**All pulls will cost 10 Magic Stones**
Review of the Hunters will be done separately
The Monster Hunter Collab is one of the most highly anticipated Collaborations to come back to North America as the cards push the envelope of Powercreep along with having stellar artwork.
However, Monster Hunter Collab comes with a higher price tag of 10 Magic Stones per roll along but has surprisingly reasonable rates for the top prizes.
Prior to the release of official rolling rates, players have guesstimated rolling rates based on large sample sizes as shown below.
Taken from Padx for the previous event which was based on 1276 players and 4770 rolls. http://bit.ly/2sLUi8O
With that being said, the strongest leader from the Monster Hunter Collab is best when paired with other cards so you don’t technically need to roll him.
Generally speaking, you can measure the overall strength of a Collab by the value the lowest-tier prizes as they will be the most common cards you will acquire when playing as Non/light IAP. As such, you should examine the 5-star rolls as that is most likely what you will be blessed with.
All of the cards in the Monster Hunter Collab have exceptionally high base stats for their rarity and that is taken into consideration as they have some sort of offset to keep them balanced compared to other REM cards. Finally, all the 5-star cards will sell for 15,000 Monster Points and is tied for the most efficient Magic Stone to MP ratio alongside the Heroine and Dragonbound & Dragon Caller events.
Finally, the vast majority of the featured cards now have a new Assist Evolution which adds more value and versatility.
—video coming soon—
None of the new cards will link to Padx as their pages have not been created yet.
Monster Hunter REM
|7 Star base|
|6 Star base|
|5 Star base|
Monster Hunter Collab Rankings – January 20, 2017
Order shown is not reflective of ranking and you should only look at the tiers
Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them
The best of the best. These cards compromise a best in slot role on top tier teams. They are largely irreplaceable and tend to offer something unique that cannot be easily replicated. This mostly exists to showcase the jump in power between the rest of the cards available.
All of the cards in this tier bring tremendous value to a variety of teams as either leaders, subs, or inherits that are challenging to mimic elsewhere. For example, Green Odin remains one of the strongest bind clears and only card that can remove 5 turns of awoken skill binds (outside of Odin Dragon ). It may not be paramount to your success, but is well worth owning overall.
This category indicates cards that have value, but are not as widely used/irreplaceable as the above tier(s). While they may make your life easier and still bring an additional layer of power to your team, they are far from necessary. With that being said, some of these cards could hold the key to your own teams as everyone has different tools to work with.
Cards in the question mark category tend to be those that are a luxury and are often not widely used for the average player. With that being said, they may bring niche value to your monster box or provide an additional option to use. A great example of this is Red Odin who is a premiere button farming option, but with the addition of Red Tamazo , players at least have a “farmable” poison inherit along with the future implementation of Descend inherits.
This category indicates the bottom of the Puzzle and Dragons barrel. These cards tend to have almost minimal value as they simply do not fit in the current meta and are badly in need of a buff or new evolution to give them viability. With that being said, you should still keep them as they technically have the most potential for improvement.
The return of the Monster Hunter Collab has come with new Assist Evolutions for the majority of the available cards. This is both thematically fitting for the Monster Hunter Universe along with providing more value and diversity within Puzzle and Dragons.
Assist Evolutions provide all of the same benefits of a regular Skill Inheritance transfer but will also provide several new awakenings. These new awakenings can range from orb enhances and rows to stat boosters and Skill Bind Resist. However, one must remember that having a key active skill is more important than the small benefits Assist Evolutions provide.
As a result, you should still prioritize using inherits that provide value for your team and if they happen to coincide with an Assist Evolution, then they are worth pursuing.
However, there can be times where an Assist Evolution may be crucial to use as they can provide key awakenings that your team would otherwise be lacking. For example, and Killer will transform your card into a powerhouse as they are now able to deal 3x damage to those specific typings. Thus, if you plan on using a card as an Assist Evolution, it may be wise to keep them unskilled to widen your window of opportunity to use your base skill as well as more skill delay protection.
With all of these points in mind, if you do not plan on using your Monster Hunter roll on any team as a sub/leader, it may be wise to convert into an Assist Evolution as they would be only used as Skill Inheritance anyway.
Cards at a glance
7 Star Base
All 7-Star bases will sell for 75,000 but for the love of all that is +297 do not.
