Knight increases it's power every time a Unit is added to "The Soul"; Hiromi's Margal can increase another Royal Paladin Units power via entering "The Soul"; Hiromi's Great Sage Barron increases his power for every Unit sent to "The Soul"; Hiromi's Knight of Godly Speed Galahad increases his power when six or more Units are present in "The Soul"; Hiromi's Demon Slaying Knight, Lohengrin increases in power when Soul-Charging Units), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents), Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units), Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Limited Clairvoyance (Hiromi has Units that can preview the next Unit she would use in the future, like Drangal, Knight of Quests Galahad and Knight of Tribulations Galahad), Summoning (Hiromi's High Dog Breeder Akane can summon other Units to the Rear-Guard and passively via Superior Calls; Hiromi's Drangal, Knight of Quests Galahad and Knight of Tribulations Galahad can passively summon Units Superior Rides), Attack Negation (Hiromi's Flash Shield Iseult, a Perfect Guard Unit, can negate attacks), Forcefield Creation (Hiromi's Yggdrasil Maiden Elaine can create forcefields; Hiromi's Flash Shield Iseult can create forcefields), Energy Manipulation through various means (Hiromi's Little Sage Maron can manipulate energy to launch energy blasts; Hiromi's Yddrasil Maiden Elaine can unleash energy blasts), Electricity Manipulation (Hiromi's Little Sage Maron can fire electrical blasts; Hiromi's Great Sage Barron fires electrical blasts from his staff), True Flight (All of Hiromi's Units can fly), Teleportation (All of Hiromi's Royal Paladin Units can teleport to different locations across Planet Cray), Soul Manipulation through various means (Hiromi's Margal can move into "The Soul", this would count as Self Soul Manipulation; Hiromi's Knight of Tribulations Galahad and Demon Slaying Knight, Lohengrin can send other units into "The Soul", this would also count as Soul Absorption; Hiromi's Demon Slaying Knight, Lohengrin can destroy Units within "The Soul" and send them to the drop zone via Soul Blasts, this would count as Soul Destruction), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed

    Attack Potency: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units (Comparable to his teammates, one of whom who was able to defeat Misaki Tokura and her Oracle Think Tank deck without much issue; Comparable to and nearly defeated Kamui Katsuragi and his Nova Grapplers deck; Hiromi's Grade 2 Units are superior to his Grade 1 Units), Multi-Solar System level with Grade 3 Units (Hiromi's Grade 3 Units are superior to his Grade 2 Units and has in his possession Knight of Godly Speed Galahad, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray and explicitly require them to battle in cardfights, which would include Takuto’s soul, which traveled across the universe this quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights; Comparable to the speed of Misaki and Kamui's Units)

    Lifting Strength: Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Grade 3 Units

    Durability: At least Building level with Grade 0 Units, Large Star level with Grade 1 & 2 Units, Multi-Solar System level with Grade 3 Units (Units can withstand attacks from each other)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul (All cardfighters can summon Units from across Planet Cray to use them for battle) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: At least Gifted, likely Genius. Hiromi is a very skilled tactician and strategist, being able to easily develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Hiromi is recognized early as an incredibly experienced Cardfighter alongside his teammates, being the strongest team in Ren's Foo Fighter Organization that hundreds of Cardfighters fight to be on, right under Team Asteroid. Hiromi is very easily skilled enough to defeat many skilled Cardfighters, being on the same level of skill as his teammates, one of whom who handily defeated Misaki Tokura despite her use of her Photographic Memory. The Units Hiromi uses are also very skilled tacticians and strategists by participating in numerous battles with Hiromi.

    Weaknesses: Can be arrogant. Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using the power given in shield values which are combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents' attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents' Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.

    Notable Units: The following is a list of all Units and decks that Hiromi has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladin

    • Drangal
    • Pixie Fife and Drum (Stand Trigger Unit)
    • Alabaster Owl (x2; Critical Trigger Unit)
    • Yggdrasil Maiden Elaine (x2; Heal Trigger Unit)
    • Margal (x2; Draw Trigger Unit)

    Grade 1 Units

    Royal Paladin

    • Knight of Quests, Galahad
    • Flash Shield, Iseult x1
    • Young Pegasus Knight (x2)

    Little Sage, Marron (x2)

    Grade 2 Units

    Royal Paladin

    • Knight of Tribulations, Galahad
    • Great Sage, Barron
    • High Dog Breeder, Akane (x2)

    Grade 3 Units

    Royal Paladin

    • Knight of Godly Speed, Galahad (x2)
    • Demon Slaying Knight, Lohengrin

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Feats Blog (1)

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Christopher's Page

    Christopher Lo png

    Because this deck is a part of me. They're both my avatars in their own way. Combining my best and worst. The part of me that searched for a new power, and the part that found inner purpose. The path I walk to lead me to myself.
    ~ Aichi says to Ren

    Christopher Lo's PSYqualia

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Void Empowered Christopher

    School Hunter, Leo-Pald

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Battler of the Twin Brush, Polaris

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Summary

    Christopher Lo is a character from Cardfight!! Vanguard, user of PSYqualia and is a wielder of decks from both the Royal and Shadow Paladin clans. He is also a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Toshiki Kai, Misaki Tokura, and Kamui Katsuragi. Eventually, he becomes the leader of the team and leads Q4 to become Japan's National Champions. His Avatar Units are Blaster Blade, Blaster Dark and Majesty Lord Blaster.

    Aichi used to be a timid third-year middle school student who has always lived his life looking backwards rather than forward. When he was younger, he was a lonely boy who was frequently bullied at school. However, he has a card called “Blaster Blade” that was given to him by Toshiki Kai. When still a friendly teenager, Kai told him when giving him Blaster Blade to imagine himself big and strong, like the royal knight depicted on the card. Aichi couldn't picture himself any stronger at that moment, but the card gave him courage and was the sole thing that sustained him from then on. Then as a cool-hearted high schooler, Kai encounters Aichi again when Aichi's Blaster Blade gets stolen and Kai wins it in a cardfight. Determined to get his card back, Aichi challenges Kai to a battle, which Kai surprisingly accepts. Kai then introduces Aichi to the trading card game called "Cardfight!! Vanguard", a game that takes place on a different planet called "Cray" and is popular throughout the world. Once defeating Kai in his very first cardfight, Aichi immediately likes Vanguard, so he begins to play it with his friends Misaki Tokura and Kamui Katsuragi, and others like his new rival Kai, who is one of the best Vanguard players. When starting to play Vanguard, he believes more in himself, becoming a powerful Vanguard Fighter that leads him to become one of the strongest players in the game, even being capable of defeating Ren Suzugamori to help Team Q4 win the national tournament. Aichi begins to enjoy a fulfilling life as he delves deeper into Vanguard and makes it his primary goal throughout the series to become a stronger fighter. So he plays every day and he strives with all his heart and soul to play better, so he can once again battle Kai and have him recognize his worth.

    Powers and Stats

    Tier: At least 4-A as a spirit | At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Blaster Blade, Blaster Dark and Grade 3 Units

    Name: Aichi Sendou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 15 (Beginning of Series - Asia Circuit), 16 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4, Leader of Team Q4, PSYqualia user

    Powers and Abilities:

    Imagination Manipulation, which also gives Aichi Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Telepathy (Aichi is able to telepathically communicate with his Units from Planet Cray and can hear their voices), Enhanced Senses (Aichi is able to sense Ren's PSYqualia being used and can also see the winning images Ren creates with it to forsee what Ren sees), Multiple Personalities (Aichi has a dark alter-ego that was created through using PSYqualia), Light and Darkness Manipulation (Aichi fused 2 Units of light and darkness together to create Majesty Lord Blaster), Subjective Reality and Soul Manipulation (Even without PSYqualia, Aichi can place his and Ren's souls within imaginations he creates, even when Ren has his PSYqualia in use; Aichi can forcefully summon and ride Units he wants, like Soul Saver Dragon, just by imagining himself doing it; Aichi can forcefully separate his soul from Units he's forced to fuse with, such as Blaster Dark), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Aichi's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Precognition, Information Analysis, Reality Warping, and Fear Inducement (Aichi is able to overcome Ren's use of PSYqualia and prevent his winning image from becoming reality or from Ren forseeing what Aichi will do; Also acts as Power Bestowal as any Unit Aichi uses will be protected by his resistance)

