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        <title>articles</title>
        <description>articles</description>
        <link>http://disco-bakugan.yolasite.com/articles/articles.php</link>
        <lastBuildDate>Tue, 09 Jun 2026 11:20:36 +0100</lastBuildDate>
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            <title>Darkus strategies</title>
            <link>http://disco-bakugan.yolasite.com/articles/articles/darkus-strategies</link>
            <description>Get It Right Next Time is a blue ability card that allows you to go in
and pull any blue ability card from your collection and add it to your
unused pile when you lose a battle with a Darkus bakugan. Blue cards
are usually boosters, and there are lots of different boosters
available, so you'll be able to pick the right one to fit the
situation, judging from what you've seen so far during the game
(opponent's gate cards, ability cards, bakugan and their G-powers, and
how they play them). It's usually best to lose the first battle anyway
in order to get a grip on your opponent's strategy.&lt;br&gt;&lt;br&gt;My favorite
Darkus boosters include Copper Launcher (gives 100G to Darkus, doubles
if on a Copper card), Power from Darkness (gives 140G to Darkus if on
opponent's gate card), Landmine Pyro (gives 130G to Darkus if your
opponent uses a trap), Infinity Dragonoid (gives a Heavy Metal bakugan
150G and removes any trap played that battle), Powder Keg (gives Darkus
100G on any gate card), Shade (gives Darkus 150G if you have another
bakugan standing on the another gate card), and Sneak (gives Darkus
130G if it's the lowest-G bakugan in the battle).&lt;br&gt;&lt;br&gt;Silver gate
card Reuse only gives Darkus 40G bonus, but allows Darkus to move a
blue ability card from their used pile to their unused pile after the
battle. You'll be able to get Get It Right Next Time back, and use it
to pull a different booster next time you lose a battle. This can work
out to your advantage because...&lt;br&gt;&lt;br&gt;Hate Gate is a copper gate card that gives 150G to Darkus and adds 100G for every blue ability card in your used pile.&lt;br&gt;&lt;br&gt;Hellstorm
is a gold gate card that gives 240G to Darkus, but also gives 100G to
whoever has silver gate card Wind Portal in their used pile. Watch out
if your opponent's playing Wind Portal and try to win your battle on
that card.&lt;br&gt;&lt;br&gt;Some good red abilities for Darkus include Dark Wind
(after you roll and stand a Darkus, you can move any bakugan to any
gate card), Darkfire Blast (after your opponent rolls and stands a
bakugan, place one of your Darkus on the card they landed on),
Masquerade's Throw (before you roll a Darkus, your opponent puts one of
their unused abilities in their used pile), and Stealin' (not
Darkus-based, but still pretty mean, as you move all your used bakugan
to unused, then move one of your opponent's used ability cards to your
unused pile).&lt;br&gt;&lt;br&gt;My favorite green abilities for Darkus include
Darkness to Victory (after you lose with a Darkus, your opponent has to
play their gate cards face-up), Rain of Shadows (during a battle with a
Darkus on your opponent's gate, your opponent gets no bonus from the
gate) and the Doom Card (your Darkus gets 30G and the losing bakugan in
the battle gets taken out of the game).</description>
            <pubDate>Mon, 19 Oct 2009 16:37:09 +0100</pubDate>
        </item>
        <item>
            <title>Ventus strategies</title>
            <link>http://disco-bakugan.yolasite.com/articles/articles/ventus-strategies</link>
            <description>Ventus strategy seems to revolve around gate cards. A lot of
Ventus-based ability cards help you find out what gate cards are out on
the field before you roll (knowing the field), and some let you swap
them out for cards from your or your opponent's used pile.&lt;br&gt;&lt;br&gt;The
blue ability card Get It Right Next Time allows you to pull a blue card
from your collection and add it to your unused pile, and is played
after you lose a battle with a Darkus or Ventus bakugan. This is useful
for plotting out a strategy based on how your opponent plays; since
blue cards are mainly G-point boosters, you can combine this with being
able to peek at face-down gate cards by figuring out how much G-point
help your bakugan will need to completely dominate in battles on
certain cards.&lt;br&gt;&lt;br&gt;For example:&lt;br&gt;&lt;br&gt;Updraft gives a 140G bonus to
Ventus and only works on your opponent's gate card. If your opponent's
strategy involves pulling your bakugan onto their gate cards to gain
advantage, or if you like to curve your bakugan onto your opponent's
card to crush them with a high-G bakugan, this is a handy card.&lt;br&gt;&lt;br&gt;Trap Squash gives Ventus bakugan a 100G bonus if your opponent uses a trap during a battle.&lt;br&gt;&lt;br&gt;Thundercrack
gives your Ventus bakugan an 80G bonus, and adds 100G if the battle is
against a Haos or Subterra bakugan. If your opponent's rolling Haos and
Subterra, consider drawing this card.&lt;br&gt;&lt;br&gt;Bronz Launcher offers a
80G Ventus bonus, which is doubled if the battle is taking place on a
bronze gate. If you still have your gate-switching cards by the time
you're able to use this, you can get a bronze gate in play and take
full advantage of this card.&lt;br&gt;&lt;br&gt;Lightwind Color Shift lets your
Ventus bakugan gain a G-point bonus from the highlighted bonus on the
gate card. Pay attention to what the highlighted bonuses are on your
and your opponent's gate cards, then use your gate-switching cards to
bring out the gate you need when you need it.&lt;br&gt;&lt;br&gt;There aren't too
many great G-point boost cards when it comes to Ventus, since it's
mainly about making sure that your bakugan is fighting on the gate card
that already gives it an advantage. Check out red card Shun's Throw for
gate card peeking, red card Shun's Launcher for moving bakugan around,
and green cards Ventus/Ventus 2 for gate card swapping.&lt;br&gt;&lt;br&gt;On a
more advanced level, think about how your objective is to only win 3
gate cards. Use cards that help make sure that you dominate in battles
on your own gate cards, so that they tend to end up in your used pile.
