/Assault Mode

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/Assault Mode
"Red Dragon Archfiend/Assault Mode" and "Stardust Dragon/Assault Mode".
  • スラッシュバスター
  • /バスター (base)
  • スラッシュバスター (ruby)
  • Surasshu Basutā (romanized)
  • Slash Buster (translated)
Simplified Chinese
  • /爆裂
  • /Mode Assaut
  • /Angriffsmodus
  • /Assalto
  • /Assault (translated)
  • /버스터
  • /Beoseuteo (romanized)
  • /Buster (translated)
  • /Modo de Ataque
  • /Attack Mode (translated)
  • /Modo Asalto
Anime appearances

"/Assault Mode", known as "/Buster" (スラッシュバスター Surasshu Basutā, read as "Slash Buster") in the Japanese version, is an archetype of Effect Monsters that are powered-up versions of already-existing Synchro Monsters, which are Special Summoned by using "Assault Mode Activate", "Assault Mode Zero" or "Assault Reboot" on the corresponding Synchro Monsters. Those versions have the same name as its counterpart, but with "/Assault Mode" at the end.

This archetype was localized to "/Assault Mode" in order to convey a greater sense of power, according to Dan Scheidegger (an Upper Deck Entertainment employee) in a post on Pojo[1].

In the anime tour special episode, Evolving Duel! Stardust VS Red Demons, Yusei Fudo and Jack Atlas had a Duel in which they both Summoned "/Assault Modes" of their dragons. Jack summoned "Red Dragon Archfiend/Assault Mode" first and began to boast about it but Yusei quickly brought out "Stardust Dragon/Assault Mode". A lot of the Duel consisted of both players using various cards to protect their dragon and take out their opponent's. Eventually, both "/Assault Modes" were destroyed and the regular "Red Dragon Archfiend" and "Stardust Dragon" returned. Yusei increased the ATK of "Stardust Dragon" so it could defeat "Red Dragon Archfiend" and used "Synchro Destructor" to take out Jack's remaining Life Points.


Aesthetically, the "/Assault Mode" monsters are re-armored counterparts of the original monster. Certain small details other than "armor" change in the monsters design when they are transformed into their "/Assault Mode" forms but the overall design of the original is kept intact.


Monster Upgraded effect
Evolved Original
Arcanite Magician/Assault Mode Arcanite Magician Destroy all cards your opponent controls by removing 2 Spell Counters from this card
Colossal Fighter/Assault Mode Colossal Fighter Decrease the ATK of your opponent's monsters by 100 for each Warrior monster in your Graveyard
Doomkaiser Dragon/Assault Mode Doomkaiser Dragon Special Summon as many Zombie monsters from either player's Graveyard(s) to your side of the field when this card is Special Summoned
Hyper Psychic Blaster/Assault Mode Hyper Psychic Blaster If this card destroys a monster in battle, inflict damage to your opponent equal to its DEF and gain LP equal to its ATK
Red Dragon Archfiend/Assault Mode Red Dragon Archfiend Destroy all other monsters on the field after damage calculation when this card declared an attack
Stardust Dragon/Assault Mode Stardust Dragon Negate the activation of a Spell, Trap, or Monster Card's effect and destroy it by Tributing this card
T.G. Halberd Cannon/Assault Mode T.G. Halberd Cannon Negate the Summon of an opponent's monster(s), and banish those monster(s) and all Special Summoned monsters the opponent controls.

Playing style[edit]

First of all, "/Assault Mode" monsters are a straight power-up of the original version; they have 500 more ATK and DEF, two more Levels and a more powerful version of the Synchro Monster's effect (ex. "Stardust Dragon/Assault Mode" can be Tributed whenever a Spell/Trap/Monster effect is activated whereas "Stardust Dragon" can only be Tributed to negate a Spell/Trap/Monster effect that would destroy a card on the field). In addition to that, they all have an effect that revives the regular version if the "/Assault Mode" monster is destroyed. "/Assault Mode" monsters are powerful, but in order to be used effectively their user must be able to summon the desired Synchro Monster(s) quickly and consistently. A deck that is too dedicated to supporting "Assault Mode Activate" may not have the means to summon the necessary Synchro Monster. On occasion, an "/Assault Mode" monster's effect may not be as desirable as the original ("Hyper Psychic Blaster/Assault Mode" does less damage with its effect, generally, than its original version's piercing damage, and "Red Dragon Archfiend/Assault Mode" has a severe drawback).

Back when "/Assault Mode" was first released, the only option of getting "/Assault Mode" monsters on the field was "Assault Mode Activate", which has the unfortunate drawback of only summoning "/Assault Mode" monsters from the deck, which caused trouble upon drawing them. Furthermore, any Main Deck monsters that weren't upgraded versions of a Synchro monster focused almost entirely on getting or upgrading "Assault Mode Activate", which over the years caused the strategy to become slow and inconsistent.

