Advance Wars 2 adventure archiveAdvance Wars 2: Black Hole RisingGUIDES
Advance Wars 2: Black Hole Rising / CO Powers and Super CO Powers

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

Red mechs attack a gray tank formation.
Red mechs attack a gray tank formation.

Small stars indicate the ordinary CO Power threshold; filling the complete meter enables the Super CO Power. Spending early delays the larger effect.

Power examples
COCO PowerSuper CO Power
AndyHyper RepairHyper Upgrade
MaxMax ForceMax Blast
SamiDouble TimeVictory March
GritSnipe AttackSuper Snipe
OlafBlizzardWinter 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.

Activation decisions
ConditionUseful timingReason
Several damaged Andy unitsBefore their attacksRecover HP before calculating damage
Sami soldier can reach HQVictory March turnOne capture action can win
Grit indirect line is readyBefore firingExtra range needs spotted targets
Enemy mass damage is imminentPreserve repair access and spacingAvoid 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
Guide references
ReferenceWebsite
Nintendo instruction manualwww.nintendo.com