Dragonbound & Dragon Caller REM Review and Analysis – April 2018

Introduction

Monday, April 23rd marks the exciting return of the highly coveted Dragonbound & Dragon Caller (DBDC) REM. DBDC is arguably the strongest event in Puzzle and Dragons due to it’s stellar line up and amazing value at the bottom rarity.

Most Seasonal events/Collabs have a few chase cards but tend to have middling value at the bottom. As such, there is often little collateral benefit in rolling those events. However, with DBDC, you actually want many of the Gold eggs which in turn makes it the ideal  place to spend your Magic Stones. If you have absolutely no cards from the REM you should be heavily rolling here as it will grant you cards that cannot be replicated anywhere else.

In addition to three new cards being added to the rolling roster, most of the older cards now gain the ability to Limit Break and gain Super Awakenings or stat improvements for the Weapon Assists.

These changes help ensure the machine stays exciting with the Super Awakenings giving the older cards significantly more value and versatility.

Despite having a wonderful roster, each roll will cost 10 Magic Stones but everything will sell for at least 15,000 Monster Points.

This article will summarize each card’s strengths and weaknesses in the current meta to help you determine if it is worth rolling in.

Video commentary

—video coming soon—

Overview

Dragonbound & Dragon Caller REM
 7 Star base  
 6 Star base      
 5 Star base      
Dragonbound & Dragon Caller  REM Rankings – April 20, 2018
S    
A     
B  
C  
D

Order within each tier is random and not reflective of ranking

Evolved forms of both Cotton  and Ney  will be also available but this article will not be focusing on them.

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them

Super Awakenings

Almost all of the older DBDC cards have received Super Awakenings which dramatically improve their viability in solo mode. However, it will cost you one Super Snow Globe and a +297 each time you try and randomly unlock one of the three available.

As such, it is a modest investment to make and are not automatically available. Thus, you should only try to Super Awaken cards that you plan to use in solo mode provided they give a meaningful benefit.

You can read more about Super Awakenings HERE.

7 Star base

Ideal – S

Active: Delay 2 turns to all enemies. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs (13 turn cooldown)

Leader Skill: All attribute cards ATK x2.5 when attacking with 3 of following orb types: Fire, Water, Wood, Light, Dark & Heart. ATK x3.5 for each additional orb type, up to ATK x13 for all 6 matches. Increases time limit of orb movement by 3 seconds

Awakenings: Bind Immune Bind Immune   Skill Lock Resist Skill Boost 45 45 45
Super Awakenings:   

Ideal

Active: Delay 2 turns to all enemies. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs (13 turn cooldown)

Leader Skill: ATK x3 at 2 combos. ATK x1.5 for each additional combo, up to ATK x15 at 10 combos. Increases time limit of orb movement by 3 seconds

Awakenings: Bind Immune Bind Immune     Skill Lock Resist Skill Boost 
Super Awakenings:   

Pros
Cons
  • Animated
  • Ideal Puns
  • Triple 7 Combo 45
  • Can use Dragon Killer Dragon Killer Latents
  • Two distinct forms
    • Light better sub/overall
      • 1,503 RCV
      • 1,292 weighted stats
    • Dark better leader
      • Guard Break 
  • Team HP 
  • Bind immune
  • Useful active
  • Difficult to roll
  • You want more than 1

Light Ideal is arguably the best sub in the game due to her incredible damage output, team HP , ability to use Dragon Killer Latents Dragon Killer, bind immunity, 1,503 RCV, useful active, and her light typing. All of these factors make it hard to justify making Dark Ideal as you lose out on the 7 Combos 45 for what amounts to a modest (not stellar) leader. With that being said, if you have no Ideal teams to use Light Ideal or have lackluster leaders overall, it may be worthwhile to make Dark Ideal in the mean time. This is because the evolution is reversible so you can always convert back into Light if you gain a better leader.

Light Ideal can fit well on the majority of top tier teams and being able to boost total team HP by 10% is quite meaningful. She naturally functions best on Combo teams as you can easily tap into her personal 8x damage (from three 7c awakenings) and enables her to potentially spike high enough to pierce through high DEF spawns. Furthermore, the Dark sub attribute can help trigger rainbow clause Leader Skills or awakenings.

Ideal’s base active skill grants a Dark Kali  board changer (5 colours + hearts) along with 2 turns of delay. This is a reasonable active overall as it can clear hazards as well as trigger rainbow abilities. In addition, the delay component has merit in end game content as we are starting to see a trend with dangerous spawns who can be delayed (eg. Metatrons, AA Gaia, Vishnu, etc.). This can help reduce the need to stall for inherits but stalling is made easier due to Light Ideal’s 1,503 RCV.

