Drillroid

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Drillroid
Yu-Gi-Oh! Duel Monsters GX - Duel Box 1: Booklet Lineart 2 - Sho Marufuji (Syrus Truesdale) - Cycroid - Patroid - Gyroid - Steamroid - Drillroid - UFOroid
Drillroid
“Before damage calculation, if this card attacks a Defense Position monster: Destroy that monster.”
Megaroid City
Drillroid ———————————————— Before damage calculation, if this card attacks a Defense Position monster: Destroy that monster. ———————————————— Can Be Found In: Cybernetic Revolution (CRV-EN009), Starter Deck: Syrus Truesdale, Battle Pack: Epic Dawn (BP01-EN191), Battle Pack 2: War of the Giants (BP02-EN038), Dark Revelation Volume 4 (DR04-EN009), Duel Terminal 2 (DT02-EN006)
Due the aggresive nature of the card game, is very rare to see defensive strategies. But although they don't provide immediate results as the most popular builds, their stalling strategy can go from giving players several safe turns to a complete lock down of attacks and even effects. Often relying on burn damage and other winning conditions, as often offering a small budget to create their Decks, they can stay both efficient and unharmed for several turns against all sorts of threats. However, defensive games are often reliant in big setups, and as soon one card is taken down the rest of it might easily fall apart.
"Drillroid" is one of very few monsters are to break through defensive monsters no matter if is played along its archetype or any build that needs its said. When "Drillroid" attacks a monster in Defense Position, the latter will be automatically destroyed before damage calculation. While "Drillroid" might not be able to stop certain effects like Flip Monsters, is still a reliable Vehicroid to take down highly defensive enemies no matter their DEF of effects trying to protect their user as long as possible.
While there might be stronger alternatives to take down defensive monsters with, "Drillroid" has the advantage of having several searching tools to become available when really needed. The Normal Summon of "Geargiauger" will let us search for "Drillroid" to be added in our hand, while "Gear Gigant X" will do the same by detaching a material to do so. "Drillroid" is also a key material of some Vehicroid Fusion Monsters, getting further assistance from cards like "Fusion Conscription" and "Fusion Reserve" to be searched with. "Drillroid" in the Graveyard is far from becoming useless, as either is retrieved by "Expressroid" back to our hand or revived by "Iron Call" to be used as material in bigger summons.
"Drillroid" main objective is to take down defensive monsters stalling our attacks so we can break their stalling setups with ease. Normally "Drillroid" will aim towards monsters with high DEF like the Super Heavy Samurai archetype, "Destiny HERO - Defender", or "Guardian Sphinx". Otherwise will take care of monsters with invulnerability towards battles, breaking through monsters like "Marshmallon" and "Arcana Force 0 - The Fool" without many problems. Although "Drillroid" might not be able to stop certain effects, is still effective against searching effects like "Apprentice Magician" and "Nova Summoner" among many others depending on being destroyed in battle rather by the Vehicroid's effect. While by default "Drillroid" will try to take down stalling enemies is still a reliable tool to defeat powerful enemies with, as with the help of cards like "Book of Moon" and "Windstorm of Etaqua" among others we can rearrange monsters' battle position to be easily taken down no matter how high their DEF might be. Don't completely restrict "Drillroid" to be exclusive used against stalling setups, as with assistance to be a material like Fusion Summons as well combining its average ATK with cards like "Solidarity" and "Limiter Removal" it can expand its options further.
"Drillroid" is a solid monster to work along with if we have problems against defensive enemies. No matter if the opponent relies on monsters with immense DEF or protective effects, the attacks of "Drillroid" will easily take down the problem without many problems. Unfortunately, "Drillroid" will easily fall victim of Flip Monsters when cards like "Neo-Spacian Grand Mole" and "Nobleman of Crossout" can easily bypass such problem while still able to keep the same task the Vehicroid offers. On the other hand, "Drillroid" is highly supported to become quickly available as well work in other goals, so although is not perfect to take care of defensive enemies it offers some diversity when its effect is not needed at the moment. In short, while the Vehicroid might not be the best choice to complete shut down defensive monsters, provides some variety that makes it less reliant of its effect to become useful.
