Grade 3's:
4x: Nightmare Doll, Carroll (This unit is the main grade 3 to be as Vanguard. On ride, she puts a card in soul from the top 5 from deck. If its a grade 3 workeroid, that unit can be called to a rear guard circle. She can call out one of the combo pieces like Alice to pop off Carroll's superior ride skill. For a discard cost of 2 and counterblast 1, any workeroid could be superior rode, but it loses 1 drive. If another Carroll is put in soul but don't have another, don't call her out. Save her so she can be the superior ride target till all resources are out then superior ride Alice.)4x: Nightmare Doll, Alice (This unit is the main combo piece to have in soul, hand and field. After her attack, she counterblast 1 and a soul blast to go into soul and superior call any non grade 3 (Jumping Jill) from soul. She is the main piece to put into soul to trigger the superior ride skill of Carroll.)
2x: Comicality Chimera (This unit can be another combo piece to put an Alice or any grade 3 in soul if out of counterblast. For a soul blast and put any unit into soul, a card in damage can be counter charged meaning a resource to trigger Carroll.)Grade 2's:
4x: Jumping Jill (This unit helps with muti-attacking combos from soul. When she is placed from soul, a unit gets placed in soul from field in exchange for a new unit from soul ready to attack. She can be a unit that can put any grade 3 into soul to trigger Carroll's skill.)
4x: Amaranth Beast Tamer (This unit is another way to put a grade 3 or any unit from rear guard into soul, and it gains 3k power when it attacks the opponent's Vanguard.)4x: Nitro Juggler (This unit helps build soul by look at the top 2 cards of the deck and putting one of them into soul and the other to the bottom of the deck. It is also a good way to dig for pieces.)
Grade 1's:4x: Midnight Bunny (This unit can soul charge pieces. On the downside, triggers might be soul charged, but unnecessary cards can be soul blasted for Chimera's and Alice's skill like triggers. Meaning useful cards for attacks and combos don't have to be soul blasted. Midnight Bunny is also a pressure card when she hits. For a counterblast, bunny can put herself into soul to call a non grade 1 unit from soul to rear guard. A good card to call out is Jumping Jill or Alice to keep popping off combos.)
4x: Purple Trapezist (This unit enables another superior call from soul when it gets put into soul from rear guard, and it can be soul blasted for the cost of calling the unit. Good for making more muti-attacks and combos.)
3x: Nightmare Doll, Beverley (This unit gives the placed wokeroid unit that is on the same column as Beverley 5k power whether its Vanguard or rear guard circle.)
Grade 0's:
4x: Hoop Magician (Front Trigger)
2x: Skyhigh Walker (Front Trigger)
2x: Dynamite Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (Starter)