PAX West Godfest Review and Analysis

Godfest basics

When making the decision to roll or save your magic stones, you need to determine if the featured pantheons can benefit or compliment your teams. Chasing for one specific monster is unwise as you will most likely be disappointed and should ideally have Godfests that overlap with many target cards. Remember all monsters that come out of the REM will qualify for Skill Inheritance so do not be too hasty when selling dupes. For a more detailed team building help, please refer to my full list Popular Leader’s and their Full Sub List Post. Lastly, to find more information about a specific pantheon or monster, refer to my Master List to better refine your search. If you are considering to purchase a Four Gentlemen card, please read my Review and Comparison HERE.


Video Commentary

Introduciton

The PAX West Godfest comes jammed backed with +30 rolls and 4x GFE rates to celebrate one of the largest gaming conventions happening in Seattle. As with any of my Godfest reviews, I will try my best to add clarification and insight for the featured pantheons. Due to the rarity of GFE, it can be challenging to roll for them and you should have a strong fallback option with the pantheons that are also featured.

Dark Midnight Gala  Nobunaga Sheen
Day 1 Japanese 2 & Indian 2 GFE
2981 2982 Kush Awoken Izanagi 2985
Krishna 3069 Vishnu Ganesha 3072
rodin Blodin Green Odin Metatron dtron
Red Sonia Blue Sonia Green Sonia Fenrir Viz Fenrir
Urd Skuld ult evo Verd Gremory Ronove
Gadius Typhon Ryune Saria Sylvie
Eschamali Scheat Australis Sherias Roots Sherias
Baldin Balboa
Day 2 Egyptian 1 & Mechanical 1 GFE
Horus Isis Bastet Ra Awoken Anubis
3054 Alrescha 3058 3060 3062
rodin Blodin Green Odin Kali Dark Kali
Ult Tsubaki Ult Sumire Ult Kaede Kanna Baby Satsuki
Urd Skuld ult evo Verd Ult Zuoh Ilm

Question Orb A different Gala Question Orb
Day 3  Greco Roman 1 & Angel 2 GFE
Minerva Neptune Awoken Ceres Venus Awoken Hades
Rozuel 
Famiel Ruel Ariel Lumiel
Metatron dtron Red Sonia Blue Sonia Green Sonia
Urd Skuld ult evo Verd Kali Dark Kali
Gadius Typhon Ryune Saria Sylvie
Ult Zuoh Ilm Eschamali Scheat Australis
Sherias Roots Sherias Baldin Balboa Gremory
Ronove

Day 1:

Day 1 features the newly Awoken Japanese 2 and the nearly Uuevo-ed Indian 2 series. The Japanese 2 used to be one of the most dominating sets of gods to roll for; however, time has not been too kind and their Awoken Evolutions do help round out team rosters, but none become meta changing leaders of their heyday. One thing to note is that most cards lose their God typing through an Awoken Evolution.

Conversely, the Indian 2 pantheon has been one of the weakest and thankfully, GungHo has been giving them some love through Uuevos that created a surprisingly powerful Sarasvati. We are still waiting for Krishna and Vishnu to have theirs announced and hopefully they become just as powerful.

Japanese 2

jjjjjjjjMonsterjjjjjjjjj  Notes
 Ame no Uzume
2981
Physical / Devil
Enhnaced Fire Orb Auto heal Auto heal
Fire Row Fire Row Bind Immune
Bind Immune Skill Boost
—-
2x RCV for 4 turns and 4 turns bind clear
8 turn CD

2.25x HP / 56.25x ATK when over 80% HP
Awoken Ame No Uzume can be summed up in one word: disappointing. I say disappointing because she gained very little in terms of awakenings and active upgrading. She went from a 1.5x RCV boost to 2x and that is not very helpful in most cases. Her leader skill was upgraded to 2.25x HP / 56.25x ATK for Physical/Devil fire cards, but you have to be above 80% HP. This is problematic as she will simply be regulated to a farming leader. If her active had restored HP instead of an RCV buff, she may be more potent. It feels very lackluster when compared to Awoken Liu Bei A Liu Bei who can heal, bind clear, and make his primary colour orbs.

Regardless, Ame no Uzume is one of the few options fire teams have for bind clearing as most only have the bind recover Bind Clear awakening awakening which is less reliable and also means you will spend a turn unable to utilize those monsters/actives. she still lacks a skill lock resist Skill Lock Resist which can place constraints on your team building.  Looking at her active in the best light possible, the 2x RCV for 4 turns means you are able to heal 50% more from each heart or match. This allows you to stall longer and helps alleviate fire’s tendency of low base recovery.

Overall Ame no Uzume is still a  situationally sub on fire teams for bind clearing. Her leadership potential will mostly be regulated to easy/mid tier content farming as 56.25x ATK is still strong.

 Umi Yama
2982
Balance / Devil
blue + orb TPA TPA
Blind Resist Skill Lock Resist Skill Boost
Time ExtendSkill Boost Blind Resist
—-
Fire  Arrow Water
Heart Arrow Dark
Jammer Poison  Arrow Green
8 turn CD

196x ATK with B/G/L/D and 3 total water combos
Awoken Umisachi & Yamasachi took a surprising turn due their leader skill being buffed all the way to 196x ATK when matching wood, light, dark, and 3 sets of water combos. This is a tall feet to achieve; however, it does have a scaling component as 1 water combo yields 16x and 2 is 100x. This is quite powerful as you even have dual TPA awakenings on your leaders. However, you are still a glass cannon and have no HP or RCV multiplier and may struggle to restore your HP when you take a hit or need to stall.

