'Bravest Victor, Grandgallop' is a new RRR Grade 3 for Dimension Police. He has a 13k base Power and his first skill is “[CONT](Hand):If you do not have a face up grade 4 card with "Gallop" in its card name on your (VC) or G zone, this card cannot be normal called to (RC).” And then the second skill is “[AUTO](VC):[Soul Blast (1)] When your G unit Stride, you may pay the cost. If you do, choose one of your vanguards, and it gets [Power]+12000 until end of turn.” You would usually get Power in increments of 4000 Power, so this gives you triple that for such a small cost, basically ensuring that you will be able to activate your Burst abilities.
If there was a chance you were not getting your Burst abilities, and need a fair amount more before you can get to it, we also have 'Cosmic Hero, Grandscout'. His ability is “[AUTO] Generation Break 2:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, choose one of your vanguards with "Gallop" in its card name, and its [Power] doubles until end of turn. At the end of that turn, retire this unit, and Soul Charge (1).” This becomes a case of needing a Perfect Guard, or it is very likely that you won't be able to Guard against the Vanguard's attack. This also works especially well with 'Commander laurel' on the field.
'Cosmic Hero, Grandwisdom' is a Grade 2 with “[AUTO](RC):When this unit attacks a vanguard, if you have a grade 3 or greater vanguard, you may have this unit get [Power]+4000 until end of that battle. If you do, at the end of that turn, put this unit into your soul, and Counter Charge (1).” With the new Grade 3, Counter Blasting isn't as needed as it was. But it may be good to run a couple of this in case, as we will likely be seeing some Counter Blasting for the Stride that is yet to be shown.
'Cosmic Hero, Grandhogan' is another Grade 2. This one having “Burst-[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Gallop" in its card name, you may pay the cost. If you do, draw a card. If your vanguard's [Power] is 40000 or greater, Counter Charge (1), and this unit gets [Power]+4000 until end of turn.” 40k isn't even a difficult thing to achieve now that we have the new 'Gallop', so this is essentially a free skill with the draw and Power. The draw is really going to help Dimension Police, especially with some of the cards shown disappearing after using their skill.
'Cosmic Hero, Grandvalger' is a Grade 2 with Resist and “Burst-[AUTO](RC) Generation Break 1:When this unit attacks, if your vanguard's [Power] is 40000 or greater, this unit gets [Power]+8000 until end of that battle.” Yet again, not hard to achieve for a nice Power buff. Also, Boosted by the new Grade 1 'Cosmic Hero, Grandgunner' who has “Burst-[CONT](RC):During your turn, if your vanguard's [Power] is 40000 or greater, this unit gets [Power]+4000.” These two together become a 28k column.
'Dimensional Robo, Daisupporter' is a Grade 1 Stride Fodder for Dimensional Robos. She also has “[AUTO]:When this card is discarded from hand for the cost of Stride, choose one of your units with "Dimensional Robo" in its card name, it gets [Power]+4000 until end of turn, choose up to one card with "Dimensional Robo" in its card name from your drop zone, and put it into your soul.” 'D Robos' having their own Stride Fodder is very useful so they are able to keep the Grade 3s for bringing onto the field, and you don't have to rely too much on Grade 2s giving your Vanguard Power now that she helps with that too.
Lastly for Dimension Police this week, we have 'Dimensional Robo, Daimagnel'. He's a Perfect Guard when protecting a 'Dimensional Robo' and has “[AUTO]:When this unit is placed on (GC), choose one of your vanguards with "Dimensional Robo" in its card name, and it gets [Power]+4000 until end of that battle for each card with "Dimensional Robo" in its card name in your soul.” With all the Soul Charging they've been getting in this set, this skill proves to be excellent, especially against of Dimension Police decks with Guard Break.
For Nova Grappler we have the RRR Grade 2, 'Extreme Battler, Golshachi'. The first skill is “[CONT](RC):If you have a vanguard with "Victor" in its card name, this unit gets "[CONT](RC):Resist" and "[AUTO](RC)[1/Turn]:[Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, choose one of your other rear-guards, and [Stand] it.".” And this Unit has “Rush-[AUTO](RC)[1/Turn] Generation Break 2:When this unit [Stand] due to an effect from one of your cards, this unit gets [Power]+7000 until end of turn.” This helps out the new GR for Novas, and has great Power and flexibility. With the Resist, it also stops 'Denial Griffin' from interfering. The second ability can also be used in any Nova build.
Link Joker get the Grade 2, 'Racer Deletor, Baild', who has “[AUTO](RC):When your rear-guard with "Deletor" in its card name is retired for the effect or cost of your card with "Deletor" in its card name, this unit gets [Power]+2000 until end of turn.” And “[CONT](RC):If you have a grade 3 or greater vanguard with "Grei" in its card name, this unit gets [Power]+2000.” This might not seem like much, but it puts him at 13k Power. A normal Booster then puts him to 20k, which when you're opponent is Deleted, is basically a magic number.
'Death Star-vader, Chaos Universe Arsony' is a RR Stride with “[AUTO]:[Soul Blast (1) & Choose a face down card with "Chaos" in its card name from your G zone, and turn it face up] When this unit is placed on (VC), if you have a heart card with "Chaos" in its card name, you may pay the cost. If you do, your opponent chooses two of his or her rear-guards, and locks them. If he or she could not Lock two cards, you draw two cards, choose two of your Units, and they get [Power]+2000 until end of turn. It's really nice that you get something whether your opponent tries to play around the Lock or not, and as it can flip any 'Chaos' card, it means you don't have to be running 4 of this just to use it twice.
Lastly for this week we have the first G-BT14 card shown, the ZR 'Zeroth Dragon of End of the World, Dust'. The skill is “[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, until end of turn, all of your opponent's vanguards and rear-guards lose their abilities, their grades and [Power] increase or decrease to 1. If the number of cards in your opponent's damage zone is four or less, choose one of your opponent's vanguards, and deal one damage.” This is an extremely strong ZR and stops you from Guarding with Grade 2s and up, including G Guardians. It also essentially Deletes your opponent's Vanguard, so if G Guarding is no longer allowed, they're going to have an extremely hard time against this card.