Amatsu is one of Four 7-star rolls from the Monster Hunter Collab and is simply incredible. Sporting an unbelievable 9,046 HP at max level, 1,250 weighted stats, and some of the best awakenings possible makes him one of the most desirable cards to own in the game. You would want to use Amatsu on nearly every single team as he has 2/3 of what I call the Holy Trinity (which consists of Box , 7 Combo , and Follow Up Attack ) along with bind immunity.
Amatsu boasts dual 7 Combo awakenings which enables him to deal 4x damage whenever you achieve 7 or more combos along with the mandatory Follow Up Attack. Follow Up Attack completely trivializes resolve mechanics as you deal 1 true damage after matching a column of heart orbs. Thus, on a 6×5 board, you will lose some space, but still have sufficient room leftover to achieve 7 combos.
Furthermore, Amatsu’s base active skill is able to generate water from dark and heal from wood orbs while simultaneously removing locked orb status on a 8-turn cooldown. While the actual orb change has situational value based on your current team, the reasonably low base cooldown will enable you to easily inherit something over top. However, being able to generate heart orbs and unlocking can better help you form your column of hearts.
While Amatsu is not a feasible leader, he will be an ideal sub on combo-based teams for his tremendous bulk, Follow Up Attack, and massive damage output.
Amatsu doe have an Assist evolution, but I highly discourage you from making it unless you are somehow swimming in multiple copies of Amatsu as you one of the best subs in the game.
Keeping the trend of amazing Collab Monsters is Diablos as he is one of the most powerful leaders available in the game. However, I want to strongly stress that he functions best when paired with a combo-based friend who possesses a higher multiplier. Thus, you don’t actually need to roll him yourself and can simply piggyback off a friendly friend.
Diablos is able to change the board to 7×6 which grants 12 additional orbs (potentially 14 combos), 8.5x ATK plus 25% damage reduction when achieving 8 combos. Due to the fact that dual 7×6 leaders do not stack and the multiplier is “low” at 72.25x, it is best to pair him with Anubis friends (but can pair with almost anyone).
By pairing Diablos with someone else, you will benefit from the bigger board and have a sufficiently high multiplier to blast through all the current content along with modest damage reduction when hitting 8 combos. Furthermore, Diablos’s Guard Break and 7 Combo Awakening will help him keep pace along with providing valuable utility. Furthermore, the bind immunity and healthy mix of utility awakenings solidify his position as a top-tier leader.
Perhaps his only downside is the situational active skill. He is able to fully enhance your entire board along with providing 25% true Gravity on a 24 turn cooldown. A true Gravity will deal damage based on the boss’s maximum HP which means you will always remove 1/4 of their health and can potentially kill a low life boss.
True Gravity is ideal for dealing with Resolve spawns as you can more easily cheese your way through (eg. bring a 30% Gravity and then use Diablos to bypass 50% thresholds).
However, I say this active is situational as it is only efficient against Resolve bosses, but with the introduction of Follow Up Attack, gravities are less fashionable along with carrying a 24 turn cooldown which inhibits Skill Inheritance over his base active. This will also make it challenging to use him as a sub despite the well distributed 1,250 weighted stats.
All in all, Diablos is an incredible leader, but you do not need to own him to enjoy all the perks and benefits.
As an afterthought, you must have all 3 players using a 7×6 leader in order to unlock the larger board size in 3-Player coop.
Diablos also has an Assist Evolution but I highly discourage this his active is situational at best and you would be sacrificing one of the best leaders in the game.
Nergigante – A
When I heard that Monster Hunter was going to receive two new 7* cards, my first thought was “oh no.” This is because GungHo has lately been following an unhealthy trend of making the meta/key cards to own 6* GFE or rare Collab cards. This has somewhat forced IAP light players into a corner as they may now struggle to progress when lacking those key cards.
However, I was able to breathe a sigh of relief after seeing that Nergiagante and Zinogre were strong, but not game breaking like Diablos and Amatsu.
Now don’t get me wrong, Nergigante is still a wonderfully powerful card, due to the bind immunity and stronger Time Extend and Skill Boost (these two stronger awakenings grant the power of several awakenings while only taking up one slot). However, their true strength lies in their bind immunity and Follow Up Attack when combined with their column generating active.