In addition to their leader skill upgrade, they also received an overhaul to their active skill which somewhat feels like a slight nerf. Instead of converting hearts to wood, you now produce dark and all jammer and poison is changed to wood. However, you gain this at the expense of 1 additional turn of cooldown. As such, it may be highly advantageous to run a Uuevo U&Y U&Y for both the original active and wood coverage (as Awoken is B/D).

Overall, Awoken U&Y is a powerful glass cannon, but do we really need another one in today’s meta?

 Kushinadahime
Kush
God / Healer / Attacker
Enhanced Wood Orb Bind Clear awakening +heart
Time Extend Wood Row Auto heal
Enhanced Wood Orb Skill Boost
—-
75% damage reduction for 1 turn
8 turn CD
Kushinadahime is a mouthful to type and is often referred to as Kush. She is currently in an awkward place in the current meta due to her not doing anything that well. Her awakenings are all over the place and the recover bind Bind Clear awakening is largely moot when not bind immune or having a heart orb generating active. Her high base stats are nice, but stats are not as crucial with the advent of easy access to plus eggs. The 75% shield is helpful, but only lasting 1 turn on a very long cooldown of 8 turns diminishes her value. Finally, her leader skill is far too much effort to achieve high end damage when compared to other combo multipliers. Kush’s main role will be a situational damage reduction sub on mono wood and rainbow teams.

I know this all sounds very negative, but Kush is simply not the best choice in almost every situation. She is okay at what she does, but does not excel. Hopefully with an awoken evolution she regains viability with an active, awakenings, or leader skill rework. On a final note, she makes a reasonably strong starter and will train new players in the art of comboing.

I am aware she received an Awoken Evolution; however, it has not been released in JP and is still subject to change.

 Izanagi
Awoken Izanagi
God / Balance
+light orb TPA +heart
Skill Lock Resist +light orb Skill Boost
TPA Time Extend
—-
2x ATK God & Balance types. Reduce HP by 50%
6 turn CD

7x ATK & 50% Damage reduction for Heart Cross. 2x RCV for God/ Balance
49x ATK / 4x RCV / 75% Damage Red.
Awoken Izanagi has some fancy artwork and was magically transformed into a heart-cross leader that rivals Myr’s Miru leader skill. However, you are trading 2 additional seconds to move orbs for 2x RCV for God/Balance cards and that is where problems may arise. Heart Crosses are challenging to form as they require a lot of practice/experience along with confidence in moving diagonally. The additional time from Myr helps bridge this gap and with 1.5s less time, it may be too difficult for Izanagi. Thus, it may be wise to pair your Izanagi with a Myr instead. This is great for players who are unable to farm their own Myr and can begin using Heart Cross leaders much sooner.

Outside of a strong (albeit time constricted leadership role), Izanagi can act as a quick charging damage enhance. At only 6 turns, it is one of the fastest ways to add damage to your team and with the inclusion of Balance types, you are even less restricted. The HP reduction can be seen as a blessing or curse (blessing for HP sensitive teams as well as lowering your cooldown, curse as you hurt yourself).

Overall Izanagi feels more powerful and impactful with his future Awoken Evolution and we may see more players starting to use him when paired with Myr.

 Okuninushi
2985
Dragon / Devil
Dark Orb Enhance Time Extend Skill Boost
Skill Lock Resist Skill Lock Resist Skill Boost
TPA Time Extend
—-
2 turn delay and 1.5x ATK for dark
11 turn CD

4x 6 combos, up to 6x at 10. 2x ATK with 3 dark combos
144x ATK
Okuninushi is a name I fail to pronounce correctly and he received a very powerful evolution as it dramatically upgraded his active skill in regards to the delay component. You are trading 3 turns of cooldown for an additional turn of delay and this could be crucial for certain teams/dungeons. However, the loss of his God typing means he can no longer be used as a Yomi Dragon sub Yomi Dragon. In addition, the loss of his second TPA means he will no longer be that burst sub you use to pierce through high defense bosses. Thankfully, Oku gained Devil typing which means he can now be used on Pandora Awoken Pandora or Nobunaga Nobunaga teams.

As a leader, Oku forms a combo based team that has the potential for explosive damage. However, without any form of a defensive multiplier, his potential will be diminished compared to other high end leads. We do not need another glass cannon (especially one that is challenging to activate).

Overall, players have a nice option of using either D/B Oku or his awoken form to better cater to their team compositions.

Indian 2

jjjjjjjjMonsterjjjjjjjjj  Notes
Krishna
Krishna
God / Balance
Enhnaced Fire Orb Enhnaced Fire Orb Fire Row
Skill Lock Resist
—-
Question Orb Arrow Fire + 3 turns fire skyfall
6 turn CD
Krishna only has 4 awakenings and that automatically regulates them into okay status. It could have been strong before, but with the advent of powercreep, we are used to having monsters with 7+ awakenings and 4 is challenging to work around. The problem is further aggravated if you choose to use Krishna as a leader. Krishna does form a hard hitting 45.56x team, but without any HP or RCV multiplier along difficulty controlling damage, you will be hard pressed to find friends who regularly run them. However, if you do choose to use Krishna, you will have an exciting team and can loop your two leader’s actives to enable you to have a permanent skyfall buff.