With the new support cards in Dark Neostorm, "/Assault Mode" got a much needed boost in power. "Assault Sentinel" can fetch the necessary component for further plays, which most of the time will be "Psi-Reflector", who can then search for "Assault Mode Activate" or in fact pretty much anything else "Assault Mode"-ish. "Psi-Reflector also brings back "Assault Sentinel" right away and brings him to useful levels, allowing for an instant Synchro Summon of anything from Level 5 to Level 9. Since "Assault Mode Activate" was searched during the process, this means that many "/Assault Mode" monsters can be effectively summoned with a single card. "Assault Sentinel" is a Beast-Warrior, which makes it a target for "Fire Formation - Tenki", while "Psi-Reflector" is Psychic for the use of "Emergency Teleport", making the deck very consistent. "Assault Sentinel"'s second effect allows you to change a monster's Attribute/Type, letting you access powerful non-generic cards like "Naturia Beast", "Michael, the Arch-Lightsworn", or "Hi-Speedroid Kitedrake". The deck can recover resources well as "Call of the Haunted" and "Back to the Front" can revive one card and combo again. A copy of "Assault Reboot" can recycle all of the "/Assault" cards in one go.

Because this deck doesn't need to make a lot of Special Summons to make most of the "/Assault Mode" monsters, its combos are usually safe from "Nibiru, the Primal Being".

As a matter of fact, while dedicated "/Assault Mode" decks can be build, the archetype should be viewed as more of an engine. The "/Assault Mode" engine can be kept relatively small and consistent which means it can be combined with other strategies like "Orcust" who don't make the "/Assault Mode" boss monsters but take advantage of the powerful one card starter in "Psi-Reflector". "Psyframe" can be used well with "/Assault Mode" decks, giving them powerful hand traps and ways to Synchro Summon on the opponent's turn and make more "/Assault Mode" boss monsters.

Due to their varied strategies, every "/Assault Mode" boss monster will be listed below with added deck building advice:

  • The "Hyper Psychic Blaster"/"Hyper Psychic Blaster/Assault Mode" deck is quite possibly the easiest of the "/Assault Mode" decks to use due to the usability of "Overdrive Teleporter" and "Hyper Psychic Blaster" being a Level 9 Synchro Monster. Thus, if one has no access to "Assault Sentinel", Special Summoning "Hyper Psychic Blaster" is as simple as Tribute Summoning "Overdrive Teleporter", Special Summoning at least one "Psychic Commander" and tuning "Teleporter" and "Commander" to Synchro Summon "Blaster". From there, activate "Assault Mode Activate" as soon as possible. A notable feature of "Hyper Psychic Blaster" is the summoning condition. Unlike other Level 9 Synchro Monsters, such as "Mist Wurm" and "Trishula, Dragon of the Ice Barrier", "Hyper Psychic Blaster" only needs 1 other monster (at minimum) to Synchro Summon it. Most of these decks take advantage of this valuable fact as much as possible. "Psi-Reflector" being a Psychic monster also helps and allows for certain interactions with the deck. Unfortunately, as a boss monster "Hyper Psychic Blaster" is the least powerful of the bunch, which makes the choice of running a deck to summon specifically him questionable.
  • In comparasion to "Hyper Psychic Blaster" and its "/Assault Mode" counterpart, "T.G. Halberd Cannon" and "T.G. Halberd Cannon/Assault Mode" are the complete opposite: While "Hyper Psychic Blaster" is easy to summon but gives the player a comparatively weak monster, "T.G. Halberd Cannon" need ridiculous setup but is arguably the strongest "/Assault Mode" monster. This is also the only monster in the list that cannot be summoned via "Assault Sentinel" shenanigans, as its Level is to high in addition to needing Synchro Monsters for its summon. One can use its "T.G." kin to swarm the field and ramp up a number of Synchros (and probably Links to even unlock the needed zones for the summons), but any archetype or engine with massive swarming could work for this gigantic task. Fortunately, the card "Assault Reboot" allows you to take a convinient shortcut.

Recommended cards[edit]


  • Cards that prevent the summon of Synchro Monsters such as Dimensional Barrier slow down the deck's progression to its win condition and reduce the player's likely ceiling at the end of the turn. Cards that can Negate the Summon of Monsters also hinder the deck more than average.
  • Cards that can negate "Assault Mode Activate" are very effective against this deck. Most handtraps can stop your combo starters and "Ash Blossom & Joyous Spring" can negate "Assault Mode Activate".
  • If a Synchro Monster is banished, it won't be recoverable by the "/Assault Mode" it Summons, non-destruction removal also hinders this recovery Effect built into "/Assault Mode" Monsters.


See also[edit]