Nergigante is able to produce a column of dark and heart orbs on the two outermost columns. This grants you an instant Follow Up Attack while not breaking up your board as much as Mel . However, most Follow Up Attack cards come with some form of damage augmentation and lacking a 7 Combo or Killers may make it challenging to run Nergigante as a sub.
I am trying to find the information on their Assist Evolution as I feel their true value will be as an inherit for their convenient active skill.
Zinogre – A
Zinogre has a Fujin style active in that you can void any damage absorb encounter. This only applies to spawns like Sopdet, Vishnu, and Hera Dragon and will have no effect against Noah Dragon or Gaia Dragon.
Unfortunately, Zinogre has perhaps the worst secondary benefit of any Fujin active as he transforms the board to Fire, Water, Wood, Light, and Dark orbs. This can ruin pre-set boards, dilute your damage too much, or prevent healing, but the main problem is their 24 turn cooldown.
By comparison, Fujin provides 1 turn of haste instead of the board changer and this results in only a 19 turn cooldown. Thus, you are paying 5 more turns for a poor board changer instead of haste which can make it challenging to efficiently charge up Zinogre.
As a saving grace, Zinogre possesses the rare Skill Charge awakening. This enables them to gain self-haste when you match all 5 colours. This means you can charge up their active skill faster than any other Damage Absorb Void, but you must use them as a sub and have a team with all 5 attributes (this can be achieved via sub-colours).
However, Zinogre is weaker than King Of Fighters Leona as both share a Damage Absorb Void along with Skill Charge awakening but Leona has far superior awakenings. As a result, Zinogre is in a semi-awkward place as there are better options available but still has a highly desirable active skill.
Zinogre has an Assist Evolution but may not be the best decision to do as he is better off as a sub due to the Skill Charge and longer cooldown. Furthermore, the gains from his Assist Evolution are small at best and it is better to have him available to use as a sub.
6 Star base
All 6-Star base cards will sell for 50,000 Monster Points but I highly advise against it.
Despite the fact that Kirin is a 6-star base card, they boast an impressive 1,100 weighted stats (easily eclipsing the vast majority of cards available). Unfortunately, they are heavily skewed towards ATK and without any TPA or 7 combo awakenings, it will not actually deal that much damage.
In addition, being able to generate a row of light orbs at the top is stronger than the bottom and the +1 combo count is meaningful, but light row teams are falling out of favour. One could argue that you could use Kirin as an inherit to break up Dios boards, but that will only yield 5 combos total without skyfalls.
However, the main usage for Kirin is that they function like a light Meridionalis that is bind immune. However, their active skill is significantly weaker and their multiplier for a single row (6 light orbs) is only 56.25x (vs 100x) which may make it challenging to find a balance between active skill usage and orb management. Furthermore, without the ridiculous number of row awakenings, your damage will fall flat by comparison and there is no full light board maker to use for speed farming purposes. Thankfully, Kirin will be able to achieve 126x ATK with 9 connected orbs which will be sufficient damage to clear virtually any boss.
Overall, Kirin feels flat when compared to Meridionalis as you will struggle to generate as much damage from a single row, but the bind immunity is a major selling point along with the no skyfall clause.
Thus, Kirin will be mostly used as a speed farming leader and had great merits for the older 120s Descend Challenges.
Kirin will provide 3 Light Row awakenings in their Assist form which may help Yog teams hit the next threshold for damage, but that would only help in Cosmic Trinity farming. As such, I would recommend keeping Kirin in their regular form.
Rathalos also features 1,100 weighted stats but may be challenging to use efficiently due to the measly 5 awakenings. Rathalos is capable of spawning 6 fire orbs at random along with enhancing them, but mono fire teams generally want to have a higher impact active skill.
An average board will have 5 of each element, but single fire orb changers tend to have either a secondary function or are used in conjunction with a board changer. Thus, it will be challenging to use Rathalos’s active skill efficiently despite the orb enhancing component as Sanada exists and is far more accessible.
As a leader, Rathalos will provide 43.75% damage reduction and 6.25x ATK, but you have to match 3 fire combos which is far too orb hungry for a defensive (and tiny offensive) multiplier. Furthermore, you require a 5o1e for maximum 156.25x ATK. Thus, you require 11 fire orbs to achieve his full potential which is not feasible overall.
However, Rathalos’s saving grace is relevant awakenings and a modestly low base cooldown so he may still see some sub usage.