As a sub, Krishna is okay and may be used mostly to remove other colour skyfall debuffs. Perhaps with an awoken or different ultimate evolution will they gain more awakenings and gain popularity/viability.

 Sarasvati
3069
God / Healer / Physical
blue + orb Skill Boost Time Extend
Skill Boost Time Extend Water Row
Water Row
—-
Question Orb Arrow Water + 3 turns fire skyfall
6 turn CD
Sarasvati is the blue, prettier, and harder hitting form of Krishna who has just received an ultimate of an ultimate evolution in JP. This removes her 5o1e clause and instead grants her bonus damage for connected 5+ linked water orbs and can cap out at 100x damage with a 6 orb match and two other water combos. This is simply incredible and will allow her to deal spectacular damage that puts her on par with the 300k MP You Yu You Yu. I did a full analysis comparing the two which you  can read HERE, but the bottom line is that Sarasvati begins to deal more damage once you have 12 water orbs on the board.

Even with such a spectacular evolution, it comes at a price. Mainly her lack lack of damage control (mainly because she ramps up far too quickly) and no HP/RCV multiplier. This can make stalling a challenge and the permanent water skyfalls could work against you. You also have to heavily invest in skilling her up as the main appeal of using dual Sarasvati leads is the 100% up-time on the skyfall buff. Lastly, a lack of SBR Skill Lock Resist can place constraints on team building. This can be solved via Coop, subs such as Andromeda Bankai Andro, or the badge system. Full team building guide can be found HERE.

Overall, Sarasvati is a wonderful leader to own and excels in shorter dungeons with fewer mechanics and high damage requirements.

Vishnu
Vishnu
God / Attacker
Enhanced Wood Orb TPA TPA
Skill Boost Skill Lock Resist Time Extend
TPA
—-
Question Orb Arrow Green + 3 turns fire skyfall
6 turn CD
Vishnu breaks the trend of mediocrity for the Indian 2 pantheon as he has 7 awakenings and synergizes well on most mono wood teams through his 3 two prong attack TPA awakenings. These allow Vishnu to hit extremely hard and his skyfall active is a powerful way to augment your damage output. He is most at home on Awoken Bastet Bastet teams and many players will run double Vishnu if possible to ensure you have 100% uptime on your skyfall buff. Unfortunately, Vishnu is very tedious to skill up and will require a significant amount of effort as he requires 9 successful feeds. Perhaps the best roll from this pantheon.
 Ganesha
Ganesha
God / Healer / Attacker
TPA TPA Jammer Resist
Skill Boost Bind Immune Bind Immune
Skill Lock Resist Time Extend Skill Lock Resist
—-
Light Arrow +light orb
Void all damage for 1 turn
13 turn CD

1.5x EXP and 2x Coin
Ganesha has been largely sidelined due to the insignificant role coins play at higher ranks. However, they have now become significantly more desirable due to the 1.5x rank experience gained when completing a dungeon. This is Fantastic for Experience of a Lifetime or even Monday Dungeon. Furthermore, I am certain the JP players will devise a way to better abuse this mechanic as rank experience becomes highly desired by those who are chasing certain milestones.

Outside of this, Ganesha will have very little use as there are better alternatives for both shielding and damage enhance.

Durga
3072
God / Devil / Attacker
TPA Blind Resist Time Extend
Skill Boost TPA Skill Lock Resist
Skill Lock Resist Skill Boost Blind Resist
—-
2.5x ATK God & Devil. Reset HP to 1
8 turn CD

1.5x ATK/RCV Devils. 5x ATK matching any 4 of R/B/G/D/H orbs.
56.25x ATK / 2.25x RCV
Durga received a sizable buff to her viability and artwork through her latest ultimate evolution. This finally granted her 9 awakenings to better compete with other available options along with an increase to her leader skill. She is now able to form a 56x ATK / 2.25x RCV devil team and with the massive sub pool at her disposal, should not be difficult in forming a synergistic team. Unfortunately, a 56x ATK rainbow team was top tier maybe a year or so ago and will still struggle to deal enough damage in today’s meta. Yes, the RCV is helpful, but if you fail to deal enough damage, all the recovery in the world will not save you.

As such, we should be exploring her sub potential as she now has 9 awakenings. Her dual TPA and high base ATK will allow her to spike very high along with covering. Unfortunately, there are no strong rainbow/combo dark teams and may remain a Skill Inheritance assistant due to the sizable buff or HP reset for Dark Metatron dtron teams.

One thing to keep in mind is the dual SBR Skill Lock Resist which gives you the potential to pair with Sephiroth Sephiroth as both benefit devil types.

Day 2

Day 2 features the somewhat ailing Egyptian 1 series alongside of the recently revamped Mechanical 1 pantheon. it almost feels like a changing of the guard as the Egyptian 1’s used to be the best leaders in the game. However, due to their age and the nature of Powercreep, most have fallen out of favour as leads. Thankfully, some of them have amazing power/utility as subs or assistants for Skill Inheritance. It should also be noted that most of them can farm their own Awoken materials and are strong early game cards.

On the other hand, the Mechanical 1 series just received split Ultimate evolutions and have transformed them into powerhouse subs. Granted there is a “leader” evolution; however, it is largely redundant as they are not particularily powerful and should only be chosen if you need that specific sub colour. Otherwise, you should always go for the God Killer God Killer form.

