The Bleach Collab is returning to North America this Boxing Day and comes with numerous improvements to existing cards along with new additions. Due to the timing of the release, all of the newer/improved cards are well positioned for Powercreep and we actually received this Collab quite quickly after Japan.
All of the rolls from the Bleach REM qualify as assistants for Skill Inheritance so do not be too hasty when selling.
Furthermore, all players above rank 50 will receive 1 free pull on the Bleach Collab Rare Egg Machine.
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Bleach Collab Rare Egg Machine Overview
|6 star rolls|
|5 star rolls|
|4 star rolls|
6 star rolls
Ichigo has two viable evolution paths and both are worth considering. The choice of which path to take should be made based upon your monster box and available cards.
1.5x HP / ATK for Dark attrtibute. 4x ATK when matching connected dark orbs. 7x ATK with 8. No Skyfalls
2.25x HP / 110.25x ATK
Dark/ Blue Ichigo is a dramatic change from his other form as he recieves a brand new active and leader skill. He is no longer a full board changer and instead becomes perhaps the strongest damage enhancer in the game from a raw multiplier point of view. His maximum damage eclipses the Gemstone Princesses at the cost of an outrageously long cooldown and only a single turn of enhance. However, he is able to achieve 1 + (0.5n) ATK bonus per dark row awakening. Thus, a team with 10 dark rows will benefit from 6x ATK.
As a leader, D/B Ichigo is able to form a 2.25x HP / 110.25x ATK team that is able to benefit from rows to deliver spectacular damage. Furthermore, there is no typing restriction and your only concern is matching enough connected dark orbs and managing your RCV. Without a recovery multiplier, your team will be vulnerable to gravity-based attacks and may struggle to restore your health in longer dungeons.
D/B Ichigo’s active skill is usually not needed twice and with such a long base cooldown, it will be challenging to inherit something over top. To address all of these, it may be advantageous to pair with Nobunaga who has a similar set of awakenings and leader skill. Nobunaga is also bind immune and possesses a devil killer while being able to spawn 6 dark orbs every 7 turns and 3 turns of bind clear. A Nobunaga and D/B Ichigo pariing would result in a 1.5x HP / 94.5x ATK / 1.5x RCV team. This is more well rounded as you are not wasting an active slot on an overkill enhance. Just be aware that you will have to use Devil type cards to fully benefit from Nobunaga and that Ichigo will not be receiving the full multiplier.
One thing you have to keep in mind about D/B Ichigo is the no Skyfall clause. This will provide you with perfect damage control as nothing is left to chance. Furthermore, enhanced skyfall actives will not trigger additional matches and will grant you a chance to have a solvable board on the next turn (as the orbs can connect and not match).
1.5x time to move orbs
8 turn Cooldown
3x ATK when matching 4 elements. Max 4x with all 6. 2.25x ATK / RCV on turn skill is used
100x ATK / 6.25x RCV
D/D Ichigo is an upgrade from our existing Ichigos as he retains the same active skill and a revamped leader skill. Sadly, this evolution feels underwhelming as it mostly granted a time extend and TPA awakening as the dual enhance material killer awakenings feel out of place. Furthermore, while D/D Ichigo’s leader skill was improved, it has the problematic active skill clause that triggers additional damage and recovery. This is frustrating as you will effectively be unable to stall for skills as you require an active to achieve 6.25x RCV and while 100x ATK is a respectable multiplier, it is nothing special for a rainbow team.
When team building Ichigo, you have a lower dependency on running board changers, but absolutely requires a shield and bind clearer for most content.
Moving away from a leadership role, D/D Ichigo is in a somewhat awkward place as he lacks the God typing required for Ra Dragon . Ichigo does have access to God typing in a less evolved form, but you do lose out on the additional awakenings. Outside of Ra Dragon, Ichigo is still a powerful option on other rainbow teams due to the dual TPA and God Killer, but none of these teams are as proficient as Ra Dragon.