Glavenus has an outstanding 1,180 weighted stats that is heavily skewed towards HP and ATK along with favourable awakenings. Any card that features the Follow Up Attack has value due to its ease in which is deals with Resolve bosses. Furthermore, the generous Time Extends help ensure you make sufficient combos.
His active skill is geared towards forming Fire crosses as it spawns a column of fire orbs in the 2nd column from the right. This is fantastic for himself as a leader, but makes him a lackluster orb changing sub/inherit. Furthermore, the 2x ATK for Dragon & Attackers is not synergistic for his own team as you should be dealing spectacular damage already and simply adds excessive turns to the cooldown.
As a leader, Glavenus utilizes a colour cross playstyle for fire and dark orbs along with a flat RCV and ATK multiplier for Dragons and Attackers. Unfortunately, colour crosses may boast massive damage output, but are modestly orb hungry along difficulty in overcoming combo shields with even just 2 crosses. 2 crosses will yield 324x ATK for Dragons and Attackers which will be sufficient to sweep the vast majority of content. However, the leader skill is still restrictive overall and lacks an ideal 7×6 leader to facilitate easier crosses.
All in all, Galvenus is just a bit too awkward to really utilize well and his main shining feature is his Follow Up Attack.
Glavenus has a surprisingly powerful Assist Evolution as he provides two Enhance Material Killer awakenings. This enables the base card to deal 9x damage to spawns like Pys which can have situational merit. Furthermore, he possesses the Resistance-Board Restrict awakening which can prevent the strips from Khepri from occuring. Overall, it is probably better to convert Glavenus to his Assist Evolution as the need for Follow Up Attack is lowered as it becomes more available across various cards.
Boasts the typical 1,100 weighted stats for the Monster Hunter Collab, but places an amazing emphasis on RCV that is further compounded by their coop boost awakening that adds an additional 50% more stats in multiplayer.
Unfortunately, Mizutsune does not fit well in this current meta as water teams tend to be on the higher RCV side (through leader skills) and while their active is unique, does not present enough value to be used in the majority of situations. Mizutsune is able to improve your team’s RCV by 3x for 6 turns along with 6 turns of heal orb skyfalls. This in theory makes you somewhat immortal provided hearts exist and you can survive the incoming attack. Sadly, this style of surviving tends to be less efficient compared to a delay or shield.
In addition, the leadership potential of Mizutsune is one of the most underwhelming as the multiplier is too low and the typing restriction further diminish their potential.
Mizutsune’s assist evolution provides Team RCV along with basic HP and ATK boosts. This can be nice, but it would be rare when one would actually need Mizutsune’s active skill. Perhaps making as a stat transfer and never letting it charge up is the best course of action.
Valphalk will feel akin to a Light Kali that has a true damage component. Sadly, Light Kali style actives are one of the worst in this current meta due to the exclusion of heart orbs. Even if a rainbow team does not require heart orbs (which most do) to activate, being unable to heal while dealing damage is a major setback. As such, Valphalk may be condemned to a true damage role which is easily replaceable, albeit Valphalk provides the most stat transfer.
As a leader, Valphalk is interesting as they can achieve 4x HP / 400x ATK for Dragon types when matching Fire, Water, Wood, Light, and Dark orbs. However, you given a fixed 4 seconds to match orbs which could prove to be problematic. While you don’t always need to pursue a full dragon team (400x should be enough on a few cards), the lack of RCV coupled with no movement time may be off-putting.
As such, Valphalk may succeed in shorter dungeons that do not have long/drawn out encounters as stalling will be a challenge. Just make sure you plan and execute your matches each turn.
Valphalk’s Assist Evolution is able to provide a single TPA which can help TPA teams achieve more damage, but it is hard to justify the transferred active as hardly any team wants a 5-elemental board without heart orbs.
Legiana is a new 6* card in the Monster Hunter Collab and features three Enhanced Team HP awakenings. This provides +15% to your total health and can potentially boost you above certain preemptive thresholds. Furthermore, their base active can be beneficial as you can both clear 4 turns of binds along with replacing all orb. The replacing all orbs is like Keiji as it will remove all orbs on the board (including locked) and a brand new board will fall down all at once.