Egyptian 1

jjjjjjjjMonsterjjjjjjjjj  Notes
 Horus
Horus
Devil / God
Enhnaced Fire Orb Enhnaced Fire Orb Skill Boost
Skill Lock Resist Skill Boost Time Extend
Skill Lock Resist TPA
—-
Fire Arrow  Enhnaced Fire Orb + extend time to move orbs by 2 seconds
4 turn CD
Horus is a flaming hot chicken who is jokingly referred to as KFC or other poultry puns. Jokes aside, Horus is an underrated leader who is capable of forming a 45.56x ATK / 2.25x RCV rainbow team. What makes Horus unique is the ability control his damage and recovery through active usage. Most rainbow teams do not have a built in RCV multiplier and is one of the main reasons they falter in higher tier content.

Perhaps the reason why Horus is not as popular in today’s meta is due to the fact that 45.46x ATK on a rainbow team is not very game breaking (thanks Ra Dragon Ra Dragon) as you are unable to stack rows and may have limited access to TPA subs. In addition, Horus’s active skill is rather lacklustre and will mostly be used to trigger the additional damage component from your leader skill. On the bright side, Horus has double skill bind resist Skill Lock Resist awakenings and will alleviate team building constraints when trying to achieve 100% immunity.

Horus is seldom seen as a sub due to a underwhelming active as there are stronger damage enhancement options available.

Overall, Horus is still a powerful leader and is capable of clearing high end content with the right investment, player skill, and luck. He is also a fantastic leader for those who are just starting out as you will be forced to improve your comboing and orb matching skills.

Isis
Isis
Devil / God
blue + orb blue + orb Bind Immune
Bind Immune Time Extend Skill Lock Resist
Water Row Skill Boost
—-
Reduce damage by 15%, 2 turn bind clear
3 turn CD
Isis is one of the most sought after cards in Puzzle and Dragons due to her incredible utility, active, skill inheritance potential, colour coverage, and beauty. It is sometimes challenging to find a sub who can cover both water and wood while being useful (others that come to mind are Sun Quan Sun Quan and Orochi Awoken Oorochi). However, neither of those offer the same degree of defensive utility as Isis along with a quick charging active. With an active that takes only 3 turns to recharge, Isis makes an amazing base monster for inheriting a skill. This way you can have the colour coverage and option of bind clearing along with an inherited active for only an additional 3 turns of cooldown.

Isis is naturally at home on mono water teams as she offers some offensive capabilities, but perhaps her most popular use is on Ra Dragon Ra Dragon (or other rainbow) teams. If you have a Dark Kali Dark Kali, your team is essentially bind immune as you your colour activation requirements will always be met. Furthermore, you can clear binds from other subs with Isis’s active.

Sub potential aside, Isis makes a wonderful leader for new accounts as she will help teach you the basics of comboing along with colour management.

Overall, Isis is one of the strongest and most versatile monsters available and is worth pursuing and investing in.

Bastet
Bastet
Devil / Balance
Poison resist Time Extend Poison resist
Skill Lock Resist Skill Boost Time Extend
TPA Enhanced Wood Orb
—-
Mass attack for 3 turns + 2s to move orbs
5 turn CD
Best Cat, I mean Bastet, is still a powerful lead despite what various JP tier lists report. She has not become weak, only that newer and flashier cards have been released (thinking of the next round of 300k MP cards). Granted 36x ATK may seem lacklustre, but you have to remember that wood has some fantastic sub options for a mono colour TPA TPA teams. Outstanding subs include, but not limited to Vishnu Vishnu (sometimes x2), Meimei MeiMei, Sylvie Sylvie, Kaede Kaede, Liu Bei Liu Bei, and Verdandi Verd. With ample access to wood orb generation and enhanced skyfalls, you can unleash incredible burst damage that is capable of sweeping most high level content. Furthermore, you are able to control your damage through combos made, electing to match TPA, and active usage as a component of your leader skill is tied to using skills.

The main downsides of using Bastet are no HP or RCV multiplier, a weak active, a reliance on using actives to trigger her full multipliers (think skill delays or locked actives), and a higher skill cap to use. However, with the introduction of skill inheritance, you will be able to inherit a powerful and useful active onto your two leaders.

Overall, Best Cat is a wonderful leader who will have players saying mee-wow at your burst damage and cuteness potential.

Ra
Ra
Devil / God
Bind Immune Bind Immune Skill Lock Resist
Blind Resist Time Extend Skill Boost
Skill Boost +light orb
—-
77,777 true damage to all enemies + 3s to move orbs
7 turn CD
Ra Ra Ra Ra Ra, Ra Ra Ra Ra. Something something P-p-poker face. Bad singing aside, Awoken Ra is still a powerhouse leader who offers 100x damage for only matching fire, water, wood, light, dark, and using an active skill. This is quite a low skill cap for 100x damage and upon his release, completely shattered the meta as he simply overpowered all the content put before him. However, with the advent of 300k MP cards and more ridiculous dungeon mechanics, Awoken Ra has lost his godly status, but is still capable of clearing end game content.

As a leader, Ra is bind immune and has the ability to control his damage through active skill usage. You can deal 4x, 25x, or 100x damage and this can be useful when you need to control your output. The main factors that are hindering his supremacy is a lacklustre active, vulnerability to skill delays (as you cannot trigger 100x damage), reliance on repeated active usage to sweep floors, and not being a pretty girl.