    Higher level Imagination Manipulation (Aichi can create imaginations on Planet Cray for him and his Units, in the form of Winning Images), Telepathy (Aichi can telepathically communicate with other PSYqualia users using his own PSYqualia, such as Ren Suzugamori; Aichi's telepathic connection with his Units is stronger through PSYqualia), Dream Manipulation (As a PSYqualia user, Aichi can talk to his Units in his dreams), Fate Manipulation, Causality Manipulation, Precognition, Reality Warping and Information Analysis (Using PSYqualia, Aichi is able to alter and manipulate the fate of his cardfights by imagining how he wins with his Units and making that imagination become reality, in the form of "Winning Images"; By altering fate with his winning images, Aichi can also forsee the entire cardfight from start to finish, leading up to his desired outcome being the end result; PSYqualia is able to create a complete winning strategy around the Unit's skills and capabilities it's user imagines they win with, even if they have never used them before and also allows the user to fully understand the power of the Units they use; PSYqualia synchronizes it's users actions with the actions of their Units to cause world-changing events on Planet Cray; PSYqualia in the past has been given to people from different worlds to determine the outcome of situations on Planet Cray that Cray's inhabitants could not resolve on their own), Subjective Reality and Soul Manipulation (Aichi is able to project not only his own soul, but the souls of others, into the imaginations he creates with PSYqualia and they can interact inside of it; Even when just using PSYqualia as a catalyst, Aichi can forcefully make odds go in his favor such as forcefully riding a Unit of his like his Soul Saver Dragon or altering the result of a cardfight with him being the winner using his imagination), Aura, Fear Inducement (PSYqualia users can make the opponent constantly feel fear towards them by reminding them of what they are afraid of just with their presence; Even before Aichi discovered he possessed PSYqualia, he made Kyou and his teammates feel fear by reminding them of Ren Suzugamori to the point where Kyou could not stop imagining Ren just by Aichi using PSYqualia; This has shown to work on souls as Kyou's soul on Planet Cray saw Aichi's transform into Ren, which terrified both Kyou's soul and his physical body back on Earth), Enhanced Senses (Aichi can not only sense the presence of others with his PSYqualia, but can also feel the power of the Units he uses), Pain Manipulation (When PSYqualia users place others souls within imaginations they create and they are attacked, it inflicts equal pain to the owner's physical body), Accelerated Development (PSYqualia allowed Aichi to instantly master his new Shadow Paladin deck, a deck he never used before, after just receiving it), Aichi's PSYqualia can also activate on its own against his will even when he doesn't intend to actively activate it (though he can stop it from being used) and it can activate in accordance to the user's emotional responses or when the user is in danger, Can use PSYqualia with his soul, Can share his winning images with his Units to apply his PSYqualia's effects to them (also acts as Power Bestowal)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Aichi's Blaster Blade and Blaster Dark can retire Units using energy blasts) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Blaster Blade, Blaster Dark, Silent Knight Gallatin, Blaster Javelin, Knight of Truth Gordon and many of Aichi's Units have mastery over swords, whips, etc.), Darkness Manipulation (All of Aichi's Shadow Paladins can manipulate darkness), Statistics Amplification through various means (All of Aichi's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Aichi has Units that have the ability to increase other Units strength, like Starlight Unicorn; Units with Trigger effects can give an additional boost in power to Units of Aichi's choice during battle, particularly Critical Trigger Units; Aichi has Units that can increase their power even further when being boosted by certain Units, like Blaster Blade when being boosted by Wingal or Blaster Dark when being boosted by Doranbau; Aichi's King of Knight's, Alfred increases it's power for every Rear-Guard Unit Aichi has in battle; Aichi's Knight of Truth Gordon is able to double it's defensive power when guarding attacks; Aichi's Soul Saver Dragon can increase the power of multiple Units with Holy Charging Roar via a Soul Blast and can passively increase it's power whenever it attacks; Aichi's Solitary Knight Gancelot increases its power when Blaster Blade is in "The Soul"; Aichi's Young Pegasus Knight increases it's power every time a Unit is added to "The Soul"; Aichi's Swordsman of the Blaze, Palamedes and Swordsman of the Explosive Flames Palamedes passively increase in power whenever they attack as long as at least 2 Grade 3 Royal Paladins are in battle; Aichi's Margal can increase another Royal Paladin Units power via entering "The Soul"; Aichi's Blaster Javelin, Blaster Dark, and Phantom Blaster Dragon can passively increase in power when having specific Units in their souls; Phantom Blaster Dragon can increase it's power by sacrificing 3 Units via Corrupted Charging Lance; Aichi's Knight of Friendship, Kay and Knight of Loyalty, Bedivere increase in power when Blaster Blade is the Vanguard; Aichi's Majesty Lord Blaster increases his power as a Vanguard when Blaster Blade and Blaster Dark are in "The Soul"), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents) Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units) , Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Aichi's Knight of Rose Morgana can attack with fire using her sword), Smoke Manipulation (Aichi's Grim Reaper can manipulate smoke), Summoning (Aichi has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, like King of Knights, Alfred, Gigantic Charger, High Dog Breeder, Akane, and Dark Mage Badhabh Caar; Aichi's Alfred Early can passively summon Blaster Blade to the Rear-Guard from "The Soul" via a Superior Call), Limited Clairvoyance (Aichi's Dark Mage Badhabh Caar can preview the next Unit Aichi would actively call forth in the future), Attack Negation (Aichi has Perfect Guard Units that can negate attacks, like Flash Shield Iseult and Dark Shield, Mac Lir), Forcefield Creation (Aichi's Yggdrasil Maiden Elaine can create forcefields; Aichi's Flash Shield Iseult can create forcefields; Aichi's Future Knight Liew can create forcefields), Dark Magic (Aichi's Skull Witch Nemain has dark magic abilities as attacks; Aichi's Black Sage Charon can attack with dark magic energy blasts), Spirit Creation (Aichi's Dark Mage Badhabh Caar can create spirits to use as an attack), Energy Manipulation through various means (Aichi's Little Sage Maron can manipulate energy to launch energy blasts; Aichi's Blaster Blade has sword beam and can unleash energy blasts; Aichi's Gigantic Charger can unleash energy waves that also bypass durability; Aichi's Soul Saver Dragon can unleash energy blasts; Aichi's Yddrasil Maiden Elaine can unleash energy blasts; Aichi's King of Knights Alfred has sword beam), Energy Absorption (Blaster Blade can absorb energy with his sword), Vibration Manipulation (Aichi's King of Knight's, Alfred can attack using shockwaves), Electricity Manipulation through various means (Aichi has Units that can move as lightning, like Blaster Blade, Silent Knight Gallatin, and Soul Saver Dragon; Aichi's Little Sage Maron can fire electrical blasts; Aichi's Soul Saver Dragon can fire electrical blasts; Aichi's Skull Witch Nemain can manipulate electricity; Aichi's Dark Mage Badhabh Caar can electrocute targets that are attacked by the souls he creates), True Flight (All of Aichi's Units can fly), Teleportation (All of Aichi's Royal Paladin Units can teleport to different locations across Planet Cray; Aichi's Blaster Dark can teleport to different locations across Planet Cray and Black Sage Charon has short-ranged teleportation), Purification (Aichi's Majesty Lord Blaster can absorb the darkness and evil out of Ren's soul with his sword), Soul Manipulation through various means (Aichi has Units that are able to become souls and move into and out of "The Soul", like Barcgal, Pongal and Future Knight Liew; Aichi has Units that are able to send other units into "The Soul", like Future Knight Liew; Aichi has Units that are able to destroy the Units within "The Soul" of the Vanguard to activate abilities via Soul Blasts like Soul Saver Dragon, this would count as Soul Destruction; Aichi's Dark Mage Badhabh Caar can manipulate souls as attacks; Aichi's Alfred Early can call forth Blaster Blade to the Rear-Guard from "The Soul"; Aichi's Majesty Lord Blaster can move Blaster Blade and Blaster Dark into "The Soul", this would count as Soul Absorption), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Aichi's Majesty Lord Blaster power as a Vanguard stays continuously fixated at all times by having both Blaster Blade and Blaster Dark in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Multi-Solar System level as a spirit (Aichi's soul is strong enough to free himself from Ren's Phantom Blaster Dragon's grip; PSYqualia users are able to feel the power of the Units in their decks and become empowered by them) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units (Superior to Ren and his Shadow Paladin deck, making his Units stronger than Ren's; Aichi's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Blaster Blade, Blaster Dark and Grade 3 Units (Holds in his possession Blaster Blade and Blaster Dark, who are among the strongest Units in their respective clans and are Aichi's signature avatar Units; Aichi's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Majesty Lord Blaster, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ as a spirit (Should be at least comparable to Takuto, who's soul traveled across the universe quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights) | Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray, explicitly requiring them in order to battle in cardfights; Aichi's Units have shown to be fast enough to attack his soul; Superior to the speed of Ren's Units)

    Lifting Strength: Below Average Human, Pre-Stellar with his soul | Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class, Large Star Class with his soul | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Blaster Blade, Blaster Dark & Grade 3 Units

    Durability: At least Large-Star level as a spirit (Aichi's soul can withstand direct attacks from Blaster Dark and Phantom Blaster Dragon and receive only minor damage) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Blaster Blade, Blaster Dark, and Grade 3 Units (Units can withstand attacks from each other; Units are more durable than Aichi's soul)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods of time without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul to low-multiversal with PSYqualia (All cardfighters are able to summon Units from across Planet Cray to use them for cardfights; PSYqualia users can manipulate fate on both Earth and Planet Cray, the latter being in a different universe; PSYqualia users can send their's and others souls into imaginations they create on Planet Cray with their Units) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Blaster Blade, Blaster Dark, and Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Aichi is a very skilled tactician and strategist, being able to quickly develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Aichi is also a very quick learner as he was able to defeat Toshiki Kai when first learning about Cardfight!! Vanguard and he learns from previous mistakes to better execute attacks and strategies the next time while playing the game. As he delves deeper into Cardfight!! Vanguard, Aichi becomes skilled enough to defeat many skilled Cardfighters, even being skilled enough to defeat Cardfighters who could become National Champions, like Kenji Mitsusada and Ren Suzugamori, the latter being someone even Kai could not defeat at the time. Or surpass Misaki Tokura, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies. Aichi's PSYqualia greatly reinforces his already great intelligence even further with the ability to see into the future and see entire cardfights from start to finish when altering their outcomes with the winning images he creates with imagination. Not only that, PSYqualia also allows Aichi to have a full understanding and complete mastery over any clan/deck he uses or is given the moment he obtains them, just as he instantly mastered the Shadow Paladin deck he received from Ren and fully understood the Unit's powers and skills just by being given the deck. In addition to this, when selecting a Unit to determine the outcome of a cardfight through a Winning Image, PSYqualia also formulates an entire winning strategy around the Unit for the user simultaneously. However, PSYqualia can make Aichi quite arrogant. The Units Aichi uses are also very skilled tacticians and strategists by participating in numerous battles with Aichi.