When new orbs fall down, they can potentially be matched which will result in charging all your skills by 1 since you made a match, but will not cause the boss to attack you as you never finished your turn. This dual benefit active is quite powerful as we are beginning to see more locked orb shenanigans and by being able to remove all of them and gain a fresh board can be meaningful.
As a leader, Legiana causes no Skyfalls and can achieve 256x ATK. However, you have to match Water, Wood, Dark, and have 7 or less orbs remaining on the board. This multi-clause leader skill can run into consistency issues along with having no defensive multiplier. On the bright side, Legiana can pseudo function as a No-Skyfall farming leader as you still gain 4x ATK when matching the full board. Thus, using Zeus Dios for a full board can trigger this ability but will be unable to match your 3 elements for full multiplier.
Unable to find information regarding their Assist Evolution, but it may be potent as the active is worth inheriting.
Brachydios – A
Bracydios has an interesting active skill as they are able to deal 300x ATK to a single target. This results in them being a stronger option than Grimmjow as a button inherit (300x vs 250x) while not having the HP clause. Unfortunately, Brachydios has an 18 turn cooldown (vs 11) which makes it challenging to inherit around. Just remember, you will want to inherit either of these actives on a card with Coop Boost awakening.
Sadly, Brachydios attempts to do too many things at the same time and makes it challenging for them to truly shine. This is because they actually possess strong awakenings for tackling end game content, but their base active has a lengthy cooldown and is impractical for non-button dungeons.
Thus, you may not be able to fully capitalize on his sub usage and may mostly use him as a stellar button inherit. Unfortunately, his Assist Evolution is disappointing.
Brachydios has the strongest button ability in the game and if his Assist Evolution granted any amount of ATK, it would push their damage to even higher levels. Thankfully, he is able to provide +100 ATK to all cards and transfers a massive ATK stat over to Light-based Monsters.
Taking all of this into consideration, it may be advantageous to make their Assist Evolution as it provides more button damage. This recommendation is made under the presumption that you can charge up their skill and have no use for them as a sub due to having better options.
5 star bases
All 5-star rolls can be sold for 15,000 Monster Points while also having over 1,000 weighted stats.
Rathian comes ready to use with 1,069 weighted stats and a reasonable active skill. In the past, the delay and poison could deal with resolve spawns that did not come with a status shield; however, with the release of countless FUA cards, delays are less fashionable.
Perhaps one could use them as a stat-transferring delay for wood cards but it is situational overall.
Due to the fact that you would probably never use Rathian as a sub outside of early/mid game, it would be beneficial to make their Assist Evolution. Furthermore, they will provide you with 60% Poison resistance due to their 3 Poison awakenings.
Like all the other cards featured in the Monster Hunter Collab, Tigrex also has exceptionally high weighted stats for their rarity and ferocious artwork. However, Tigrex’s active skill is questionable at best due to the fact that they produce a board of fire, wood, and jammer orbs. While I have never been a fan of the Jammer meta, it does technically exist and teams such as Fenrir Viz do have the potential to clear end game content, albeit with more effort compared to “normal” teams. Sadly, Tigrex’s active does not benefit Fenrir Viz’s team due to the exclusion of light orbs (and no devil typing on himself).
Outside of the Jammer meta, if you possess a jammer to fire/wood orb changer you can abuse Tigrex’s exceptionally low base cooldown. Full board changers that produce 3 elements (let’s count jammers as an element) never come with a 7 turn cooldown and in theory lines up with Antares and Spica’s active skill. This combo can produce a 2/3 optimal board for their respective colour every 7 turns which may have applications in certain scenarios. Furthermore, Tigrex’s awakenings are meaningful on mono fire teams if you are lacking enhanced orb awakenings.
Tigrex will seldom be used as a sub so it is usually best to make his Assist Evolution to provide +300 ATK due to three attack awakenings. However, you would rarely want this active skill on your team so it is best to leave Tigrex un-skilled.
Nargacuga is able to provide a single turn of haste along with a the ability to spawn a column of dark orbs on a 7 turn cooldown. This alone is average value for an active skill; however, the dark orbs are spawned in the second from the left column which greatly diminishes their value as you will be hard pressed to make sufficient combos due to the spacing. This type of positional spawning is ideal for cross teams as it is much easier to form your required pattern, but will take additional time to optimally match for traditional teams.