With the advent of push button farming and bosses with high defence and low HP, Ra’s active has found some more uses as it can be used to sweep these floors. On a push button team, he can be used for clearing the smaller floors and his two skill boosts Skill Boost will come in handy. When dealing with floors such as 10 million defence PreDRAs Fire PreDRA, the true damage nuke becomes invaluable and may be used for skill inheritance.

Overall, Ra is still a great monster and should not be discredited because newer and flashing cards have been released. You also want to keep dupes for skill inheritance or push button farming.

Anubis
Awoken Anubis
Devil / God
Bind Immune Bind Immune Time Extend
Auto heal Time Extend Skill Lock Resist
Skill Boost Auto heal
—-
Green Jammer Poison
Arrow Dark
+
4 turn counterattack
8 turn CD
The one true Doge has been heralded as the king of damage output (discrediting the even more unreliable Fenrir Fenrir) at the risk of an incredibly high skill/luck cap. Awoken Anubis can achieve 400x ATK at 12 combos and only begins to generate a multiplier at 9 combos. The average board may not even allow you to create 9 combos due to uneven orb distribution and causes you to rely on skyfalls for damage as the maximum matches you can generate from a regular board is 10 combos. Furthermore, there are very few players who can consistently hit 8+ combos and even those still need to pray to RNG-esus for additional skyfalls. Building upon the reliance of skyfalls for triggering damage, you have almost no reliable way to control your damage outside of using an active and matching under 9 combos for 4x damage. However, if you are able to maximize the board on a consistent basis, you will be greatly rewarded.

Looking at Anubis as a sub, he can find a home on numerous mono dark teams and his active can be quite powerful as a pseudo board refresh substitute. You generally use full board changers to remove excessive jammer or poison orbs and with his revamped active, Anubis can fulfil that role. His main drawback as a sub is an underwhelming active if you are not removing jammer or poison orbs. This is because an 8-turn cooldown for a single orb change is poor value when you could use something like Grisar Grisar who is 7 turns with haste. Furthermore, Anubis lacks any offensive awakenings and this will bring down your overall damage.

Overall, Anubis is an okay card to own as his leadership potential is marred by luck/inconsistency while his sub usage is most limited to a budget jammer/poison orb removal.

Mechanical 1

jjjjjjjjMonsterjjjjjjjjj  Notes
 Antares
3054
Machine / God
Enhnaced Fire Orb Enhnaced Fire Orb +heart
Skill Lock Resist Skill Lock Resist +heart
Skill Boost Skill Boost God Killer
—-
Jammer Poison Heart Arrow Fire
 + haste
7 turn CD
Antares is a powerful fire sub due to offering 2 Skill Lock Resist awakenings. This greatly eases team building as you only require 1 additional sub (provided both leaders have Skill Lock Resist ) to achieve 100% immunity. Unfortunately, they lack a TPA or Fire Row awakening which may place constraints on damage output. However, with their god typing, Antares can successfully be used on Shiva Dragon Shiva D teams.

The main appeal of Antares ‘s active (and the entire pantheon) is the ability to remove jammer and poison orbs with their active. This alleviates the need to bring a full board changer. Only downside is you remove heart orbs and is hard to skill up.

One interesting place you can make use of Antares is on Awoken Cao Cao A Cao Cao teams as you can form a system with Scarlet 3054 subs as it will allow you to use one sub active every turn.

 Alrescha
Alrescha
Machine / God
blue + orb blue + orb +heart
Skill Lock Resist Skill Lock Resist +heart
Skill Boost Skill Boost God Killer
—-
Jammer Poison Heart Arrow Water + haste
7 turn CD
Alrescha is an interesting sub for water based teams as her awakenings grant large amount of utilty. Unfortunately, her active’s main benefit of alleviating the need to bring a full board changer is somewhat moot as water has perhaps the best pool of subs to draw upon such as Mori Motonari Mori Motanari , Blue Sonia Blue Sonia , Ryune Ryune , Awoken Karin Awoken Karin , and Skuld Skuld ult evo . All of these monsters have more synergetic awakenings for the top water teams of Neptune Dragon Neptune Dragon , Blue Sonia Blue Sonia , and Awoken I&I I&I / Ryune Ryune .

Perhaps with an ultimate evolution, Alrescha may have more viability or if water teams shift away form the massive Water Row stacking. As a leader, she forms a 5o1e leader with 16x damage and reducing incoming damage from all elements but water attribute bosses.

 Spica
3058
Machine / God
Enhanced Wood Orb Enhanced Wood Orb +heart
Skill Lock Resist Skill Lock Resist +heart
Skill Boost Skill Boost God Killer
—-
Jammer Poison Heart Arrow Green
 + haste
7 turn CD
Spica has the same benefits and drawbacks as the rest of her pantheon when used as a sub (poison removal has even less relevance on Bastet Bastet teams) . However, her leadership potential is significantly higher and only rivalled by Castor  Castor . This is because wood has a large and powerful pool to draw upon who are less Wood Row reliant. When playing a 5o1e lead, it can be cumbersome to form rows and may find it easier to be reliant on TPA TPA monsters. Thankfully, wood monsters are somewhat famous for their diversity of TPA  heavy monsters including Vishnu Vishnu and Liu Bei Liu Bei who both have 3. Furthermore, countless more 2 TPA wood monsters exist to help bolster your damage.