Personal Rating: B+
+ Automatically destroys any Defense Position monster it attacks + Bypasses high DEF monsters and certain effects + Well supported to become available and/or work in other purposes
- Unable to counter Flip effects - There are safer alternatives to deal with defensive monsters
Super Vehicroid - Stealth Union ———————————————— "Truckroid" + "Expressroid" + "Drillroid" + "Stealthroid" When this card attacks, its original ATK is halved until the end of the Damage Step. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Once per turn, during your Main Phase, you can select 1 face-up monster on the field, except a Machine-Type monster, and equip it to this card. While equipped by this effect, this card can attack all monsters your opponent controls once each. ———————————————— Can Be Found In: Gladiator's Assault (GLAS-EN041), Duelist League 3 (DL12-EN011)
While Fusion Monsters often won't require their materials on the field compared to other Extra Deck monsters, they can be tougher to make a build arround them due requiring specific monsters for their summon. Many Fusion Monsters might have an incredible pressence on the field with their stats and/or abilities, but some of their materials can be quite subpar to play along until we can Fusion Summon. Fortunately, with many monsters taking their place as well the various resources to ease Fusion Summons, some of the most expensive monsters won't be that tough to create a Deck just for their arrival.
"Super Vehicroid - Stealth Union" is the costiest Fusion Monster the Vehicroid archetype can offer, and although with a severe flaw can become quite dominant in battles. "Stealth Union" original ATK will become half each time it attacks, becoming 1800 during our turn and thus its 3600 ATK will have a more defensive purpose. Although this is a big negative for such expensive summon, "Stealth Union" compensates with other abilities to still have a strong pressence. The attacks of "Stealth Union" will deal piercing damage, each turn is able to equip on itself any face-up monster on the field (The Machine limitation is an errata in the TCG), and while with equipment by said effect it will be able to attack all monsters once per Battle Phase. In short, although "Stealth Union" might not take advantage of its base stats to its fullest, still can become a powerhouse as either equips strong enemies on itself as well wiping out whole fields afterwards.
"Stealth Union" is one of the most expensive Fusion Monsters by requiring four specific Vehicroids for its arrival. Fortunately, we can skip most of the process with a combination of "Chain Material" using the materials from our Deck or Graveyard, and "Vehicroid Connection Zone" protecting the Fusion for the Trap's negative effect. Not only that, but "Vehicroid Connection Zone" will be the main option to Fusion Summon with as makes "Stealth Union" much tougher to take down by granting invulnerability against destructive effects. There are many reliable methods to gather the four materials, going from "Gear Gigant X" and "Fusion Conscription" searching them in our Deck, to "Expressroid" and "Iron Call" retrieving them from the Graveyard. A cheaper alternative is by the use of "Future Fusion", a Spell which in two turns after its activation will Fusion Summon "Stealth Union" using the needed materials inside our Deck.
Might be a bit tricky to play along "Stealth Union" due its ATK being halved when attacks, but there are still methods to make it efficient. Although might not be able to defeat strong enemies due such flaw, the ability to equip monsters on the field allows it to easily take care of them as well easily counter menacing monsters such as "Stardust Dragon" or "Starving Venom Fusion Dragon" by going arround their abilities. Once with an equipped monster "Stealth Union" will easily deal tons of damage with the combination of piercing damage and multiple attacks, easily punishing fields with several small monsters to attack all at once. If we bring this monster by "Vehicroid Connection Zone" it will become even more effective as not only gains protection against opponent's destructive effects, but also from our own effects going from ignoring "Limiter Removal" negatives while doubling its ATK to surviving cards like "Torrential Tribute" to clear the field with. Don't forget that "Stealth Union" only halves its original ATK, so gaining stat boosts can easily solve its biggest problem as they won't be affected by such negative.
"Super Vehicroid - Stealth Union" can easily be underrated due its expensive Fusion Summon along losing half its ATK during our battles, yet can become a highly effective monster with its other abilities. Stealing monsters to be equipped with easily solves its main flaw so can take care of the opponent's monsters, and the combination of piercing damage and multiple attacks can deal devastating results despite only going with 1800 ATK. Not only that, but if we are able to bring it out by "Vehicroid Connection Zone" it becomes even tougher to confront besides its high stats walling against the opponent's turn. Together with most of its materials having a steady purpose during the Duel, "Stealth Union" might be easily overtaken by other Vehicroid options but has a potential purpose if managed properly.