    Weaknesses: Aichi is quite shy and can tend to be easily discouraged in his abilities when a strategy he develops fails to succeed (though this has lessened during the series). When using PSYqualia, Aichi can become quite arrogant by believing he has no equal with PSYqualia and will completely rely on PSYqualia the moment he uses it (though this makes him take cardfights seriously enough to crush his opponents and when facing another PSYqualia user, Aichi is clever enough to know previous tactics with using PSYqualia won't be absolutely successful). Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.


    PSYqualia: Aichi's greatest and most effective ability as a cardfighter. PSY Qualia (PSYクオリア) is a set of loosely-defined powers that can alter the outcome of a vanguard cardfight for the wielder. PSYqualia is a major factor behind the actions of Ultra Rare and Ren Suzugamori's Foo Fighters. PSYqualia also has the capability of syncing a wielder's cardfight with the actions of their Unit's, which can cause world-changing events on Planet Cray. Visit the Powers & Abilities section to see PSYqualia's capabilities.

    • Aichi using his PSYqualia
    • Aichi frightening Kyou with his PSYqualia
    • Aichi reminding Kyou of Ren
    • Aichi's dark personality using PSYqualia
    • Aichi's newly created dark personality
    • Aichi holding his new Shadow Paladin's
    • Aichi using PSYqualia fully activated
    • Aichi going power hungry with PSYqualia
    • Aichi using PSYqualia against Kai
    • Aichi's soul using PSYqualia
    • Aichi's PSYqualia awakens from his anger
    • Aichi using PSYqualia against Ren
    • Aichi using PSYqualia as Blaster Dark
    • Aichi and Ren using their PSYqualia as their Avatars










    Notable Units: The following is a list of all Units and decks that Aichi has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladins

    • Barcgal
    • Stardust Trumpeter (x2)
    • Wingal Brave
    • Alabaster Owl (Critical Trigger Unit)
    • Bringer of Good Luck, Epona (x2; Critical Trigger Unit)
    • Flogal (x2; Stand Trigger Unit)
    • Future Knight, Liew (x2; Critical Trigger Unit)
    • Margal (x2; Draw Trigger Unit)
    • Weapons Dealer, Govannon (Draw Trigger Unit)
    • Silent Sage, Sharon (x2; Stand Trigger Unit)
    • Yggdrasil Maiden, Elaine (x4; Heal Trigger Unit)

    Shadow Paladins

    • Fullbau
    • Grim Reaper (x3; Critical Trigger Unit)
    • Abyss Freezer (x2: Draw Trigger Unit)
    • Darkside Trumpeter (Stand Trigger Unit)
    • Abyss Healer (x4; Heal Trigger Unit)

    Grade 1 Units

    Royal Paladins

    • Flash Shield, Iseult (x2)
    • Knight of Friendship, Kay (x3)
    • Knight of Rose, Morgana (x2)
    • Lake Maiden, Lien (x2)
    • Little Sage, Marron (x3)
    • Pongal (x2)
    • Starlight Unicorn (x2)
    • Wingal (x3)
    • Young Pegasus Knight (x2)

    Shadow Paladins

    • Blaster Javelin (x2)
    • Black Sage, Charon (x2)
    • Dark Shield, Mac Lir (x2)
    • Doranbau (x2)
    • Witch of Nostrum, Arianrhod (x2)

    Grade 2 Units

    Royal Paladins

    • Blaster Blade
    • Gigantech Dozer
    • Great Sage, Barron
    • High Dog Breeder, Akane
    • Knight of Loyalty, Bedivere
    • Knight of Silence, Gallatin (x2)
    • Knight of the Harp, Tristan (x2)
    • Knight of Truth, Gordon
    • Star Call Trumpeter (x2)
    • Swordsman of the Blaze, Palamedes

    Shadow Paladins

    • Blaster Dark (x2)
    • Knight of Darkness, Rugos (x3)
    • Skull Witch, Nemain (x3)

    Grade 3 Units

    Royal Paladins

    • Alfred Early
    • Gigantech Charger (x2)
    • King of Knights, Alfred
    • Majesty Lord Blaster
    • Solitary Knight, Gancelot (x2)
    • Soul Saver Dragon (x2)
    • Swordsman of the Explosive Flames, Palamedes

    Shadow Paladins

    • Dark Metal Dragon
    • Phantom Blaster Dragon (x2)
    • Dark Mage, Badhabh Caar (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Leon's Page

    Leon Soryu Asia Circuit PNG

    Because this deck is a part of me. They're both my avatars in their own way. Combining my best and worst. The part of me that searched for a new power, and the part that found inner purpose. The path I walk to lead me to myself.
    ~ Aichi says to Ren

    Leon's PSYqualia

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Blue Storm Dragon, Maelstrom (Full Art)

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Blue Storm Dragon, Glory Maelstrom

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Summary

    Christopher Lo is a character from Cardfight!! Vanguard, user of PSYqualia and is a wielder of decks from both the Royal and Shadow Paladin clans. He is also a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Toshiki Kai, Misaki Tokura, and Kamui Katsuragi. Eventually, he becomes the leader of the team and leads Q4 to become Japan's National Champions. His Avatar Units are Blaster Blade, Blaster Dark and Majesty Lord Blaster.

    Aichi used to be a timid third-year middle school student who has always lived his life looking backwards rather than forward. When he was younger, he was a lonely boy who was frequently bullied at school. However, he has a card called “Blaster Blade” that was given to him by Toshiki Kai. When still a friendly teenager, Kai told him when giving him Blaster Blade to imagine himself big and strong, like the royal knight depicted on the card. Aichi couldn't picture himself any stronger at that moment, but the card gave him courage and was the sole thing that sustained him from then on. Then as a cool-hearted high schooler, Kai encounters Aichi again when Aichi's Blaster Blade gets stolen and Kai wins it in a cardfight. Determined to get his card back, Aichi challenges Kai to a battle, which Kai surprisingly accepts. Kai then introduces Aichi to the trading card game called "Cardfight!! Vanguard", a game that takes place on a different planet called "Cray" and is popular throughout the world. Once defeating Kai in his very first cardfight, Aichi immediately likes Vanguard, so he begins to play it with his friends Misaki Tokura and Kamui Katsuragi, and others like his new rival Kai, who is one of the best Vanguard players. When starting to play Vanguard, he believes more in himself, becoming a powerful Vanguard Fighter that leads him to become one of the strongest players in the game, even being capable of defeating Ren Suzugamori to help Team Q4 win the national tournament. Aichi begins to enjoy a fulfilling life as he delves deeper into Vanguard and makes it his primary goal throughout the series to become a stronger fighter. So he plays every day and he strives with all his heart and soul to play better, so he can once again battle Kai and have him recognize his worth.