One important thing to note is the skyfall mechanic from Vishnu (and to a lesser extent, Australis Australis ) has great synergy with your Enhanced Wood Orb awakenings. Just be aware that wood heavy dungeons are certain disaster as that is the only element Spica does not resist.

 Pollux
3060
Machine/ God
+light orb +light orb +heart
Skill Lock Resist Skill Lock Resist +heart
Skill Boost Skill Boost God Killer
—-
Jammer Poison Heart Arrow Light + haste
7 turn CD
Pollux is a powerful rainbow sub for Light Kali Kali , Awoken Sakuya Sakuya , and Awoken Ra Ra  teams. This is due to the high utility offered by her awakenings with the enhanced heart orb +heart lending a significant recovery bonus as none of these leads have any RCV multiplier. Furthermore, the ability to remove poison and jammer orbs and convert them into your primary damage element can conserve precious board refreshes. Unfortunately, Pollux offers no Light Row awakenings and may be overlooked on Awoken Thor  Thor / Saria Saria teams if you lack other row enhance subs. However, once you surpass 10+, orb enhance +light orb awakenings become more meaningful and the enhanced heart orbs retain their plus status when converted to light.

One new opportunity for Pollux is on Awoken DQXQ Awoken DQXQ teams. Pollux covers the challenging dark (or fire) element along with providing enhanced orbs. This will dramatically improve your survivability while diversifying your damage awakenings. She rivals Baal Baal as the best dark coverage sub. Arguably the most useful card out of this pantheon. If only her L/R evolution was the better one (as it is far prettier).

 Castor
3062
Machine / God
Dark Orb Enhance Dark Orb Enhance +heart
Skill Lock Resist Skill Lock Resist +heart
Skill Boost Skill Boost God Killer
—-
Jammer Poison Heart Arrow Dark + haste
7 turn CD
Castor  is the final card of the Mechanical Star God series and offers a wonderful array of awakenings. This eases team building as you only require 1 additional sub with Skill Lock Resist to achieve 100% immunity. The passive damage from the enhanced orbs and augmented healing can come in handy, but a lack of Dark row or TPA lowers their damage contribution on Awoken Lucifer Awoken Archdemon Lucifer teams. Castor’s active is quite powerful as it provides heart, poison, and jammer orb conversion to dark and 1 turn haste on a 7-turn cooldown and can remove the dependency on full board changers. Castor can be successfully used on both Awoken Yomi Awoken Yomi and Yomi Dragon Yomi Dragon teams as the Dark Orb Enhance awakenings have perfect synergy.

Castor is also a reasonable leader who plays similarly to Awoken Yomi and Yomi Dragon except your damage is significantly lower, but you benefit from a 51% damage reduction shield against all elements except dark (unless you opt for the “Leader option”). Your sub pool is also not restricted like Yomi Dragon and dramatically opens up team building options. However, you can always mix and match with  Awoken Yomi and Yomi Dragon as leader pairings to augment your damage or recovery as needed.

Day 3

Day three winds up the PAX West Godfest and is unfortunately the weakest of event. The Greco Roman 1 features the oldest Awoken Gods and unless we get PAD Cross, only Venus is a strong roll as a base for Skill Inheritance. To complicate matters further, the Angel 2 series is largely forgotten about and is very niche at best. So niche that I am not sure if they have ever been featured in recent memory nor do I have a write up for them. Only Rozuel Rozuel for Ronove Ronove teams deserves special mentioning as the others are scarcely used.

Greco Roman 1

jjjjjjjjMonsterjjjjjjjjj  Notes
Minerva
Minerva
Dragon / Devil
Bind Immune Jammer Resist Jammer Resist
Bind Immune Fire Row Enhnaced Fire Orb
Skill Boost Fire resist Skill Lock Resist

Dark Arrow Fire & reduce defence by 50% for 2 turns
5 turn CD
Awoken Minerva can make apperances on Awoken Shiva Shiva , Raoh Raoh , and Gadius Gadius teams as her 5-turn orb changer can be used to add extra firepower. Unfortunately, that mostly what you will treat her as until you find a more exciting sub to replace her. Perhaps she needs a buff/rework to take her out of mediocrity and push her back into a higher tier of usefulness.

As a leader, Minerva forms a 6.25x team that reduces all Fire, Light, and Dark damage by 75%. Niche uses but worth mentioning as she is one of the stronger lead potentials in the Greco-Roman 1 pantheon due to the abundance of fire row Fire Row subs.

Neptune
Neptune
Attacker / Devil
Bind Immune Poison resist Poison resist
Bind Immune Skill Boost blue + orb
Water Red Water Row Skill Lock Resist

10x ATK poison, 2.5x ATK Attacker & Devils
15 turn CD
I want to write something positive about Awoken Neptune, but keep getting drowned in his lack of uses. Even the puns are not a splashing success. I guess he has a mini-me form hiding in the scary blue waters so that is something interesting to look at.

Bad jokes aside, the main problem with Awoken Neptune is a lack of viable uses and the fact his active combines 2 different components diminishes his potential as the cooldown is excessively long. If he only had a poison effect, he could be used for Skill Inheritance, but at 15 turns, he will most likely be passed over for better options.

As a leader, Neptune forms a 6.25x team that reduces all Water, Light, and Dark damage by 75%. Niche uses but worth mentioning.