Personal Rating: B+
+ Deals piercing damage against defensive monsters + Equips monsters on the field granting it multiple attacks + Gains protection against destructive effects if brought by "Vehicroid Connection Zone"
- Halves its original ATK when attacks - Very expensive summon
Super Vehicroid Jumbo Drill ———————————————— "Steamroid" + "Drillroid" + "Submarineroid" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. ———————————————— Can Be Found In: Power of the Duelist (POTD-EN036)
Vehicroids were one of the first archetypes to considerably improve Fusion Summons along other monsters like HERO and "Cyber Dragon". However, when compared to those builds Vehicroids underperform to either stand out with their Fusion Monster or preparing their most expensive choices. Still that doesn't mean that the archetype is not functional, as they have key cards to turn their Fusions into powerful creatures capable to confront any threat on the field.
"Super Vehicroid Jumbo Drill" is often the main option when comes to Fusion builds arround the archetype. "Super Vehicroid" has a simple yet effective ability in which deals piercing damage against defensive creatures, so combined with its high ATK is already a powerful creature to take down stalling opponents with. However, this ability might not seem outstanding given the fact "Super Vehicroid" can only be summoned with three specific materials. But like many Vehicroids is the support that can work along with that will reach its peak performance.
Fortunately, the three monsters required for its Fusion Summon can perform efficiently on their own until we can bring out "Super Vehicroid Jumbo Drill". While cards like "King of the Swamp" and "Fusion Reserve" can assist us obtaining the traditional "Polymerization", the main choice to go with this Fusion Summon will be "Vehicroid Connection Zone" as will turn "Super Vehicroid" invulnerable against any removal effects including our own. This factor will allow us to shortcut all preparatives by working along "Chain Material", a Trap able to banish the required materials from anywhere including our Deck and/or Graveyard, while the Spell Card will ignore its drawback of destroying "Super Vehicroid" during the End Phase. Outside this staple combo we can instead go with "Power Bond", performing a normal Fusion Summon with the bonus of doubling the Fusion's ATK so we can assure lethal damage with a single attack. When its comes to the materials themselves they are perfectly covered from early to late game, going from "Gear Gigant X" and "Fusion Conscription" adding them to our hand, to "Expressroid" and "Iron Call" recovering them from our Graveyard in later turns.
"Super Vehicroid Jumbo Drill" has a very simple purpose, but as mentioned is the effects that works along with that makes it a serious menace. With "Vehicroid Connection Zone" being the main option to Fusion Summon it, "Super Vehicroid" becomes very difficult to take down as cards like "Forbidden Lance" and "Effect Veiler" takes care or the few remaining weaknesses. With the Spell also protecting it from our own cards, we can go from "Torrential Tribute" clearing the field to attack directly to doubling its stats by "Limiter Removal" without being destroyed at the end of our turn. Everything else is up to its attacks, as either takes down any monsters weaker than itself or punishes defensive opponents by piercing damage.
If judged on its own, "Super Vehicroid Jumbo Drill" is not that outstanding compared to many other Fusion Monsters. However, things are very different once we check all the options available from start to finish, going from "Chain Material" completely skipping any preparatives to "Vehicroid Connection Zone" making it invincible against many common threats. Combine these options with its piercing attacks and "Super Vehicroid Jumbo Drill" easily becomes the boss monster of the archetype. In resume, "Super Vehicroid" might seem an underdog Fusion with plain effects yet expensive requeriments, but once we work along its options makes it one of the most resilient monsters the archetype can offer.
Personal Rating: A-
+ Deals piercing damage with its attacks + Highly supported to be quickly summoned and/or gain protection against destructive effects
- Expensive summon - Kinda underwhelming if is not summoned by "Vehicroid Connection Zone"
Best Level Four Machine - Round 1 Match 13
choose your favorite
Drillroid
Stealthroid