Until the release of a rainbow leader that can compete with Ra Dragon (doubtful), Ichigo may be regulated to a Skill Inheritance for Dark Kalis to provide skill delay protection and a stat bonus when the changes come to North America.
+1 combo for 2 turns
12 turn Cooldown
2.5x ATK for Fire cards. 4x ATK when matching 6+ connected fire orbs
Move over Shiva Dragon , you have been replaced. Yamamoto has a blistering 100x ATK when matching 6 connected fire orbs and can take advantage of rows with this type of pattern. This results in spectacular burst damage and is perhaps the easiest 100x leader available. This mindless 100x will be invaluable for quickly farming content or future ranking tournaments. Due to only requiring 6 fire orbs for maximum damage, you do not have to build Yamamoto in the same way as Awoken Liu Bei (it also does not help that Fire does not have an equivalent to Dios ).
When playing through content solo, you may find value through your dated Scarlet system as you only require 6 fire orbs to deal lethal damage. Scarlets are able to generate 4 fire orbs every turn along with providing a turn of haste and 4 Scarlets are able to chain their actives to use one every single turn. Of course, you can also use other fire orb changers and will effectively be able to kill 6 floors with ease (10 in coop).
You still have to be wary of leader binds, but you will have an easier time against combo shields as you only need to connect 6 orbs along with a free combo from your leader’s active skill.
Change own attribute to dark for 4 turns
8 turn Cooldown
6x ATK for Dark, 2x RCV for Water. 2x ATK for clearing each Dark Cross (maximum 2 in 6×5 board)
576x ATK / 4x RCV
Aizen is a new powerful leader as he is bind immune, has high recovery, and the ability to deal amazing burst damage. Aizen is also well designed as his awakening skills have synergy with his active as you are able to generate offensive orbs and hearts to clear binds. Furthermore, the three time extends help you form two dark crosses. To clarify his active skill, he will transform himself into D/D to provide more offensive capabilities at the cost of losing the RCV multiplier on himself (correct me if I am wrong).
As a leader, Aizen forms a 576x ATK team that has a wonderful scaling component as he is able to deal 36x ATK with no cross, 144x ATK with a single cross, and 576x with two. This will allow him to better control his damage which can be invaluable against absorption bosses while not requiring an enhance to deal burst damage.
When team building Aizen, you want to prioritize Dark/Water cards to better take advantage of his full leader skill. Thus, cards such as Awoken Haku , D/B Oku , Dark Metatron , and Typhon have increased value. Granted these cards may not have the perfect actives, but you can easily customize via Skill Inheritance. For the most part, 4x RCV is overkill and you will be able to utilize other dark cards without a water typing in order to capitalize on better awakenings or base actives. The best card that comes to mind is Eschamali as she is able to flood the board with dark and provides passive damage via her 7 enhanced dark orb awakenings.
Finally, due to the nature of Aizen’s leader skill, you will be able to speed through content with relative ease, even without a dark cross. This is courtesy of the unconditional 6x ATK to dark cards.
1 turn haste
7 turn Cooldown
2x ATK & RCV for Water. 2x ATK with 5 combos, maximum 5x with 8
100x ATK / 4x RCV
Rukia has received a new evolution that dramatically improves their leader skill as they are now able to deal lethal damage with 8 combos along with an amazing amount of recovery. Furthermore, they still retain their scaling component to help deal with absorption bosses.
100x ATK is quite impressive at only 8 combos while being able to utilize TPA oriented subs. Most boards have at least 7 combos available and you are able to run skyfall enhancing subs to help hit your maximum damage multiplier. The 4x RCV will greatly aid in stalling, but you will still be vulnerable to large attacks and binds. This puts an overall damper on Rukia’s viability as their active skill is relatively low value. 7 turns for 5 water orbs and haste is alright, but is lacking when compared to Nut’s 4 turns and 5 orbs. This can make it more challenging to inherit something overtop as your team may require more utility to succeed.