    Powers and Stats

    Tier: At least 4-A as a spirit | At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Blaster Blade, Blaster Dark and Grade 3 Units

    Name: Aichi Sendou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 15 (Beginning of Series - Asia Circuit), 16 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4, Leader of Team Q4, PSYqualia user

    Powers and Abilities:

    Imagination Manipulation, which also gives Aichi Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Telepathy (Aichi is able to telepathically communicate with his Units from Planet Cray and can hear their voices), Enhanced Senses (Aichi is able to sense Ren's PSYqualia being used and can also see the winning images Ren creates with it to forsee what Ren sees), Multiple Personalities (Aichi has a dark alter-ego that was created through using PSYqualia), Light and Darkness Manipulation (Aichi fused 2 Units of light and darkness together to create Majesty Lord Blaster), Subjective Reality and Soul Manipulation (Even without PSYqualia, Aichi can place his and Ren's souls within imaginations he creates, even when Ren has his PSYqualia in use; Aichi can forcefully summon and ride Units he wants, like Soul Saver Dragon, just by imagining himself doing it; Aichi can forcefully separate his soul from Units he's forced to fuse with, such as Blaster Dark), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Aichi's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Precognition, Information Analysis, Reality Warping, and Fear Inducement (Aichi is able to overcome Ren's use of PSYqualia and prevent his winning image from becoming reality or from Ren forseeing what Aichi will do; Also acts as Power Bestowal as any Unit Aichi uses will be protected by his resistance)

    Higher level Imagination Manipulation (Aichi can create imaginations on Planet Cray for him and his Units, in the form of Winning Images), Telepathy (Aichi can telepathically communicate with other PSYqualia users using his own PSYqualia, such as Ren Suzugamori; Aichi's telepathic connection with his Units is stronger through PSYqualia), Dream Manipulation (As a PSYqualia user, Aichi can talk to his Units in his dreams), Fate Manipulation, Causality Manipulation, Precognition, Reality Warping and Information Analysis (Using PSYqualia, Aichi is able to alter and manipulate the fate of his cardfights by imagining how he wins with his Units and making that imagination become reality, in the form of "Winning Images"; By altering fate with his winning images, Aichi can also forsee the entire cardfight from start to finish, leading up to his desired outcome being the end result; PSYqualia is able to create a complete winning strategy around the Unit's skills and capabilities it's user imagines they win with, even if they have never used them before and also allows the user to fully understand the power of the Units they use; PSYqualia synchronizes it's users actions with the actions of their Units to cause world-changing events on Planet Cray; PSYqualia in the past has been given to people from different worlds to determine the outcome of situations on Planet Cray that Cray's inhabitants could not resolve on their own), Subjective Reality and Soul Manipulation (Aichi is able to project not only his own soul, but the souls of others, into the imaginations he creates with PSYqualia and they can interact inside of it; Even when just using PSYqualia as a catalyst, Aichi can forcefully make odds go in his favor such as forcefully riding a Unit of his like his Soul Saver Dragon or altering the result of a cardfight with him being the winner using his imagination), Aura, Fear Inducement (PSYqualia users can make the opponent constantly feel fear towards them by reminding them of what they are afraid of just with their presence; Even before Aichi discovered he possessed PSYqualia, he made Kyou and his teammates feel fear by reminding them of Ren Suzugamori to the point where Kyou could not stop imagining Ren just by Aichi using PSYqualia; This has shown to work on souls as Kyou's soul on Planet Cray saw Aichi's transform into Ren, which terrified both Kyou's soul and his physical body back on Earth), Enhanced Senses (Aichi can not only sense the presence of others with his PSYqualia, but can also feel the power of the Units he uses), Pain Manipulation (When PSYqualia users place others souls within imaginations they create and they are attacked, it inflicts equal pain to the owner's physical body), Accelerated Development (PSYqualia allowed Aichi to instantly master his new Shadow Paladin deck, a deck he never used before, after just receiving it), Aichi's PSYqualia can also activate on its own against his will even when he doesn't intend to actively activate it (though he can stop it from being used) and it can activate in accordance to the user's emotional responses or when the user is in danger, Can use PSYqualia with his soul, Can share his winning images with his Units to apply his PSYqualia's effects to them (also acts as Power Bestowal)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Aichi's Blaster Blade and Blaster Dark can retire Units using energy blasts) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Blaster Blade, Blaster Dark, Silent Knight Gallatin, Blaster Javelin, Knight of Truth Gordon and many of Aichi's Units have mastery over swords, whips, etc.), Darkness Manipulation (All of Aichi's Shadow Paladins can manipulate darkness), Statistics Amplification through various means (All of Aichi's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Aichi has Units that have the ability to increase other Units strength, like Starlight Unicorn; Units with Trigger effects can give an additional boost in power to Units of Aichi's choice during battle, particularly Critical Trigger Units; Aichi has Units that can increase their power even further when being boosted by certain Units, like Blaster Blade when being boosted by Wingal or Blaster Dark when being boosted by Doranbau; Aichi's King of Knight's, Alfred increases it's power for every Rear-Guard Unit Aichi has in battle; Aichi's Knight of Truth Gordon is able to double it's defensive power when guarding attacks; Aichi's Soul Saver Dragon can increase the power of multiple Units with Holy Charging Roar via a Soul Blast and can passively increase it's power whenever it attacks; Aichi's Solitary Knight Gancelot increases its power when Blaster Blade is in "The Soul"; Aichi's Young Pegasus Knight increases it's power every time a Unit is added to "The Soul"; Aichi's Swordsman of the Blaze, Palamedes and Swordsman of the Explosive Flames Palamedes passively increase in power whenever they attack as long as at least 2 Grade 3 Royal Paladins are in battle; Aichi's Margal can increase another Royal Paladin Units power via entering "The Soul"; Aichi's Blaster Javelin, Blaster Dark, and Phantom Blaster Dragon can passively increase in power when having specific Units in their souls; Phantom Blaster Dragon can increase it's power by sacrificing 3 Units via Corrupted Charging Lance; Aichi's Knight of Friendship, Kay and Knight of Loyalty, Bedivere increase in power when Blaster Blade is the Vanguard; Aichi's Majesty Lord Blaster increases his power as a Vanguard when Blaster Blade and Blaster Dark are in "The Soul"), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents) Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units) , Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Aichi's Knight of Rose Morgana can attack with fire using her sword), Smoke Manipulation (Aichi's Grim Reaper can manipulate smoke), Summoning (Aichi has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, like King of Knights, Alfred, Gigantic Charger, High Dog Breeder, Akane, and Dark Mage Badhabh Caar; Aichi's Alfred Early can passively summon Blaster Blade to the Rear-Guard from "The Soul" via a Superior Call), Limited Clairvoyance (Aichi's Dark Mage Badhabh Caar can preview the next Unit Aichi would actively call forth in the future), Attack Negation (Aichi has Perfect Guard Units that can negate attacks, like Flash Shield Iseult and Dark Shield, Mac Lir), Forcefield Creation (Aichi's Yggdrasil Maiden Elaine can create forcefields; Aichi's Flash Shield Iseult can create forcefields; Aichi's Future Knight Liew can create forcefields), Dark Magic (Aichi's Skull Witch Nemain has dark magic abilities as attacks; Aichi's Black Sage Charon can attack with dark magic energy blasts), Spirit Creation (Aichi's Dark Mage Badhabh Caar can create spirits to use as an attack), Energy Manipulation through various means (Aichi's Little Sage Maron can manipulate energy to launch energy blasts; Aichi's Blaster Blade has sword beam and can unleash energy blasts; Aichi's Gigantic Charger can unleash energy waves that also bypass durability; Aichi's Soul Saver Dragon can unleash energy blasts; Aichi's Yddrasil Maiden Elaine can unleash energy blasts; Aichi's King of Knights Alfred has sword beam), Energy Absorption (Blaster Blade can absorb energy with his sword), Vibration Manipulation (Aichi's King of Knight's, Alfred can attack using shockwaves), Electricity Manipulation through various means (Aichi has Units that can move as lightning, like Blaster Blade, Silent Knight Gallatin, and Soul Saver Dragon; Aichi's Little Sage Maron can fire electrical blasts; Aichi's Soul Saver Dragon can fire electrical blasts; Aichi's Skull Witch Nemain can manipulate electricity; Aichi's Dark Mage Badhabh Caar can electrocute targets that are attacked by the souls he creates), True Flight (All of Aichi's Units can fly), Teleportation (All of Aichi's Royal Paladin Units can teleport to different locations across Planet Cray; Aichi's Blaster Dark can teleport to different locations across Planet Cray and Black Sage Charon has short-ranged teleportation), Purification (Aichi's Majesty Lord Blaster can absorb the darkness and evil out of Ren's soul with his sword), Soul Manipulation through various means (Aichi has Units that are able to become souls and move into and out of "The Soul", like Barcgal, Pongal and Future Knight Liew; Aichi has Units that are able to send other units into "The Soul", like Future Knight Liew; Aichi has Units that are able to destroy the Units within "The Soul" of the Vanguard to activate abilities via Soul Blasts like Soul Saver Dragon, this would count as Soul Destruction; Aichi's Dark Mage Badhabh Caar can manipulate souls as attacks; Aichi's Alfred Early can call forth Blaster Blade to the Rear-Guard from "The Soul"; Aichi's Majesty Lord Blaster can move Blaster Blade and Blaster Dark into "The Soul", this would count as Soul Absorption), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Aichi's Majesty Lord Blaster power as a Vanguard stays continuously fixated at all times by having both Blaster Blade and Blaster Dark in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Multi-Solar System level as a spirit (Aichi's soul is strong enough to free himself from Ren's Phantom Blaster Dragon's grip; PSYqualia users are able to feel the power of the Units in their decks and become empowered by them) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units (Superior to Ren and his Shadow Paladin deck, making his Units stronger than Ren's; Aichi's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Blaster Blade, Blaster Dark and Grade 3 Units (Holds in his possession Blaster Blade and Blaster Dark, who are among the strongest Units in their respective clans and are Aichi's signature avatar Units; Aichi's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Majesty Lord Blaster, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ as a spirit (Should be at least comparable to Takuto, who's soul traveled across the universe quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights) | Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray, explicitly requiring them in order to battle in cardfights; Aichi's Units have shown to be fast enough to attack his soul; Superior to the speed of Ren's Units)

