Vergo is a moderate difficulty clash. As most 40 stamina clashes, it doesn't really throw any weird wrenches at you, so you can just stall/tank on most grunts until your specials are ready, but do keep in mind the gas mask grunts have various effects <50% health. 4th stage high-def grunts are 'upgraded' and can lock/paralyze/despair your team for 4-6 turns. Vergo himself doesn't have many tricks - pre-emptive despair for 3 turns, lowers the rate for matching orbs, and gets increasingly deadly with <50% and <20% triggers; in other words - business as usual. Bring a team that can generate orbs and can do good damage against DEX (in other words, a team with strong STR characters) and you'll do just fine.
Most 2.25x+ ATK captains and legends should be able to clear this, as long as you can design a workable burst team.