The inclusion of a third Skill Bind Resist will allow dual Rukia to provide 120% resistance for your entire team. This may feel like overkill, but it will allow you to utilize subs such as Nut or Scheat with ease. However, the numerous SBR may be more so intended when using Rukia as a sub so you can provide skill bind resistance on normally vulnerable teams.
Finally, one underlying disadvantage Rukia has is a lack of Time Extend. This may be viewed as a player skill issue, but it is challenging to form 8 combos when most of your subs lack additional movement time.
5 star rolls
ATK x3 when clearing 6 connected Dark orbs. 20% Fire, Water, Wood & Light damage reduction
9x ATK / 36% Damage Reduction
Kenpachi received a dark row and skill boost as part of his buff and is helpful as he now provides a bit more passive damage. Unfortunately, he is still a bit lackluster as his active can be compared to a poor D/B Okuninushi unless you require the enhanced orbs for a 5o1e team. This may have benefits on the future Yomi Dragon team if you lack the Haku + Akechi combo.
Kenpachi can be used as a situational sub, but you must exercise caution due to his lack of SBR.
1 turn haste
17 turn CD
ATK x2.5 when clearing 5 connected Water orbs. ATK x0.5 for each additional orb, up to ATK x5 at 10 connected orb
Toshiro will for the most part function as a niche sub on mono water teams that wish to quickly speed through dungeons. His active is able to generate a full board of water orbs along with a single turn of haste and can somewhat mimic the Zeus Dio for Awoken Liu Bei teams as Toshiro possesses two Skill Boosts. This has most applications on the Heroine Meridionalis teams as this will form the faster button team due to the no skyfall clause. This results in your full water boards being only a single combo which dramatically decreases clear times.
Unfortunately, this is a rather luxury option for players as few will be able to acquire 1, let alone a full sub roster of them as he is a 5-star Collab roll. For the most part, Liu Bei is a much more reasonable alternative for the majority of the player base.
Perhaps Toshiro may see some playtime on the new Neptune Dragon as the full board can be helpful to remove hazards and 100x ATK on 30 water orbs should be spectacular.
4 turn CD
2.5x ATK for Wood cards. 2x ATK when clearing 3 connected jammers. 3x with 5+ Jammers.
Kisuke’s buff is a feeble attempt to revitalize the never popular Jammer meta as he is now able to provide 56.25x ATK on a row oriented team. This is respectable on paper, but will be impractical in execution as a lack of HP/RCV multiplier and heavy reliance on jammer orbs will prove to be problematic overall.
However, Kisuke can make a powerful sub on mono wood teams as he provides passive damage through his awakenings and guaranteed wood row on a short 4-turn cooldown. Furthermore, you can combo his active skill with Australis or Spica to remove the unwanted jammer orbs.
Finally, 4 Kisuke are able to form a system team in that you can use one active per turn. (there is no haste component so your other two skill will not charge up faster).
2x HP / ATK for Dark cards. No Skyfalls. Heals 10x card RCV when matching orbs
4x HP / 4x ATK
Ulquiorra Shifar shares similar traits to the Gemstone Princesses as his active skill multiplies your ATK based on the number of enhanced dark orb awakenings. He will provide 1 + (0.2n) damage where n equals the number of awakenings. Thus, 10 enhanced dark orbs will provide 1 + (0.2*10) = 3x ATK for 2 turns. This can be easily augmented by Eschamali subs.
Shifar can still be used as an inherit or as a sub on mono dark teams due to his synergistic awakenings and respectable base stats. This will have the most applications for the future Yomi Dragon teams as they rely heavily on enhanced dark orbs for success.