Allow your opponent to win at least one battle on one of their own gate
cards, so that you can save Shun's Throw for another of their gate
cards (never waste it on your own!) and know later on what two of their
three gate cards are. Swap out your opponent's gate card for one of
your own when you find yourself at a disadvantage. You should be able
to win a game with around 2 of your own gate cards and at least one of
your opponent's in your used pile.</description>
            <pubDate>Sun, 18 Oct 2009 20:00:35 +0100</pubDate>
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        <item>
            <title>Haos strategies</title>
            <link>http://disco-bakugan.yolasite.com/articles/articles/haos-strategies</link>
            <description>Haos is all about low-G bakugan. The lower the Gs, the better. Why?
Because there are so many Haos-themed cards that help them totally
overpower higher-G bakugan!&lt;br&gt;&lt;br&gt;For a basic example, take a look at
copper gate G-Power Swap and the bonus it gives to Haos. Not only do
the two bakugans' printed G-powers get swapped (Haha Darkus Hades, now
I'M 710G and you're not!) but it also shares the highest bonus with
Subterra at 130G. Either way, if your bakugan has a printed G-power of
around 200-300, your opponent's going to be really struggling to try to
win a battle on this card, especially if you throw in blue card Copper
Boost, which gives an 80G bonus to Haos, doubled to 160G for being
played during a battle on a copper gate.&lt;br&gt;&lt;br&gt;Gold gate Ethereas and
copper gate Mirror Gate also give bonuses to low-G bakugan. With
Ethereas, the bakugan with the lowest G-power gets +50 G-power for each
other gate card on the field (and there are cards like green ability
Super Quake that can get more than 2 cards on the field) when the
battle is taking place. On Mirror Gate, the owner of the bakugan with
the lowest G-power gets to put any ability card they play this turn
back into their hand when the battle is over.&lt;br&gt;&lt;br&gt;Take a look at
gold card Energize. Haos strategy often involves playing ability cards.
If you have to use a couple to win a battle early on, this card will
allow you to put one of them back in your unused pile. Plus, it gives a
210 bonus to Haos!&lt;br&gt;&lt;br&gt;In order to use some killer ability cards,
your opponent needs to have at least one gate card in their used pile.
What if they won that battle on copper gate High Voltage, which forces
the player who wins by more than 100G to put all their ability cards
into their used pile? Darkus brawlers won't be able to shut you down
with their ability-blocking strategies, Aquos brawlers won't be able to
get you where they want you, and Ventus brawlers can say goodbye to
having any control over the field, when they can't play any ability
cards for the rest of the game!&lt;br&gt;&lt;br&gt;Copper gate Magma Fields doubles
the G-power bonus that the lowest-G bakugan gets from any G-power boost
cards that its owner plays during the battle. Try this with blue
ability Heavy Hand, which offers a 100G bonus to Haos, and gets upped
to 300G when your opponent is using Darkus! You can even combine it
with green ability Shiny Devil, which offers a 400G bonus to a Haos
bakugan who is getting trumped by a printed G-power of 200G or more! &lt;b&gt;Combined with the 130G attribute bonus from the gate, that's a total G-power bonus of 1530G against Darkus!!&lt;/b&gt; (Can you say overkill?)&lt;br&gt;&lt;br&gt;Reclaim
is a new silver gate that allows anyone with a Haos or Darkus bakugan
to move a red ability card from their used to their unused pile when
the battle is over. That can be any red ability card that you've played
over the course of the game! Alternately, silver gate Reuse allows you
to do the same, only with a blue ability card.&lt;br&gt;&lt;br&gt;Don't forget
about copper gates like Blinding Gate, Duck &amp;amp; Win, Limbo Gate, Low
Bridge, Needle's Eye,&amp;nbsp; Overhang, Quick Sand, and Tricky Gate; they all
make it so that the bakugan with the lowest total G-power wins the
battle. Combine this card with green ability card Haos 2, which allows
you to move a gate card from your opponent's used pile to your own, so
long as your Haos bakugan is getting beat by 160G or more. &lt;b&gt;This gives you 2 gate cards in one battle!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Speaking of ability cards...&lt;br&gt;&lt;br&gt;Red
ability Rip Tide is played at the start of your turn if your opponent
has more used gate cards than you. So long as it stays in your used
pile, you can reroll a Haos or Aquos bakugan once per turn.&lt;br&gt;&lt;br&gt;Red
card Flames of Light allows you to directly place a Haos or Pyrus
bakugan on a gate card after your opponent manages to roll and stand a
bakugan on that card, so long as it was empty before they rolled.&lt;br&gt;&lt;br&gt;Red
card Light Wind is played after you roll and stand a Haos or Ventus
bakugan. Afterwards, you can move any standing bakugan to any gate card.&lt;br&gt;&lt;br&gt;Not
sure what red ability card you'll need? Use red card Learn from
Experience. After you lose a battle with a Haos or Pyrus bakugan,
you'll be allowed to go through your card collection and add a new red
card to your unused pile. This is really handy for plotting out your
endgame strategy, especially since you need to lose at least one battle
to be able to play cards like Haos 2, and because you'll need for your
opponent to have more used gates than you in order to get the bonus
from certain gates and ability cards.</description>
            <pubDate>Sun, 18 Oct 2009 04:26:08 +0100</pubDate>
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