Able to avoid the WINDlocks to a degree, so you have access to more powerful generic boss monsters, but runs a number of garnets and has several prominent chokepoints.
General gameplan: Use the Symphonic monsters to start your combos and provide numerous bodies for making generic boss monsters. Be aware of when you use your WINDlocks, and note that CarTurbo doesn't prevent you from Summoning non-WIND monsters. All the combos start from a Symphonic starter and a Lv3 Tuner extender, such as Cockadoodledoo, CarTurbo, and Taketomborg, and have very versatile endboards.
Example combos:
Guitaar + CarTurbo = Baronne + Fast Dragon + I:P + Piper, Piper for 4
DJJ + Taketomborg = Baronne + Crystal Wing + Crystal Wing
Level 4 WIND Machine/Pendulum/Effect 1200/1200 Scale 8
Pendulum Effect: Once per turn, during your Main Phase: You can flip 1 face-down Defense Position "Symphonic Warrior" monster you control to face-up Defense Position. If a "Symphonic Warrior" monster's effect is activated (except during the Damage Step): You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Symphonic Warrior DJJ" once per turn.
Monster Effect: If this card is Normal or Special Summoned: You can Special Summon 1 "Symphonic Warrior" monster from your Deck in face-down Defense Position, except "Symphonic Warrior DJJ", or, if "Symph Amplifire" is in your Field Zone, you can Special Summon 1 "Symphonic Warrior" monster from your Deck instead, except "Symphonic Warrior DJJ", but negate its effects. You can only use this effect of "Symphonic Warrior DJJ" once per turn.
One of the main combo starters. Summons Synthess from deck and flips it after you make Rockks, then summons itself from the scale to enable RBS or pretty much anything else.
Run 3
Level 3 WIND Machine/Pendulum/Tuner/Effect 1100/500 Scale 0
Pendulum Effect: You can target 1 other "Symphonic Warrior" card you control; return both that card and this card to the hand. You can only use this effect of "Symphonic Warrior Guitariss" once per turn.
Monster Effect: If "Symph Amplifire" is in your Field Zone: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 card in your Pendulum Zone; return it to the hand. You can only use each effect of "Symphonic Warrior Guitariss" once per turn.
Lets you use both the Monster and Pendulum Effects of your other Symphonic Warriors. Used primarily in lines starting with Guitaar.
Run 0-1
Level 3 WIND Machine/Pendulum/Effect 1500/700 Scale 7
Pendulum Effect: You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn.
Monster Effect: When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.
Can grab DJJ to start a combo or Piaano for extension.
Run 3
Level 5 WIND Machine/Pendulum/Effect 2300/1100 Scale 1
Pendulum Effect: Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, during your End Phase: You can target 1 of your banished "Symphonic Warrior" monsters; add it to your hand.
Monster Effect: You can Special Summon this card (from your hand) by removing 3 Symphonic Counters from your field. After you Normal or Special Summon this card, you can Normal Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
An alternative option to run, but doesn't really enable anything better than Guitariss or Piaano.
Run 0-1
Level 3 WIND Machine/Tuner/Effect 900/1300
Once per turn, you can declare 1 Monster Type and select 1 face-up "Symphonic Warrior" monster on the field. That monster becomes that Monster Type. You can declare 1 Monster Type and remove from play this card from your Graveyard to select 1 face-up "Symphonic Warrior" monster you control, and make it that Monster Type.
Summoned off Guitaar in DJJ starts; makes Baronne with Rocks and can be looped with Synthess. Very nice.
Run 0-1
Level 4 WIND Machine/Effect 1200/1900
FLIP: You can add 1 "Symphonic Warrior" monster from your Deck to your hand, except "Symphonic Warrior Synthess". Once per turn: You can target 1 monster you control or in your Graveyard whose original name includes "Symphonic Warrior", except "Symphonic Warrior Synthess"; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. You can banish this card from your Graveyard, then target 1 of your banished "Symphonic Warrior" monsters, except "Symphonic Warrior Synthess"; Special Summon it.
A garnet, but searches Guitaar and allows for re-use of Piaano. Definitely worth it, especially since DJJ summons face-down.
Run 1
Level 7 WIND Machine/Synchro/Pendulum/Effect 2500/1500 Scale 10
Pendulum Effect: During each Standby Phase: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "Symphonic Warrior Rockks" once per turn. When an opponent's monster declares an attack: You can destroy both that monster and this card.
Monster Effect: 1 Tuner + 1+ non-Tuner monsters
If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. You can only use each of the following effects of "Symphonic Warrior Rockks" once per turn. If this card is Special Summoned: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand. If "Symph Amplifire" is in your Field Zone: You can destroy 1 card on the field.
Retrieves DJJ so you can place it in scale and extend further. Is also able to recycle Marbles if necessary, so it’s not completely terrible outside of the dedicated Symph combos.
Run 1