    Lifting Strength: Below Average Human, Pre-Stellar with his soul | Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class, Large Star Class with his soul | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Blaster Blade, Blaster Dark & Grade 3 Units

    Durability: At least Large-Star level as a spirit (Aichi's soul can withstand direct attacks from Blaster Dark and Phantom Blaster Dragon and receive only minor damage) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Blaster Blade, Blaster Dark, and Grade 3 Units (Units can withstand attacks from each other; Units are more durable than Aichi's soul)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods of time without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul to low-multiversal with PSYqualia (All cardfighters are able to summon Units from across Planet Cray to use them for cardfights; PSYqualia users can manipulate fate on both Earth and Planet Cray, the latter being in a different universe; PSYqualia users can send their's and others souls into imaginations they create on Planet Cray with their Units) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Blaster Blade, Blaster Dark, and Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Aichi is a very skilled tactician and strategist, being able to quickly develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Aichi is also a very quick learner as he was able to defeat Toshiki Kai when first learning about Cardfight!! Vanguard and he learns from previous mistakes to better execute attacks and strategies the next time while playing the game. As he delves deeper into Cardfight!! Vanguard, Aichi becomes skilled enough to defeat many skilled Cardfighters, even being skilled enough to defeat Cardfighters who could become National Champions, like Kenji Mitsusada and Ren Suzugamori, the latter being someone even Kai could not defeat at the time. Or surpass Misaki Tokura, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies. Aichi's PSYqualia greatly reinforces his already great intelligence even further with the ability to see into the future and see entire cardfights from start to finish when altering their outcomes with the winning images he creates with imagination. Not only that, PSYqualia also allows Aichi to have a full understanding and complete mastery over any clan/deck he uses or is given the moment he obtains them, just as he instantly mastered the Shadow Paladin deck he received from Ren and fully understood the Unit's powers and skills just by being given the deck. In addition to this, when selecting a Unit to determine the outcome of a cardfight through a Winning Image, PSYqualia also formulates an entire winning strategy around the Unit for the user simultaneously. However, PSYqualia can make Aichi quite arrogant. The Units Aichi uses are also very skilled tacticians and strategists by participating in numerous battles with Aichi.

    Weaknesses: Aichi is quite shy and can tend to be easily discouraged in his abilities when a strategy he develops fails to succeed (though this has lessened during the series). When using PSYqualia, Aichi can become quite arrogant by believing he has no equal with PSYqualia and will completely rely on PSYqualia the moment he uses it (though this makes him take cardfights seriously enough to crush his opponents and when facing another PSYqualia user, Aichi is clever enough to know previous tactics with using PSYqualia won't be absolutely successful). Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.


    PSYqualia: Aichi's greatest and most effective ability as a cardfighter. PSY Qualia (PSYクオリア) is a set of loosely-defined powers that can alter the outcome of a vanguard cardfight for the wielder. PSYqualia is a major factor behind the actions of Ultra Rare and Ren Suzugamori's Foo Fighters. PSYqualia also has the capability of syncing a wielder's cardfight with the actions of their Unit's, which can cause world-changing events on Planet Cray. Visit the Powers & Abilities section to see PSYqualia's capabilities.

    • Aichi using his PSYqualia
    • Aichi frightening Kyou with his PSYqualia
    • Aichi reminding Kyou of Ren
    • Aichi's dark personality using PSYqualia
    • Aichi's newly created dark personality
    • Aichi holding his new Shadow Paladin's
    • Aichi using PSYqualia fully activated
    • Aichi going power hungry with PSYqualia
    • Aichi using PSYqualia against Kai
    • Aichi's soul using PSYqualia
    • Aichi's PSYqualia awakens from his anger
    • Aichi using PSYqualia against Ren
    • Aichi using PSYqualia as Blaster Dark
    • Aichi and Ren using their PSYqualia as their Avatars










    Notable Units: The following is a list of all Units and decks that Aichi has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladins

    • Barcgal
    • Stardust Trumpeter (x2)
    • Wingal Brave
    • Alabaster Owl (Critical Trigger Unit)
    • Bringer of Good Luck, Epona (x2; Critical Trigger Unit)
    • Flogal (x2; Stand Trigger Unit)
    • Future Knight, Liew (x2; Critical Trigger Unit)
    • Margal (x2; Draw Trigger Unit)
    • Weapons Dealer, Govannon (Draw Trigger Unit)
    • Silent Sage, Sharon (x2; Stand Trigger Unit)
    • Yggdrasil Maiden, Elaine (x4; Heal Trigger Unit)

    Shadow Paladins

    • Fullbau
    • Grim Reaper (x3; Critical Trigger Unit)
    • Abyss Freezer (x2: Draw Trigger Unit)
    • Darkside Trumpeter (Stand Trigger Unit)
    • Abyss Healer (x4; Heal Trigger Unit)

    Grade 1 Units

    Royal Paladins

    • Flash Shield, Iseult (x2)
    • Knight of Friendship, Kay (x3)
    • Knight of Rose, Morgana (x2)
    • Lake Maiden, Lien (x2)
    • Little Sage, Marron (x3)
    • Pongal (x2)
    • Starlight Unicorn (x2)
    • Wingal (x3)
    • Young Pegasus Knight (x2)

    Shadow Paladins

    • Blaster Javelin (x2)
    • Black Sage, Charon (x2)
    • Dark Shield, Mac Lir (x2)
    • Doranbau (x2)
    • Witch of Nostrum, Arianrhod (x2)

    Grade 2 Units

    Royal Paladins

    • Blaster Blade
    • Gigantech Dozer
    • Great Sage, Barron
    • High Dog Breeder, Akane
    • Knight of Loyalty, Bedivere
    • Knight of Silence, Gallatin (x2)
    • Knight of the Harp, Tristan (x2)
    • Knight of Truth, Gordon
    • Star Call Trumpeter (x2)
    • Swordsman of the Blaze, Palamedes

    Shadow Paladins

    • Blaster Dark (x2)
    • Knight of Darkness, Rugos (x3)
    • Skull Witch, Nemain (x3)

    Grade 3 Units

    Royal Paladins

    • Alfred Early
    • Gigantech Charger (x2)
    • King of Knights, Alfred
    • Majesty Lord Blaster
    • Solitary Knight, Gancelot (x2)
    • Soul Saver Dragon (x2)
    • Swordsman of the Explosive Flames, Palamedes

    Shadow Paladins

    • Dark Metal Dragon
    • Phantom Blaster Dragon (x2)
    • Dark Mage, Badhabh Caar (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Sharlene's Page

    Sharlene Chen

    Because this deck is a part of me. They're both my avatars in their own way. Combining my best and worst. The part of me that searched for a new power, and the part that found inner purpose. The path I walk to lead me to myself.
    ~ Aichi says to Ren

    Hydro Hurricane Dragon

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Summary

    Christopher Lo is a character from Cardfight!! Vanguard, user of PSYqualia and is a wielder of decks from both the Royal and Shadow Paladin clans. He is also a member of Team Quadrifoglio, or "Q4" for short, consisting of himself, Toshiki Kai, Misaki Tokura, and Kamui Katsuragi. Eventually, he becomes the leader of the team and leads Q4 to become Japan's National Champions. His Avatar Units are Blaster Blade, Blaster Dark and Majesty Lord Blaster.

    Aichi used to be a timid third-year middle school student who has always lived his life looking backwards rather than forward. When he was younger, he was a lonely boy who was frequently bullied at school. However, he has a card called “Blaster Blade” that was given to him by Toshiki Kai. When still a friendly teenager, Kai told him when giving him Blaster Blade to imagine himself big and strong, like the royal knight depicted on the card. Aichi couldn't picture himself any stronger at that moment, but the card gave him courage and was the sole thing that sustained him from then on. Then as a cool-hearted high schooler, Kai encounters Aichi again when Aichi's Blaster Blade gets stolen and Kai wins it in a cardfight. Determined to get his card back, Aichi challenges Kai to a battle, which Kai surprisingly accepts. Kai then introduces Aichi to the trading card game called "Cardfight!! Vanguard", a game that takes place on a different planet called "Cray" and is popular throughout the world. Once defeating Kai in his very first cardfight, Aichi immediately likes Vanguard, so he begins to play it with his friends Misaki Tokura and Kamui Katsuragi, and others like his new rival Kai, who is one of the best Vanguard players. When starting to play Vanguard, he believes more in himself, becoming a powerful Vanguard Fighter that leads him to become one of the strongest players in the game, even being capable of defeating Ren Suzugamori to help Team Q4 win the national tournament. Aichi begins to enjoy a fulfilling life as he delves deeper into Vanguard and makes it his primary goal throughout the series to become a stronger fighter. So he plays every day and he strives with all his heart and soul to play better, so he can once again battle Kai and have him recognize his worth.