 Ceres
Awoken Ceres
Balance / Devil
Bind Clear awakening Auto heal Bind Immune
Bind Immune +heart Skill Boost
Wood Row Enhanced Wood Orb Skill Lock Resist
—-
Recover 30% max HP & clear 3 turns of monster binds
10 turn CD
Awoken Ceres is an often overlooked bind clearing sub. Her awakenings offer a healthy mixture of utility and some offensive capabilities. However, with the introduction of more leaders being bind immune, the dependency on bind immune-bind clearers is at an all time low. However, Ceres can still find a home on Sylvie Sylvie / Awoken Freyja Awoken Freyja teams where the 30% base health heal will have even more potency due to the augmented health pool.

Unfortunately, Cere’s use on rainbow teams is diminished due to her only covering a single colour.

As a leader, Ceres forms a 6.25x team that reduces all Wood, Light, and Dark damage by 75%. Niche uses but worth mentioning.

Venus
Venus
Devil / Healer
TPA 
Auto heal Skill Boost
Light Row
Light Row Auto heal
Light Row +light orb Skill Lock Resist
—-
Light  Arrow +light orb & 2+ seconds to move orbs
4 turn CD
Awoken Venus received some tweaks to her active skill in JP and will be using that information as the changes will take place in NA soon. A 4-turn orb enhance active combined with 2 additional seconds to move orbs ensure you will deal explosive burst damage. Looking at her awakenings, Venus finds herself most at home on light row Light Row based teams with special mention going to Saria Saria / Thor Thor . You can abuse the low cooldown to trigger the additional damage from the leader skill more often should you wish to conserve your other abilities.

Looking at her healer typing, Venus can excel on Awoken Ama Amate , Light Metatron Metatron , and Light Zhuge Liang Light Zhuge Liang teams. You can also combo Venus’s active with Valkyrie valkpad every 5 turns for wonderful burst damage.

However, Venus’s main appeal comes through Skill Inheritance as her base stats, awakenings, and short cooldown make her one of the most desired cards on various mono-light teams.

As a leader, Venus forms a 6.25x team that reduces all Water, Light, and Dark damage by 75%. Niche uses but worth mentioning.

Hades
Awoken Hades
Devil / Attacker
Dark Orb Enhance Blind Resist Skill Boost
Dark row TPA TPA
Enhanced Wood Orb Blind Resist Skill Lock Resist
—-
25% gravity & +5s movement time
12 turn CD
Gravity is starting to come back into style as many of the strongest monsters in the game have resolve or gigantic health pools. Gravity works by instantly removing a percentage (in this case 25%) of the boss’s current health. This can be used to push them into specific health percentages to avoid dangerous mechanics or to move below 50% to change them into a more favourable colour. Regardless, Hades is one of the few gravity options for Skill Inheritance and this makes him more valuable in the future.

Awoken Hades has one the most useful awakenings of any gravity sub for dark teams and the double TPA and high base attack can be used to pierce through high defence bosses. The dual blind resist Blind Resist awakenings provide a 40% chance to resist blind attacks may have niche uses. The 5 additional seconds to move orbs will also guarantee perfectly matched boards for maximum damage. Hade’s devil typing allows him to be used on both Awoken Pandora Awoken Pandora and Awoken Lucifer Awoken Archdemon Lucifer teams.

As a leader, Awoken Hades forms a 6.25x team that reduces all Wood, Light, and Dark damage by 75%. Niche uses but worth mentioning.

Conclusion

 

The PAX West Godfest features three days of enhanced rolling and Day 1 & 2 are very worth considering as they bring tremendous value to players who are missing numerous cards. They feature a healthy mixture of strong subs, skill inheritance assistants, and reasonable leaders.

Let me know which day you are rolling and how many stones you have saved up.

Happy Puzzling!

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53 thoughts on “PAX West Godfest Review and Analysis”

  1. Day 1 features my waifu Durga and, while I love her new ult, the art is just awful compared to her previous form. That, no Sumire, and Okuni being the only other card I want here makes this an auto-skip.

    I think I’ll be pulling Day 2. It’s one of the less awful times for me to try to pick up extra Ras or my first regular Isis due to only having Spica out of the Mech Star 1 set.

    Why couldn’t Day 3 exclude Norns? Would’ve fit thematically with Odin/Fenrir being at 1x and the chance for both Dragonbound/Callers would’ve helped make up for the awful Pantheon selection. Absolutely nothing I want here.

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    1. I completely agree that Day 3 is bad all around. It was almost a “why bother” to include decision

      As for your Day 2 thoughts, I would say go for it. All of the Mechanical 1’s are very strong now with their God Killers and you can never have too many Ra!

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      1. Did my four pulls. First three were dupes of Saria, Hanzo, and Persephone. Even with how good they are for SI, I can’t help but be a little disappointed. Fortunately, my last pull helped brighten my mood as it was Pollux, probably the Mech Star 1 that I wanted the most.

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        1. Pollux is arguable the best of the bunch due to the presence on DQXQ teams (others dont have as good of a placement). So congrats! At least they are all useful (esp Saria, one of the best inherits)

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  2. 20 stones for this godfest, one roll made this morning: Kushinadahime, her awoken skills are rather schizophrenic, but I’d like to find some use for her active.
    Another roll today and two rolls tomorrow, I’m more interested in GFE than gods, Minight Gala for these two days are a gigantic plus for me.

