Elemental HERO Core
EARTH 9

Elemental HERO Core

  • Archetype:
  • Elemental HERO

  • ATK:
  • 2700

  • DEF:
  • 2200

  • View:
  • 8249




3 "Elemental HERO" monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn, when this card is targeted for an attack: You can make this card's ATK become double its current ATK until the end of the Damage Step. At the end of the Battle Phase, if this card battled: You can target 1 monster on the field; destroy it. When this card is destroyed by battle or card effect: You can target 1 Level 8 or lower "Elemental HERO" Fusion Monster in your Graveyard; Special Summon it, ignoring its Summoning conditions.




 
 
AI Power Analysis
Boss/End-boardConfidence: MediumEvaluated Oct 9, 2026
55± 6/ 100
Power Score
Intrinsic 52
Deck 57

Elemental HERO Core — Power Evaluation

Final Score: 55 ± 6 · Confidence: Medium

  • Intrinsic: 52 · Deck: 57 · Meta: provisional
  • Primary role: Boss/End-board · Secondary: Removal, Recovery/Recursion

Why it scores here

Elemental HERO Core is a Fusion-only 2700-ATK body whose value comes from its end-of-Battle-Phase destruction and its once-per-turn ATK doubling, not from its stats. Its real conversion is the graveyard clause: when it is destroyed it can Special Summon a Level 8 or lower Elemental HERO Fusion from the graveyard, which gives it a recursion route. The 400-deck sample shows it in 371 HERO decks, one copy each, with strong partner overlap (Stratos 95%, Sunrise 91%), but that frequency only confirms accessibility and fit inside HERO shells. Its high ATK earns no points, and its Fusion-only restriction and weak material utility keep the score in the mid-50s.

Axis scores

Axis Score Evidence
Accessibility 45 Fusion-only, so it depends on Fusion Summon routes; the sample shows Miracle Fusion (87.6%) and Super Polymerization (66.6%) as frequent partners, but no starter or searched data is supplied (inferred from deck partners).
Combo & Conversion 55 The text shows a battle-based destruction of one monster and a GY Special Summon of a Level 8 or lower HERO Fusion, but no combo boards are recorded to confirm the conversion (inferred from text).
Resource Economy 50 The graveyard Special Summon on destruction is a body-for-body recursion, not card advantage; no draw or search is printed (verified from text, scored as roughly even).
Effect & Interaction 55 The end-of-Battle-Phase destruction is real removal, but it is conditional on this card having battled and is once per turn; ATK doubling on targeted attacks is a combat trick (verified from text).
Material Utility 25 A Level 9 Earth Warrior Fusion monster with generic material fit is limited as Fusion material, and no material role evidence exists (inferred from text, no combo data).
Resilience & Flexibility 50 The GY recursion survives destruction, and HERO Fusions in the graveyard give redundancy, but a single negate on Fusion Summon ends the line (inferred from text and deck partners).
Deck-Building Efficiency 50 One copy in 367 of 371 decks, but it is Fusion-only and requires a HERO-heavy shell, so the restriction is mild to moderate (observed from deck copies, inferred from text).

Calculation

Weight profile: 0.7 Boss/End-board + 0.3 Removal/Negation (secondary blend). Intrinsic ≈ 52, Deck ≈ 57, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destruction clause revives a Level 8 or lower HERO Fusion from the graveyard, so the card keeps value after it dies
  • End-of-Battle-Phase destruction gives board removal when it attacks
  • Once-per-turn ATK doubling on a targeted attack makes it hard to attack through profitably
  • Heavily played in HERO shells across 371 of the sampled decks, with one copy per deck

Weaknesses

  • Fusion-only, so it needs a Fusion route and cannot come out from hand or deck on its own
  • No searcher, draw, or card advantage in the printed text
  • Removal requires it to battle, so it does nothing on a defensive turn
  • Weak as Fusion material because of its Level 9 and its single-body profile

Counters / choke points

  • Negate effects on the Fusion Summon, which remove the card before it can attack
  • Monster removal or destruction that stops the battle-based clause before the Battle Phase ends

Best use

Boss/End-board finisher that trades through a battle and recurs a HERO Fusion from the graveyard. Decks: Elemental HERO (Heros, Heroic) Fusion decks. Suggested copies: 1.

Evidence & gaps

  • Verified: Fusion-only summoning restriction and the once-per-turn ATK doubling clause are printed in the description; End-of-Battle-Phase destruction and the GY Special Summon of a Level 8 or lower HERO Fusion are printed in the description; Used as one copy in 367 of 371 sampled decks
  • Observed: Partners Stratos (95.4%), Sunrise (90.8%), and Miracle Fusion (87.6%) appear in most sampled decks; Found across 25 distinct archetype labels, mainly in Heros and Heroic
  • Inferred: Fusion access depends on Miracle Fusion and Super Polymerization being present; Combo role is a Boss/End-board finisher, since there are no combo boards to confirm it; Material utility is limited by Level 9 and the Fusion-only restriction
  • Data gaps: no combos supplied, so combo conversion and starter role/material role rates are text-only inference no banlist token; assumed 3 copies allowed no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 400-deck sample only only one guide mention, and it is a general deck-level note rather than a card-level analysis











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