    Powers and Stats

    Tier: At least 4-A as a spirit | At least 8-C with Grade 0 Units, High 4-C with Grade 1 & 2 Units, 4-A with Blaster Blade, Blaster Dark and Grade 3 Units

    Name: Aichi Sendou

    Origin: Cardfight!! Vanguard

    Gender: Male

    Age: 15 (Beginning of Series - Asia Circuit), 16 (Link Joker - Legion Mate)

    Classification: Cardfighter, Member of Team Q4, Leader of Team Q4, PSYqualia user

    Powers and Abilities:

    Imagination Manipulation, which also gives Aichi Soul Projection, Summoning, Possession, Fusionism, Mind Control and Transformation (Using the power of imagination, all cardfighters can project their souls onto the surface of Planet Cray during a cardfight; A cardfighters soul is able to not only summon the Units of Planet Cray and have them fight on their behalf as "Rear-Guard" allies, but they can also possess them to become and fight as the Units themselves, becoming "the Vanguard" and both can be done passively via Superior Calls and Superior Rides; All cardfighter's can also summon the Units on Planet Cray for defensive purposes, such as guarding against an opponents attacks), Self-Sustenance (Type 2 with the cardfighter's soul), Telepathy (Aichi is able to telepathically communicate with his Units from Planet Cray and can hear their voices), Enhanced Senses (Aichi is able to sense Ren's PSYqualia being used and can also see the winning images Ren creates with it to forsee what Ren sees), Multiple Personalities (Aichi has a dark alter-ego that was created through using PSYqualia), Light and Darkness Manipulation (Aichi fused 2 Units of light and darkness together to create Majesty Lord Blaster), Subjective Reality and Soul Manipulation (Even without PSYqualia, Aichi can place his and Ren's souls within imaginations he creates, even when Ren has his PSYqualia in use; Aichi can forcefully summon and ride Units he wants, like Soul Saver Dragon, just by imagining himself doing it; Aichi can forcefully separate his soul from Units he's forced to fuse with, such as Blaster Dark), Can act without a soul residing in his body and Resistance to Existence Erasure (Whenever a cardfighter loses a cardfight, their Vanguard gets completely destroyed entirely to the point where only the cardfighter's soul remains, but the cardfighter's soul remains perfectly unharmed; Aichi's soul is able to take direct attacks from Units and remain only mildly harmed), Fate Manipulation, Causality Manipulation, Precognition, Information Analysis, Reality Warping, and Fear Inducement (Aichi is able to overcome Ren's use of PSYqualia and prevent his winning image from becoming reality or from Ren forseeing what Aichi will do; Also acts as Power Bestowal as any Unit Aichi uses will be protected by his resistance)

    Higher level Imagination Manipulation (Aichi can create imaginations on Planet Cray for him and his Units, in the form of Winning Images), Telepathy (Aichi can telepathically communicate with other PSYqualia users using his own PSYqualia, such as Ren Suzugamori; Aichi's telepathic connection with his Units is stronger through PSYqualia), Dream Manipulation (As a PSYqualia user, Aichi can talk to his Units in his dreams), Fate Manipulation, Causality Manipulation, Precognition, Reality Warping and Information Analysis (Using PSYqualia, Aichi is able to alter and manipulate the fate of his cardfights by imagining how he wins with his Units and making that imagination become reality, in the form of "Winning Images"; By altering fate with his winning images, Aichi can also forsee the entire cardfight from start to finish, leading up to his desired outcome being the end result; PSYqualia is able to create a complete winning strategy around the Unit's skills and capabilities it's user imagines they win with, even if they have never used them before and also allows the user to fully understand the power of the Units they use; PSYqualia synchronizes it's users actions with the actions of their Units to cause world-changing events on Planet Cray; PSYqualia in the past has been given to people from different worlds to determine the outcome of situations on Planet Cray that Cray's inhabitants could not resolve on their own), Subjective Reality and Soul Manipulation (Aichi is able to project not only his own soul, but the souls of others, into the imaginations he creates with PSYqualia and they can interact inside of it; Even when just using PSYqualia as a catalyst, Aichi can forcefully make odds go in his favor such as forcefully riding a Unit of his like his Soul Saver Dragon or altering the result of a cardfight with him being the winner using his imagination), Aura, Fear Inducement (PSYqualia users can make the opponent constantly feel fear towards them by reminding them of what they are afraid of just with their presence; Even before Aichi discovered he possessed PSYqualia, he made Kyou and his teammates feel fear by reminding them of Ren Suzugamori to the point where Kyou could not stop imagining Ren just by Aichi using PSYqualia; This has shown to work on souls as Kyou's soul on Planet Cray saw Aichi's transform into Ren, which terrified both Kyou's soul and his physical body back on Earth), Enhanced Senses (Aichi can not only sense the presence of others with his PSYqualia, but can also feel the power of the Units he uses), Pain Manipulation (When PSYqualia users place others souls within imaginations they create and they are attacked, it inflicts equal pain to the owner's physical body), Accelerated Development (PSYqualia allowed Aichi to instantly master his new Shadow Paladin deck, a deck he never used before, after just receiving it), Aichi's PSYqualia can also activate on its own against his will even when he doesn't intend to actively activate it (though he can stop it from being used) and it can activate in accordance to the user's emotional responses or when the user is in danger, Can use PSYqualia with his soul, Can share his winning images with his Units to apply his PSYqualia's effects to them (also acts as Power Bestowal)

    All previous Powers and Abilities, plus Superhuman Physical Characteristics, Existence Erasure with every hit (All Units are able to completely erase and leave no traces left of each other during cardfight's with any attack they unleash, retiring them from battle; Aichi's Blaster Blade and Blaster Dark can retire Units using energy blasts) Non-Physical Interaction (All Units are able to interact, come in contact with and attack souls), Weapon Mastery (Blaster Blade, Blaster Dark, Silent Knight Gallatin, Blaster Javelin, Knight of Truth Gordon and many of Aichi's Units have mastery over swords, whips, etc.), Darkness Manipulation (All of Aichi's Shadow Paladins can manipulate darkness), Statistics Amplification through various means (All of Aichi's Grade 0 and Grade 1 Units have the ability to give their strength to allies to increase their power; Aichi has Units that have the ability to increase other Units strength, like Starlight Unicorn; Units with Trigger effects can give an additional boost in power to Units of Aichi's choice during battle, particularly Critical Trigger Units; Aichi has Units that can increase their power even further when being boosted by certain Units, like Blaster Blade when being boosted by Wingal or Blaster Dark when being boosted by Doranbau; Aichi's King of Knight's, Alfred increases it's power for every Rear-Guard Unit Aichi has in battle; Aichi's Knight of Truth Gordon is able to double it's defensive power when guarding attacks; Aichi's Soul Saver Dragon can increase the power of multiple Units with Holy Charging Roar via a Soul Blast and can passively increase it's power whenever it attacks; Aichi's Solitary Knight Gancelot increases its power when Blaster Blade is in "The Soul"; Aichi's Young Pegasus Knight increases it's power every time a Unit is added to "The Soul"; Aichi's Swordsman of the Blaze, Palamedes and Swordsman of the Explosive Flames Palamedes passively increase in power whenever they attack as long as at least 2 Grade 3 Royal Paladins are in battle; Aichi's Margal can increase another Royal Paladin Units power via entering "The Soul"; Aichi's Blaster Javelin, Blaster Dark, and Phantom Blaster Dragon can passively increase in power when having specific Units in their souls; Phantom Blaster Dragon can increase it's power by sacrificing 3 Units via Corrupted Charging Lance; Aichi's Knight of Friendship, Kay and Knight of Loyalty, Bedivere increase in power when Blaster Blade is the Vanguard; Aichi's Majesty Lord Blaster increases his power as a Vanguard when Blaster Blade and Blaster Dark are in "The Soul"), Damage Boost (Critical Trigger Units increase the amount of damage Units can cause to opponents) Statistics Reduction (When summoning Units to defend against attacks, the power of the opponents Units is lowered in comparison to the power of the defending Units) , Healing (Heal Trigger Unit's have the additional effect of healing damage to a cardfighters Vanguard; Can also be used as Aura when used by Units like Yggdrasil Maiden Elaine), Stamina Inducement (Stand Trigger Unit's have the additional effect of re-standing Units who previously attacked to attack again), Self-Sustenance (Type 1; All Units are capable of battling deep underwater in Planet Cray's oceans without issues), Fire Manipulation (Aichi's Knight of Rose Morgana can attack with fire using her sword), Smoke Manipulation (Aichi's Grim Reaper can manipulate smoke), Summoning (Aichi has Units that can summon other Units to the Rear-Guard and passively via Superior Calls, like King of Knights, Alfred, Gigantic Charger, High Dog Breeder, Akane, and Dark Mage Badhabh Caar; Aichi's Alfred Early can passively summon Blaster Blade to the Rear-Guard from "The Soul" via a Superior Call), Limited Clairvoyance (Aichi's Dark Mage Badhabh Caar can preview the next Unit Aichi would actively call forth in the future), Attack Negation (Aichi has Perfect Guard Units that can negate attacks, like Flash Shield Iseult and Dark Shield, Mac Lir), Forcefield Creation (Aichi's Yggdrasil Maiden Elaine can create forcefields; Aichi's Flash Shield Iseult can create forcefields; Aichi's Future Knight Liew can create forcefields), Dark Magic (Aichi's Skull Witch Nemain has dark magic abilities as attacks; Aichi's Black Sage Charon can attack with dark magic energy blasts), Spirit Creation (Aichi's Dark Mage Badhabh Caar can create spirits to use as an attack), Energy Manipulation through various means (Aichi's Little Sage Maron can manipulate energy to launch energy blasts; Aichi's Blaster Blade has sword beam and can unleash energy blasts; Aichi's Gigantic Charger can unleash energy waves that also bypass durability; Aichi's Soul Saver Dragon can unleash energy blasts; Aichi's Yddrasil Maiden Elaine can unleash energy blasts; Aichi's King of Knights Alfred has sword beam), Energy Absorption (Blaster Blade can absorb energy with his sword), Vibration Manipulation (Aichi's King of Knight's, Alfred can attack using shockwaves), Electricity Manipulation through various means (Aichi has Units that can move as lightning, like Blaster Blade, Silent Knight Gallatin, and Soul Saver Dragon; Aichi's Little Sage Maron can fire electrical blasts; Aichi's Soul Saver Dragon can fire electrical blasts; Aichi's Skull Witch Nemain can manipulate electricity; Aichi's Dark Mage Badhabh Caar can electrocute targets that are attacked by the souls he creates), True Flight (All of Aichi's Units can fly), Teleportation (All of Aichi's Royal Paladin Units can teleport to different locations across Planet Cray; Aichi's Blaster Dark can teleport to different locations across Planet Cray and Black Sage Charon has short-ranged teleportation), Purification (Aichi's Majesty Lord Blaster can absorb the darkness and evil out of Ren's soul with his sword), Soul Manipulation through various means (Aichi has Units that are able to become souls and move into and out of "The Soul", like Barcgal, Pongal and Future Knight Liew; Aichi has Units that are able to send other units into "The Soul", like Future Knight Liew; Aichi has Units that are able to destroy the Units within "The Soul" of the Vanguard to activate abilities via Soul Blasts like Soul Saver Dragon, this would count as Soul Destruction; Aichi's Dark Mage Badhabh Caar can manipulate souls as attacks; Aichi's Alfred Early can call forth Blaster Blade to the Rear-Guard from "The Soul"; Aichi's Majesty Lord Blaster can move Blaster Blade and Blaster Dark into "The Soul", this would count as Soul Absorption), Regeneration (Mid-Godly; All Units are able to completely revive themselves after being completely destroyed during cardfights for later use, can be done immediately as well; When a cardfighter loses a cardfight, their Vanguard Unit and the Units within their soul are completely erased with nothing left but the cardfighter's soul and return later) and Resistance to Statistics Reduction (Aichi's Majesty Lord Blaster power as a Vanguard stays continuously fixated at all times by having both Blaster Blade and Blaster Dark in "The Soul") and Existence Erasure (Any Unit that is used as a Vanguard can safely withstand hits from other Units without being destroyed)