    I’d like to find a Hades, but day 3 is a overall disappointing (well, a Dragonbound would be fine)

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        1. Day #2 rolls: grimrock and divinegon, two really useless cards… Well, I’m thinking to sell them, their active doesn’t even seem useful for SI 😦

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            1. This godfest gave me Cuscinata and 9k MP, very unlucky :/
              well, I did a “last call” roll on PAD Island on the last day and got a Beach Gronia 🙂

              Keep working on ADQXQ, I just need to evolve Zhou You and Xuanzang and trow in one +297 tama 😀

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      1. For me Kushinadahime is “Cuscinata”: cuscino is the italian translation for pillow, when you hit someone with a pillow… that’s a “cuscinata” 🙂

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  3. “Mute” = quiet, silent
    “Moot” = questionable, debatable, arguable

    Both uses of “mute” here should really be “moot.”

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      1. Rereading this I realize that I was curt verging on rude, so I apologize for that! I greatly enjoy reading your take on the evolving meta and per-card evaluations. This blog is my main source of PAD, and I have to thank you for e.g. reintroducing me to Sarasvati, a card who has languished unlvoved in my box since Indian 2 was first released.

        With Horus/Isis/Anubis/Pollux/Castor in my box already, I’m not seeing much to tempt me on day 2. As for Pollux, do you see any value in swapping her in for Baal on my DQXQ team? I’m currently running LKali/LEschamali/Baal/Isis, and I feel like the active overlaps too much with Escha since I was lucky enough to roll one. Am I underestimating the God Killer awakening, or or should I stick with Baal for the greater orb change flexibility?

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        1. I do not take any offence, if anything, it shows you care and actually take the time to carefully read my content =D

          As for your question, are you playing solo or coop? Baal shines best in coop while Pollux is more stable. However, you already have so many Orb enhances that the rows are probably going to help you out more. I would stick with Baal unless you really want the god killer (helps in some cases). Hopefully he is max skilled!

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  4. I might roll once or twice for the GFEs featured on Day 2. Between 4x and 5x GFE rates I have seen zero difference and I’m not exactly believing in any sort of GFE REM right now

    This godfest feels so sad…

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  5. day 1:
    main: hanzo(! my first), gadius #3, krishna #2
    alt: kush, gamble mage, shadow dragon knight. thinking about selling gamble mage

    Might do one more pull tomorrow on my alt acct.

    Gaduis system anyone 🙂

    Like

    1. Well Hanzo is quite powerful now due to the killers and synergy with Zuoh or Haku

      Day 2 is worth giving a few rolls on =)

      Gamble mage does not have too much value, but you can hold on unless you need the MP now

      Like

  6. Personally, Ruel is one of my favorite cards. Not a good leader, but she is a great choice for Skill Inheritance for Best Cat or other weak active cards.I think she has some hidden potenial.

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  7. 15 rolls, and I got…
    Water Wizard Sharon
    Water Courier Ruka
    Ronove (3rd one I have)
    Neptune
    Green Knight Delgado
    Yellow Sky Fruit Lemon Dragon
    Pollux
    Fuma Kotaro
    Black Beast Demon, Zuoh
    Gryps Rider
    Hamal
    Basilisk

    All I wanted was something to go with Ronove.. and I didn’t want to roll tomorrow just for Rozuel.

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    1. Those are some unfortuante rolls =(

      I would strongly suggest you do not roll day 3 just for Rozuel. At least Pollux an Zuoh are some of the strongest subs for their respective teams

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  8. Between Day 1 and 2 I rolled about 8 times. I got:
    Day 1: Cinderella, Arcline, Satsuki (dupe), Haku(dupe)
    Day 2: Archangel lucifer (dupe), Ilm, gryps rider, Horus

    I don’t have immediate uses for any of them but at I got my 3rd 6* which makes up for it all. Really got excited for luci then noticed it wasn’t the version I wanted. A true leader for my dark box still evades me!

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    1. Well dupe Satsuki is very strong as it is one of the more powerful actives. You can inherit onto various chars to combo with your haku. Eg. Using Claire as a base and
      upgrading” with Satsuki!

      Hopefully you find that elusive dark leader =)

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  9. I rolled 3 times on day 3 (I am a fan of the Greco-Roman pantheon)
    Yellow Grimoire, Ars Nova (May suit a Baal team despite lack of rows)
    Fenrir (cool, but I don’t have anyone else to generate jammers)
    Barbarossa (interesting option)

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      1. I’ve always been a fan of Athena/Minerva. In PAD, the series is just been something I’ve been trying to collect. Across two accounts, I have Ceres, Venus, and Hades.

        Also, I’m not to the point that I can reliably complete even legendary dungeons (possibly due to team ADD).

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  10. Took my chance on Day 3 since I really wanted Venus. 5 rolls got me my 3rd Saria, 2nd Sherias, Scheat, Dark Kali and last roll got me Venus. Totally with it 😀

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  11. Rolled and got Ronia, Spica, Australis, and Minerva. I already have Urd for my Shiva team, so I can’t really find a place for my last roll (or any of my other rolls, honestly)- but since I rolled without thinking I can’t really complain :p I’ll find a use someday, hopefully.

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      1. Ooh all right. Time to find me a Liu Bei then (´・Д・)」
        I love how you said something nice for each… And then just bluntly shot down Minerva LOL.

        Thanks so much!

        Like

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