Light attack based on HP to all enemies (lower HP results in 250x ATK)
6 turn CD
2x ATK for Water. 1.35x HP for Wood. 2x ATK when Water and Wood attack at same time
1.82x HP / 16x ATK
Grimmjow will almost always be used as a button team sub or inherit due to his massive multiplier that is based on how low health you are. Unfortunately, this does not ignore defense and typing and will be unable to execute high defense cards. However, 250*1,625 will result in a 406,250 mass attack and is more than capable of sweeping most floors instantly.
However, Grimmjow’s main value will be when he is inherited onto a stronger monster. His active has the largest possible nuke of any card and has an amazingly low cooldown. This can allow higher attack cards (and most notably those with Coop Boost ) to achieve incredible damage that can make a fully button-able team for Star Den.
4 star rolls
All of the 4-Star rolls from the Bleach Collab qualify as assistants via Skill Inheritance.
+1s movement time for 2 turns
1 turn delay
10 turn CD
Balanced type cards HP x1.5, RCV x1.5. All attribute cards ATK x2.5 when reaching 7+ combos
2.25x HP / 6.25x ATK / 2.25x RCV
Socks and Sandals are the highlight of Rangiku as she is underwhelming for the most part. Her best feature is being able to inherit her delay, but it is one of the lowest value delays available as the collateral benefit is one more second to move orbs for two turns.
2.5x ATK for Wood for 2 turns
10x ATK Wood attack to all enemies
Reset HP to 1
8 turn CD
1.5x RCV for Wood. 3x ATK when HP is less than 30%
9x ATK / 2.25x RCV
Yoruichi received a sizable buff since the last time Bleach came around as she is now able to provide 2.5x ATK for wood cards for two turns. Granted the HP reset can be dangerous, but if you are lacking a Gemstone Princess and are a heavy wood user, it is worth rolling for Yoruichi.
Light skyfall +15% 2 turns.
6 turn CD
3x ATK for 2 light combos. 4x for 3 combos
Ishida has a relatively unique active that is reasonably powerful for a 4-star Collab roll. With a short 6-turn cooldown, you can easily inherit Ishida onto a monster of your choice as a means to gain the skyfall buff. Skyfall buffs have varying degrees of viability as they tend to help you on future turns. Thankfully, the three light orbs provide some immediate benefit, but is still a low impact active overall.
A skyfall buff can be used to override boss debuffs or as a means to bait out status void attacks. Niche situations, but worth mentioning.
Top & Bottom row
13 turn CD
2x HP / ATK for Physical types
4x HP / 4x ATK
Chad remains one of the strongest skill inheritance options available from a 4-star Collab REM as he is able to immediately provide two rows worth of fire orbs. This has wonderful implications on Krishna teams as you are able to activate your maximum multiplier and form a row of fire orbs. This should be sufficient damage for most content and is a great alternative for optimal boards as it only uses a single active.
Outside of the natural fit on fire teams, Chad’s active can be used on Awoken Liu Bei to help overcome combo shields. Using a Dios board followed by Chad will result in an easy to combo board that still retains wood rows.
One of the strongest collab rolls for Skill Inheritance and is reasonably worth pursuing if you run those types of teams.
35% damage reduction 1 turn
5 turn CD
2x ATK for Wood. 2.5x RCV when clearing 4 connect heart orbs
4x ATK / 6.25x RCV
Orihime is the final rolls from the Bleach Collab and is underwhelming for the most part. She does make for a very niche inherit if in desperate need for damage mitigation, but will be largely passed over for stronger options.
However, Orihime may have value as a niche inherit on Heart Cross teams that are unable to survive a particular execution ability. If you choose to do this, I recommend you do not skill Orihime up to prevent the active from changing over outside of that situation.
The Bleach Collab is a wonderfully powerful Collab to roll in as it has value in all roll brackets. The top golds are solid cards along with several of the silvers having value as inheritance options.
If you can make use of the silvers on your primary teams, I would recommend rolling for them as they do provide niche value along with giving you the chance at something better.
What do you think about the Bleach Collab REM and how much do you plan on rolling?