    Attack Potency: At least Multi-Solar System level as a spirit (Aichi's soul is strong enough to free himself from Ren's Phantom Blaster Dragon's grip; PSYqualia users are able to feel the power of the Units in their decks and become empowered by them) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units (Superior to Ren and his Shadow Paladin deck, making his Units stronger than Ren's; Aichi's Grade 2s Units are superior to his Grade 1 Units), Multi-Solar System level with Blaster Blade, Blaster Dark and Grade 3 Units (Holds in his possession Blaster Blade and Blaster Dark, who are among the strongest Units in their respective clans and are Aichi's signature avatar Units; Aichi's Grade 3 Units are superior to his Grade 2 Units and holds in his possession Majesty Lord Blaster, his strongest and signature Grade 3 Unit)

    Speed: Massively FTL+ as a spirit (Should be at least comparable to Takuto, who's soul traveled across the universe quickly to reach Planet Cray and all cardfighters transport their souls to Planet Cray when participating in cardfights) | Massively FTL+ with Units (The souls of Cardfighters are far inferior to the Units of Planet Cray, explicitly requiring them in order to battle in cardfights; Aichi's Units have shown to be fast enough to attack his soul; Superior to the speed of Ren's Units)

    Lifting Strength: Below Average Human, Pre-Stellar with his soul | Superhuman with Grade 0 Units, Pre-Stellar with Grade 1 & higher Units

    Striking Strength: Below Average Class, Large Star Class with his soul | At least Building Class with Grade 0 Units, Large Star Class with Grade 1 & 2 Units, Multi-Solar System Class with Blaster Blade, Blaster Dark & Grade 3 Units

    Durability: At least Large-Star level as a spirit (Aichi's soul can withstand direct attacks from Blaster Dark and Phantom Blaster Dragon and receive only minor damage) | At least Building level with Grade 0 Units, Large-Star level with Grade 1 & 2 Units, Multi-Solar System level with Blaster Blade, Blaster Dark, and Grade 3 Units (Units can withstand attacks from each other; Units are more durable than Aichi's soul)

    Stamina: Extremely high, Likely limitless (All cardfighters are able to act and battle for extended periods of time without their souls being present in their bodies; All cardfighters are able to project their souls onto Planet Cray to battle using Units and cardfight from earth simultaneously for extended periods of time without tiring | Extremely high

    Range: Standard melee range, planetary+ with his soul to low-multiversal with PSYqualia (All cardfighters are able to summon Units from across Planet Cray to use them for cardfights; PSYqualia users can manipulate fate on both Earth and Planet Cray, the latter being in a different universe; PSYqualia users can send their's and others souls into imaginations they create on Planet Cray with their Units) | Standard melee range, several dozens of meters with Grade 0 Units through attacks, Stellar with Grade 1 & 2 Units through attacks, Interplanetary with Blaster Blade, Blaster Dark, and Grade 3 Units through attacks

    Standard Equipment: Vanguard card deck, Vanguard Units

    Optional Equipment: None

    Intelligence: Genius. Aichi is a very skilled tactician and strategist, being able to quickly develop strategies and successfully pull off strong combinations and battle formations to make use of his Units skills and abilities to their fullest extent. Battling on Planet Cray reinforces his already great intelligence by being able to possess Units, enter combat as the Units, and lead other Units into battle against other Cardfighters. Aichi is also a very quick learner as he was able to defeat Toshiki Kai when first learning about Cardfight!! Vanguard and he learns from previous mistakes to better execute attacks and strategies the next time while playing the game. As he delves deeper into Cardfight!! Vanguard, Aichi becomes skilled enough to defeat many skilled Cardfighters, even being skilled enough to defeat Cardfighters who could become National Champions, like Kenji Mitsusada and Ren Suzugamori, the latter being someone even Kai could not defeat at the time. Or surpass Misaki Tokura, someone who makes use of her Photographic Memory for battling purposes and calculates chances and probabilities during cardfights to develop strategies. Aichi's PSYqualia greatly reinforces his already great intelligence even further with the ability to see into the future and see entire cardfights from start to finish when altering their outcomes with the winning images he creates with imagination. Not only that, PSYqualia also allows Aichi to have a full understanding and complete mastery over any clan/deck he uses or is given the moment he obtains them, just as he instantly mastered the Shadow Paladin deck he received from Ren and fully understood the Unit's powers and skills just by being given the deck. In addition to this, when selecting a Unit to determine the outcome of a cardfight through a Winning Image, PSYqualia also formulates an entire winning strategy around the Unit for the user simultaneously. However, PSYqualia can make Aichi quite arrogant. The Units Aichi uses are also very skilled tacticians and strategists by participating in numerous battles with Aichi.

    Weaknesses: Aichi is quite shy and can tend to be easily discouraged in his abilities when a strategy he develops fails to succeed (though this has lessened during the series). When using PSYqualia, Aichi can become quite arrogant by believing he has no equal with PSYqualia and will completely rely on PSYqualia the moment he uses it (though this makes him take cardfights seriously enough to crush his opponents and when facing another PSYqualia user, Aichi is clever enough to know previous tactics with using PSYqualia won't be absolutely successful). Cardfighters have to ride Units in chronological order, they cannot skip a grade when riding, like going from a Grade 0 Unit to a Grade 2 Unit. Cardfighters in most situations cannot summon Rear-Guard Units that exceed the grade of their Vanguard for offensive and defensive purposes. Cardfighter's must sacrifice Units when using them for defensive purposes | None notable

    Notable Attacks/Techniques:

