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Top 10 "Number C" Xyz Monsters in Yu-Gi-Oh

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

What Are Number C Monsters in Yu-Gi-Oh?

Most Yu-Gi-Oh fans are familiar with black-backgrounded xyz monsters, which are powerful cards that reside in your extra deck throughout the duel until special summoned by sacrificing two monsters of the same level and attaching them to your xyz beast as material. Many xyz monsters belong to the bountiful Number archetype, which (as of this writing) contains the most members in the entire game.

Number C cards are a sub-type of the Number archetype. These guys are upgraded forms that are one rank higher than their original xyz renditions, and they require more material monsters to xyz summon. Thus, the best way to use them is to use Rank-Up-Magic cards on their original forms to morph them into their advanced states, increasing their power and offering unparalleled monster effects.

10 Best Number C Monster Cards

But with dozens of Number C monsters to choose from, which titans reign supreme? These are the ten best upgraded xyz monsters in Yu-Gi-Oh!

  • Number C88: Gimmick Puppet Disaster Leo
  • Number C40: Gimmick Puppet of Dark Strings
  • Number C73: Abyss Supra Splash
  • Number C39: Utopia Ray Victory
  • Number C39: Utopia Ray V
  • Number C65: King Overfiend
  • Number C69: Heraldry Crest of Horror
  • Number C102: Archfiend Seraph
  • Number C104: Umbral Horror Masquerade
  • Number C101: Silent Honor DARK

10. Number C88: Gimmick Puppet Disaster Leo

ATK: 3500
DEF: 2500

I'm not sure why Konami decided to give Puppet Disaster an xyz summon that would take four level 9s (which isn't feasible anyway) since its own effect requires you to play a Rank-Up-Magic on its prior form (thumbnailed above), but whatever. Most Number C's don't specifically demand you use a Rank-Up, but the vast majority work best with them, so you'll hardly notice the restriction.

A rank 9 gargantuan, Puppet Disaster wields a daunting 3500 ATK and can't be targeted by card effects, defending against many common removals. You can also (once per turn) detach an xyz material to inflict a substantial 1000 effect damage to your opponent; coupled with Disaster's imposing ATK stat, your opponent shouldn't last long once it's fielded.

Additionally, if you end your turn while Disaster has no material left, and your opponent has 2000 or less life points (easy thanks to Disaster's effect), you automatically win the duel! This alternate win condition lets you seize the victory before your opponent can make a comeback, and unlike Disaster's prior form's win condition, it doesn't block you from setting spells and traps.

9. Number C40: Gimmick Puppet of Dark Strings

ATK: 3300
DEF: 2000

Another impressive rank 9 member of the Gimmick Puppet archetype, Dark Strings bears a fierce 3300 ATK, and when it's special summoned, you destroy all cards with "string counters"; if you do, draw a card, then inflict damage to your opponent equal to the highest original ATK of the destroyed monsters in the graveyard. This amazing ability destroys opposing monsters, draws you a card, and inflicts some sweet burn damage.

Best of all, note that it triggers whenever Dark Strings is special summoned, so it activates both at the initial xyz summon and whenever revived from the graveyard or otherwise gimmicked (ba-da-cha) to the field. Finally, you can (once per turn) detach a material from Dark Strings to place a string counter on each face-up monster your opponent controls, setting you up for future activations of your Gimmick cards.

8. Number C73: Abyss Supra Splash

ATK: 3000
DEF: 2000

A water-attributed warrior-type rank 6 monster, Abyss Supra matches a Blue-Eyes White Dragon with 3000 ATK, and it wields two versatile abilities that help in any duel. During either player's battle phase, when any of your monsters (including itself) battle an opponent's monster, Supra can detach a material to grant your monster a boost in ATK equal to the ATK of its opponent, ensuring you both triumph and land some hefty battle damage. Players familiar with the infamous "Honest" hand-trap will recognize this lethal ability.

Additionally, if Supra has Number 73: Abyss Splash as material (and it should if you used a Rank-Up), it can't be destroyed by card effects, a sweet barrier that drastically limits your opponent's removal options. This even defends against your own field-nuking destruction tactics, preventing you from accidentally eliminating your own monster with cards like Dark Hole.

7. Number C39: Utopia Ray Victory

ATK: 2800
DEF: 2500

Like the other rank 5 Number C monsters, Utopia Ray Victory is easy to summon since it upgrades up from a rank 4 monster; these can be cast quickly because level 4 and lower material monsters don't need tributes when normal summoned. More than that, Ray brandishes a sturdy 2800 ATK and solid 2500 DEF, and whenever it attacks, you opponent can't activate spells or traps until the end of the damage step, guarding against counters like Drowning Mirror Force.