As such, it will be challenging to fully utilize Nargacuga on teams outside of Aizen . On Aizen teams, Nargacuga will provide ample stats along with the vital RCV component due to the water sub typing.
Due to the fact that you would rarely use Nargacuga as sub, you may find merit in making their Assist Evolution in order to provide 60% Blind Resistance through their three Blind Resist awakenings. This has most applications against spawns that produce empowered darkened orbs that remain dark until matched or for X number of turns.
If you do choose to go with their Assist Evolution, consider leaving them un-skilled.
Gammoth is heavily skewed towards HP which is fantastic for helping you reach specific health thresholds. Unfortunately, their active skill and awakenings leave much to be desired. Perhaps utilizing Karin as a leader pairing could work, but that is scraping the bottom pretty hard.
However, the single turn of delay may have value in some scenarios, and the generated orbs may be useful if you can combo with another orb changer.
Due to the awkwardness of Gammoth, he would be best used as an Assist Evolution. This is because he will provide massive health through his high HP stat along with double Enhanced HP awakenings. While this may look appealing for adding significant bulk to a water card, you should leave Gammoth un-skilled unless you want the 1-turn delay.
Astalos has an amazing 2,699 ATK combined with three TPA awakenings. This will lead to potent burst damage along with having a meaningful active skill. Astalos is able to provide 2 turns of delay along with 2 turns of enhanced light skyfalls. All of this synergies beautifully with mono-light teams. Unfortunately, mono light teams are in short supply and Astalos would have been amazing on Myr teams if released 14 months ago when she was at her peak.
Regardless, having two meaningful components to an active skill along with amazingly high burst damage potential cannot be overlooked.
Astalos has a desirable active skill that you may wish to inherit around. While it may be appealing to try and use his offensive awakenings, you probably have stronger sub options available. Thus, Assist Evolution is the stronger path to pursue as you gain access to Awoken Material, Enhanced Killer, and Redeemable Material Killer awakenings. While the 3x may or may not be enough to punch through certain spawns, it can still potentially save you an active skill.
Barioth – A
Barioth is one of the stronger 5* Collab cards available as he has similar active skill to Weld . Barioth is able to produce a board of Water, Light, and Heal orbs along with 2 turns of delay on a 14 turn cooldown. This is fantastic for water or light teams as you can heal and deal damage whilst prolonging the boss’s next turn. However, the fact that they have access to an Assist Evolution is wonderful as they will primarily be used as an inherit.
Barioth’s Assist Evolution transfers 3 stat-modifying awakenings and does not waste any space on orb enhances or rows. Through their Assist Evolution, your base card will receive +400 RCV and +100 ATK. This massive boost in RCV can make a huge difference when progressing through challenging content and having access to a desirable active skill helps prevent active skill collision.
Paolumu – B
Like Barioth, Paolumu possesses a tri-elemental board changer that includes heart orbs. This combination helps ensure you have adequate combos along with the ability to heal. However, Paolumu has a weaker secondary effect as you increase orb movement time by 1.5x for 2 turns. This is because most teams tend to have sufficient orb movement time but can be used to clear heavy time debuffs.
However, Paolumu has stronger awakenings as the double Healer Killer enables them to deal 9x damage to Healer Bosses. Unfortunately, the actual need for this is quite low and situational at best. However, it is a nice niche to have ready in your Monster Box.
On a side note, i find the art work to be quite disturbing. Are you rat or a bat and is that a big ball of fat?
I cannot find this information at this point in time but unless it is amazingly powerful, it may be best to keep Paolumu in their base form to take advantage of the double Healer Killer.
The Monster Hunter Collab puts the Dragons back into Puzzle and Dragons at the cost of 10 Magic Stone per pull. Unfortunately, the Monster Hunter machine is weaker compared to it’s debut last year. This is because the older cards did not gain much from the Assist Evolutions and the new cards do not bring enough value at the 5* level.
As a result, Monster Hunter continues to remain top-heavy for prizes that are strong, but less needed overall due to other options becoming available. Furthermore, Diablos can be fully utilized by simply taking a friend as you wish to pair him with a combo-based leader like Anubis.
However, one thing that I am interested in will be the reveal of the true rolling rates and if GungHo buffed the higher rarity cards compared to the player-made sample last rotation.
Let me know what you think about the Monster Hunter Collab and the transparent rolling rates.
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