GungHo is slowly releasing monsters with multiple evolution paths that fulfil different roles and purposes. This is also making it harder to choose the best fit for your team and is somewhat encouraging you to keep duplicate monsters. With the release of Awoken Artemis , we are once again presented with two viable evolution paths and I wish to weigh the pros and cons of each to help you choose which Artemis is best for you.
At a quick glance, it would seem that Awoken Artemis is superior in most aspects. This is true for the most part as she comes with a superior active, base stats, leader skill, and artwork (although I still struggle to tell what exactly is happening). However, the skyfall buff does compete with Australis’s active (and Vishnu ) as the two will override each other and thus diminishing their potency. You may also feel hesitant to use any of their actives as you would have not fully benefited from the entire skyfall duration.
Unfortunately, one of the strongest wood team at the moment is Sylvie + Awoken Freyja and they are essentially wood row based . This makes G/D favourable due to their awakenings as they bring 3 rows. However, both Artemis can be arguably replaced by Australis provided your team can absorb the lack of awakening diversity as the ability to remove poison and jammer orbs is invaluable.
The skyfall buff is mostly beneficial on combo based teams and those stacking enhanced wood orb awakenings. But the double orb change aspect from Artemis can overflow the board with wood orbs and make it challenging to separate and make combos (kind of how Ares can be problematic on Awoken Shiva teams).
Awoken Artemis can form a powerful 4x HP / 16x ATK team when matching wood and water orbs while having a 50% uptime on your skyfall buff. However, you would be unable to utilize any full board changer (except for Beach Sonia ) and need to bring someone like Australis or Awoken Astaroth to combat poison and jammer orbs. Furthermore, there are no wood monsters who can generate water orbs which can be a frustrating mechanic to try and play around. This may be her limiting factor as you cannot guarantee your activation through actives unless you are willing to bring someone like U&Y or Skuld . Marine Rider does work to a certain degree, but his net effect is still generating wood orbs (as the water are lost being converted to wood and hearts to water). Artemis’s playstyle can be either TPA or row focused. Unfortunately, ‘s awakenings set her up as a TPA lead, but the row playtyle is significantly stronger as she can make use of Australis and Michael (do not use Perseus as he takes away water).
Overall, I am happy that Artemis received a new evolution, but wish she had a more clearly defined role when used as a sub as both Awoken and D/G feel a bit lackluster and do not excel for their respective teams. One significant aspect of Awoken Artemis is the devil typing which allows her to be used on Awoken Astaroth teams who suffer from a very restrictive sub pool.