Advance Wars 2 CO Powers and Super CO Powers
Decide between an earlier small power and a later major swing.
Edition covered
Original GBA Black Hole Rising. This guide uses its CO Powers, Super CO Powers, silos, pipelines and Neotanks; Dual Strike tag turns and Re-Boot Camp presentation are excluded.
Two power levels create a timing choice

Small stars indicate the ordinary CO Power threshold; filling the complete meter enables the Super CO Power. Spending early delays the larger effect.
| CO | CO Power | Super CO Power |
|---|---|---|
| Andy | Hyper Repair | Hyper Upgrade |
| Max | Max Force | Max Blast |
| Sami | Double Time | Victory March |
| Grit | Snipe Attack | Super Snipe |
| Olaf | Blizzard | Winter Fury |
Use repair before dealing damage
Andy benefits from activating healing before attacking with damaged units. His stronger power also changes the army's ability to continue the offensive.
| Condition | Useful timing | Reason |
|---|---|---|
| Several damaged Andy units | Before their attacks | Recover HP before calculating damage |
| Sami soldier can reach HQ | Victory March turn | One capture action can win |
| Grit indirect line is ready | Before firing | Extra range needs spotted targets |
| Enemy mass damage is imminent | Preserve repair access and spacing | Avoid a weakened army stranded forward |
Victory March changes capture math
Sami's Super CO Power lets eligible infantry and mechs finish a property capture in a single action. A low-HP soldier reaching HQ can therefore be decisive.
Plan around the opponent's meter
Mass damage or movement boosts can punish a formation that looked safe on the previous turn. Leave a fallback position before the opposing power becomes available.
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |
