Volt team — formation, items and simulation
Build this six-creature Volt team: starting units, board positions, carry equipment, active synergies and recorded results against seven tested teams.
These results describe Kanto Tactics Arena’s original creatures and current combat engine. They are simulations, not player match statistics or a ranking of another game.
This percentage compares only the eight preset formations in this table; it is not a player win rate.
- Rank
- 7 / 8
- Simulation score
- 18.8%
- Battles
- 224
- Opponents
- 7
Tested formation
This shows the tested starting squares on your 4×7 half. Combat movement is automatic. Protect ranged units and adjust corners after scouting; adaptive positioning was not included in the scores.
Back line
Build toward this team
Start with Zivolt, Droum, Vellovolt. Fill your board before saving for expensive upgrades. Move toward level 6 and keep matching copies; use available substitutes until the final team is affordable. The simulated 2★ lineup is a target, not a guaranteed shop route.
Active synergies
- ϟ Volt · 4
2/4: Your whole team starts with 25/45 extra energy. Volt abilities also shock enemies beside the target.
- ≋ Gale · 2
2/4/6: Gale creatures dodge 10/25/40% of basic attacks.
Six-creature lineup · Tested equipment
| Creature collection | Square | Tested equipment |
|---|---|---|
Ferruff ★★ | C1 | ♥ Moss Heart |
Droum ★★ | E1 | — |
Tempuddle ★★ | D1 | ϟ Storm Core ✦ Quick Spark |
Zivolt ★★ | C4 | — |
Vellovolt ★★ | E4 | — |
Orrivane ★★ | D4 | — |
The same item budget makes candidate comparisons easier. These items were not individually optimized for each creature. Adapt to the match instead of forcing the test loadout.
When the shop does not offer the full team
Keep upgraded 2★ creatures while looking for missing pieces; do not leave board slots empty to copy this formation. Use Zivolt, Droum, Vellovolt as opening options. Prioritize protecting Tempuddle and a front line anchored by Ferruff. Check whether a swap loses a synergy threshold; duplicate creatures do not raise the count. If the shop does not cooperate, keep your strongest available team and save instead of refreshing without a limit. Substitutions do not inherit this formation’s simulated score.
Synergy core
Recorded matchups
| Opponent | Simulation score | Wins | Draws | Losses | Battles |
|---|---|---|---|---|---|
| Blaze | 0.0% | 0 | 0 | 32 | 32 |
| Brawl | 0.0% | 0 | 0 | 32 | 32 |
| Frost | 6.3% | 2 | 0 | 30 | 32 |
| Gale | 25.0% | 8 | 0 | 24 | 32 |
| Mind | 100.0% | 32 | 0 | 0 | 32 |
| Tide | 0.0% | 0 | 0 | 32 | 32 |
| Verdant | 0.0% | 0 | 0 | 32 | 32 |
How these rankings were made in Kanto Tactics Arena
These results describe Kanto Tactics Arena’s original creatures and current combat engine. They are simulations, not player match statistics or a ranking of another game.
- Battles
- 3,936
- Version
- 0.4.0
- Data date
- Seed
- 20261019
Each creature fights every other creature of the same cost at 1★ with no items. Type effectiveness and single-unit synergies remain active. Each pair uses 8 seeds, both sides and two horizontal orientations: 32 battles per pair.
Eight fixed candidate teams play a round robin. Each has six 2★ creatures, costs 42 gold in purchased copies and uses the same three completed items. Item placements and formations are fixed. Each pair uses 32 battles with side swaps and mirrored positions.
Score = (wins + 0.5 × draws) / battles. S ≥ 65%; A ≥ 50%; B ≥ 35%; C < 35%. Compare creatures within the same cost. Equal scores share rank; these cutoffs are labels, not confidence estimates.
Duel results understate healing, support and area abilities. The two 5-cost creatures have only one opponent each. Team ranks compare these eight candidates only; they do not model shop availability, economy, player decisions or blessing bonuses. Repeated orientations are correlated scenarios, not independent human matches.
Download results and methodology (JSON) ↓