    • Imagination Manipulation: All Cardfighters use the power of imagination for various purposes and to different extents in the game of Cardfight!! Vanguard
    • Soul Projection: In the game of Cardfight!! Vanguard, all Cardfighters can use the power of imagination to project their spirits onto the surface of a planet that is very similar to Earth in the Vanguard universe, Planet Cray.
    • Summoning, Possession, Transformation, Mind Control & Fusionism: In the game of Cardfight!! Vanguard, all Cardfighters cannot only summon, but possess one of the Units living on Planet Cray for their spirits to reside in after projecting them onto Cray's surface. Upon summoning and possessing the Unit, the Cardfighters soul takes the Unit's form and can use them to battle other Cardfighters during a cardfight. This is otherwise known as a "Ride", where Cardfighters use Units to become "Vanguards". Cardfighters are also able to summon the creatures of Planet Cray to fight on their behalf as allies. This is otherwise known as a "Call", where Cardfighters summon Units as "Rear-Guards". In most situations, Cardfighters can only summon Units who's grades are equal to or lower than the grade of their Vanguard's. For example, if a Cardfighter uses a Grade 1 Vanguard, they can only summon Grade 1 or Grade 0 Units for support. They cannot summon Grade 2 or Grade 3 Rear-Guard Units.
      • Guarding: To go along with being able to summon Units, all Cardfighters in the Cardfight!! Vanguard game can also summon Units for defensive purposes. They can sacrifice Units to protect the Vanguard or other Rear-Guard Units from being harmed or destroyed by opponents by using power given in shield values which is combined with the Vanguard's own power. This can also be done using Perfect Guard Units that can negate the opponents attacks. Guarding can be accomplished by either summoning the Units or using Units already in battle with you that have the "Intercept" skill. While Grade 3 Units cannot be used as defensive Units in the game itself, this would fall under as nothing but card-game mechanics.
        • Power Draining: Whenever Cardfighter's summon Units for defensive purposes, they can also weaken the power of the opponents Units that are attacking in efforts to weaken their attacks. The defensive power of the Unit that's being used as a guard is directly subtracted from the Unit that is attacking. For example, if a Cardfighter uses a Unit that has 10,000 power for a shield value, and the opponent is attacking with 15,000 power, the total amount of power the opponents Unit will have left is 5,000 power, weakening them. However, only Units with shield values (Grade 0s, 1s, 2s, and some 4s) can weaken the power of opponent Units. So Grade 3 Units and Perfect Guard Units would not be able to drain the power of opponents when used for guarding purposes.
    • Soul Manipulation: In the game of Cardfight!! Vanguard, there is a mechanic that all Cardfighters make use of with their Units known as "The Soul". "The Soul" is when and where Units are placed underneath a Cardfighters Vanguard that is currently in use, making it a "soul-stack" and when the number of Units in the soul reaches a certain point, they can be sacrificed for the price of activating different abilities. There are two methods on how to add Units into the soul. One method would be for Units to be ones that have been previously rided on. For example: if a Grade 3 is rided ontop of a Grade 2, who is rided on top of a Grade 1, who is rided ontop of a Grade 0 starting Vanguard, the lower Grade Units will be within the Grade 3 Vanguards soul. The second method would be to use a skiill called "Soul Charge" where Units get added into the Vanguards soul. In the game of Cardfight!! Vanguard, "The Soul" is also considered the soul of any Unit that is being used as a Vanguard for a cardfighter, and when Units enter or are placed within "The Soul", they become souls themselves. Using "The Soul", Units can use soul manipulation to multiple degrees. They can use it to send themselves into and out of the soul, soul absorption to "Soul Charge" other Units as Vanguards, or soul destruction to destroy Units within the Vanguards soul through a skill called a "Soul Blast".
    • Boosting: This is a skill exclusively for Grade 0 and Grade 1 Units in the Cardfight!! Vanguard game. When in the rear-guard as support Units, Grade 0s and 1s can give their power to other Units to boost their power further.
    • Triggers: In the game of Cardfight!! Vanguard, there are Grade 0 Units who have unique abilities called Triggers. Whenever a Vanguard attacks or takes damage from attacks, Cardfighters reveal cards from their decks during battles in an attempt to get a Trigger. There are 4 kinds of Triggers in Vanguard and each Trigger has a different effect, along with a power boost to be given to the Unit of choice. There are Draw Triggers, Critical Triggers, Heal Triggers and Stand Triggers. The only trigger that can be discarded as nothing but game mechanics would be the Draw Trigger Effect. Heal Triggers would be Healing Hax, Stand Triggers could be treated as a kind of Stamina Inducement to allow Units to attack more in succession, and Critical triggers would be given Damage Boost. Also, whenever a Cardfighter reveals a Trigger during a Drive or Damage check, it's the equivalent to the cardfighter summoning the Trigger Units to give them the Trigger Effect on Planet Cray.
    • Existence Erasure & Resistance: In the game of Cardfight!! Vanguard, all Units from Planet Cray can completely erase Units with every kind of attack they unleash in battle. When Units are destroyed, they get sent to the Drop Zone, which is the direct equivalent to Units being completely destroyed when they battle between each other on Planet Cray. The cardfighters themselves don't have existence erasure, but their souls have resistance for being able to remain unaffected by their Vanguards being erased at the end of a cardfight.


    PSYqualia: Aichi's greatest and most effective ability as a cardfighter. PSY Qualia (PSYクオリア) is a set of loosely-defined powers that can alter the outcome of a vanguard cardfight for the wielder. PSYqualia is a major factor behind the actions of Ultra Rare and Ren Suzugamori's Foo Fighters. PSYqualia also has the capability of syncing a wielder's cardfight with the actions of their Unit's, which can cause world-changing events on Planet Cray. Visit the Powers & Abilities section to see PSYqualia's capabilities.

    • Aichi using his PSYqualia
    • Aichi frightening Kyou with his PSYqualia
    • Aichi reminding Kyou of Ren
    • Aichi's dark personality using PSYqualia
    • Aichi's newly created dark personality
    • Aichi holding his new Shadow Paladin's
    • Aichi using PSYqualia fully activated
    • Aichi going power hungry with PSYqualia
    • Aichi using PSYqualia against Kai
    • Aichi's soul using PSYqualia
    • Aichi's PSYqualia awakens from his anger
    • Aichi using PSYqualia against Ren
    • Aichi using PSYqualia as Blaster Dark
    • Aichi and Ren using their PSYqualia as their Avatars










    Notable Units: The following is a list of all Units and decks that Aichi has used throughout the course of the series.

    Beginning of Series Composite Deck

    Grade 0 Units

    Royal Paladins

    • Barcgal
    • Stardust Trumpeter (x2)
    • Wingal Brave
    • Alabaster Owl (Critical Trigger Unit)
    • Bringer of Good Luck, Epona (x2; Critical Trigger Unit)
    • Flogal (x2; Stand Trigger Unit)
    • Future Knight, Liew (x2; Critical Trigger Unit)
    • Margal (x2; Draw Trigger Unit)
    • Weapons Dealer, Govannon (Draw Trigger Unit)
    • Silent Sage, Sharon (x2; Stand Trigger Unit)
    • Yggdrasil Maiden, Elaine (x4; Heal Trigger Unit)

    Shadow Paladins

    • Fullbau
    • Grim Reaper (x3; Critical Trigger Unit)
    • Abyss Freezer (x2: Draw Trigger Unit)
    • Darkside Trumpeter (Stand Trigger Unit)
    • Abyss Healer (x4; Heal Trigger Unit)

    Grade 1 Units

    Royal Paladins

    • Flash Shield, Iseult (x2)
    • Knight of Friendship, Kay (x3)
    • Knight of Rose, Morgana (x2)
    • Lake Maiden, Lien (x2)
    • Little Sage, Marron (x3)
    • Pongal (x2)
    • Starlight Unicorn (x2)
    • Wingal (x3)
    • Young Pegasus Knight (x2)

    Shadow Paladins

    • Blaster Javelin (x2)
    • Black Sage, Charon (x2)
    • Dark Shield, Mac Lir (x2)
    • Doranbau (x2)
    • Witch of Nostrum, Arianrhod (x2)

    Grade 2 Units

    Royal Paladins

    • Blaster Blade
    • Gigantech Dozer
    • Great Sage, Barron
    • High Dog Breeder, Akane
    • Knight of Loyalty, Bedivere
    • Knight of Silence, Gallatin (x2)
    • Knight of the Harp, Tristan (x2)
    • Knight of Truth, Gordon
    • Star Call Trumpeter (x2)
    • Swordsman of the Blaze, Palamedes

    Shadow Paladins

    • Blaster Dark (x2)
    • Knight of Darkness, Rugos (x3)
    • Skull Witch, Nemain (x3)

    Grade 3 Units

    Royal Paladins

    • Alfred Early
    • Gigantech Charger (x2)
    • King of Knights, Alfred
    • Majesty Lord Blaster
    • Solitary Knight, Gancelot (x2)
    • Soul Saver Dragon (x2)
    • Swordsman of the Explosive Flames, Palamedes

    Shadow Paladins

    • Dark Metal Dragon
    • Phantom Blaster Dragon (x2)
    • Dark Mage, Badhabh Caar (x2)

    Key: Beginning of Series

    Gallery

    Respect Threads

    Cardfight!! Vanguard Season 1 Blog

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Takuto's Page

    Takuto Tatsunagi Render

    Because this deck is a part of me. They're both my avatars in their own way. Combining my best and worst. The part of me that searched for a new power, and the part that found inner purpose. The path I walk to lead me to myself.
    ~ Aichi says to Ren

    Takuto's PSYqualia

    I feel it...flowing through me. Ive witnessed your defeat, accompanying the third strike of my Leopalds blade. That's the image I've been shown, thanks to the gift of PSYqualia!
    ~ Christopher says to Aichi when awakening PSYqualia

    Incandescent Lion, Blond Ezel (Full Art)