Finally, if Ray has a Utopia monster as material, it can detach a material when it declares an attack on an opposing face-up monster. Doing so will (until the end of the turn) negate that monster's effects and boosts Ray's ATK by its target's ATK, ensuring victory in a similar fashion to Supra's trait and shutting down opposing monster effects. Note that this ability doesn't target, bypassing even shrouded enemies.

6. Number C39: Utopia Ray V

ATK: 2600
DEF: 2000

Ray V also belongs to the Utopia family and can easily be Ranked-Up using Number 39: Utopia. This time, its ATK only increases to 2600, but when destroyed (whether through battle or effect) by an opponent's card, Ray V lets you return an xyz monster from your graveyard to the extra deck, prepping you for future xyz summons.

Even better, if it has a Utopia monster as material, Ray V can (once per turn) detach a material to target and destroy an opposing monster, then inflict damage to your opponent equal to the ATK that monster had on the field. Not only does this remove your foe's best monsters, it punishes them for summoning them in the first place by piling on more effect damage depending on that monster's strength. Burn damage, monster removal, and graveyard recovery make Ray V a well-rounded and accessible creature to command, especially in Utopia themes.

5. Number C65: King Overfiend

ATK: 1600
DEF: 0

King Overfiend is actually only rank 3 and can be upgraded from the rank 2 Djinn Buster. Luckily, its effect compensate for a lackluster 1600 ATK. You see, King can (once per turn) detach a material to target an opponent's monster and have it lose 1000 ATK and DEF, a significant loss that weakens most foes enough to be destroyed by Overfiend (or your other combatants).

But that's icing on the cake. The real treat here lies within Overfiend's added ability if it has Djinn Buster as material: Your opponent's fielded monsters cannot activate their effects! This brutal lockdown instantly renders all opposing units mute, similar to the infamous trap Skill Drain but without the downsides of losing life points or negating your own combatants in the process.

4. Number C69: Heraldry Crest of Horror

ATK: 4000
DEF: 1800

Heraldry Crest of Horror's base form, Heraldry Crest, takes three materials, but at least they're all level 4, so it's still not too difficult to Rank-Up to Horror. Horror's first ability simply destroys all opposing cards whenever an opponent's monster declares an attack! Now, most opponents won't be dumb enough to attack when they see this trait, but this completely shuts down their offense, especially handy since the effect doesn't need to detach any materials.

Additionally, if Horror has Heraldry Crest as material, it can (once per turn) detach a material to target an opposing xyz monster and (until the end phase) gain its effects, name, and ATK equal to that monster's original ATK. If you haven't noticed, Horror brandishes an astonishing 4000 base ATK; piling on the score of an opponent's xyz monster (who tend to have at least 2000) turns Heraldry into one of the game's strongest monsters in sheer strength.

3. Number C102: Archfiend Seraph

ATK: 2900
DEF: 2400

Like Heraldry Crest of Horror, Archfiend Seraph is a light-attributed rank 5 monster who upgrades from a rank 4 card (Star Seraph Sentry) that requires three level 4s as material. Archfiend Seraph can spend two materials to prevent its own destruction, a nice shield that also helps activate its next trait: when you detach the last material from Seraph, you inflict 1500 damage to your opponent.

Also, if Seraph has Star Seraph as material, you can (once per turn) detach a material to target an opposing monster, reduce its ATK to 0, and negate its effects (permanently, not just until the end of the turn). What else can I say? Archfiend Seraph wields three helpful effects and isn't too hard to summon. Bonus points if you can detach its last unit, inflict 1500 damage, then attach another unit with a different card's effect and detach that too, scoring an extra 1500 hurt whenever you repeat the cycle.

2. Number C104: Umbral Horror Masquerade

ATK: 3000
DEF: 1500

Yet another rank 5 who upgrades from a three-material-needing rank 4, Umbral Horror Masquerade enjoys a mighty 3000 ATK, and when special summoned, it can target and destroy any spell or trap on the field, a useful ability that also triggers when revived from the graveyard.

Also, if Umbral has Number 104: Masquerade as material, it can detach a material on either player's turn when an opponent's monster activates their effect. This not only negates the activated effect, it lets you send a random card from your opponent's hand to their graveyard, then halves their life points! Geez, talk about kicking them when they're down: a negated ability, forced discard, and halved life points all in one. And considering Umbral's initial spell/trap destruction, your opponent shouldn't have many non-monster abilities to fall back on, practically ensuring your triumph.