If planning on using Dark Ideal as a leader, her main strength will be the relatively forgiving activation clause, Guard Break and augmented stats via Team HP  and RCV . While these awakenings do not provide enough stats to compete against HP/RCV multipliers, they do help patch up her modest fragility. Unfortunately, Dark Ideal will not be heavily used overall due to the fact that her leader skill is not as powerful compared to other options and Light Ideal being such an incredible sub. As such, Dark Ideal may act as a transitional leader for newer accounts that is eventually converted over to her Light form when stronger options are available.

Overall, Ideal is an incredible card to own and her main drawback is her rarity and difficulty in rolling along with the urge to acquire dupes.


Lajoa (New) – B

Active: Change all orbs to Dark & Heart orbs. Recover 40% of max HP. Bind recovery for 4 turns (13 turn CD)

Leader Skill: Dragon & Devil type cards HP x2, ATK x5. ATK x1.5 when simultaneously clearing 5 connected Dark orbs. ATK x0.5 for each additional orb, up to ATK x2 at 6 connected orb

Awakenings: Bind Immune Bind Immune   Skill Lock Resist Dark row Dark row Dark row Dark row
Super Awakenings: 
None

Lajoa

Active: Change all orbs to Dark & Heart orbs. Recover 40% of max HP. Bind recovery for 4 turns (13 turn CD)

Leader Skill: ATK x4 when simultaneously clearing 4 connected Dark orbs. ATK x1 for each additional orb, up to ATK x30 at 30 connected orb. All attribute cards 50% all damage reduction when HP is full

Awakenings: Bind Immune Bind Immune   Skill Lock Resist Dark row Dark row Dark row Dark row
Super Awakenings: 
None

Pros
Cons
  • Two distinct evolutions
  • Can gain either Box  or FUA 
  • Tries to revive row teams
  • Powerful board change active
  • Kind of like a Dark Yog
  • Low base RCV
  • Rows are hard to use efficiently
  • Does not come with self
    boosting damage awakenings

Lajoa is one of the the three new cards being added into the DBDC event and comes with two distinct evolutions. However, both forms share similar awakenings and it mostly comes down to which leader skill you prefer.

Lajoa’s active skill is akin to Yog  in that he produces a heart + dark (instead of Light) board along with 40% heal and 4 turn bind clear. This is incredible value as it combines three valuable elements and what is arguably the strongest board changer possible (1 colour + hearts). However, the main challenge will be finding an ideal place to use him as either an inherit, sub, or leader.

The Dark/Fire version comes with the valuable Void Damage Penetration  awakening and which has strong synergy with his active and Leader Skill. By producing a board with only Dark and Heart orbs, it should be relatively easy to form a 3×3 Box along with additional combos. Furthermore, connecting 6+ dark orbs does result in a modest 100x damage. Sadly, it will be challenging to squeeze in a row along with the box to further amplify his damage. Perhaps as a saving grace both, leaders will have the Box awakening which somewhat compensates for the lack of high burst damage. Unfortauntely, it may be challenging to use Lajoa effectively as a Void Damage Penetration sub as he lacks any easy to activate damage awakenings (Killers, 7c, etc.)

On the other hand, his Dark/Dark form comes with a Follow Up Attack  which again has synergy with the Dark + Heart board changer but forming a column of hearts prevents players from forming a row of dark. Unfortunately, his Leader Skill is impractical to use in traditional content. He gains 1x ATK for each connected Dark orb which does cap at 30x for a full board of 30. Sadly, there is no full dark board changer outside of the future Revo Satan (not released in NA yet) which is technically farmable, but difficult for the average player to make. However, being able to swipe a full board for 900x damage is somewhat ridiculous considering most other options are around 100x.

Sadly, neither form has a sustainable Leader Skill for end game content as it is both orb hungry and either missing a defensive multiplier or only has HP and poor RCV.

Overall Lajoa is an okay card but feels quite lackluster compared to Ideal and even the 5-stars available in the Dragonbound & Dragon Caller REM.


6 Star base

Weld – B

Active: Delay 1 turn to all enemies. Change all orbs to Fire, Water & Heart orbs (11 turn CD)

Leader Skill: Can no longer clear 3 connected orbs. All attribute cards ATK x3, RCV x3. All attribute cards ATK x3.5, 25% all damage reduction when attacking with Water and Fire combos at the same time

Awakenings: Time Extend Time Extend TPA TPA TPA  Skill Lock Resist Skill Boost
 Weapon Assist Awakenings: TPA blue + orb Fire resist

Pros
Cons
  • Powerful active skill
  • Assist evolution grants TPA TPA & Fire Resist Fire resist
  • Lackluster base form
    • Really for Weapon Assist
  • Board changer colours does not benefit any meta team

Weld is an interesting card in the Dragonbound & Dragon Caller REM in that he did not gain a Limit Break/Super Awakenings, but instead received a stat buff for his Weapon Assist evolution.

This is better overall as Weld’s main purpose was being converted into his Weapon form as he is able to transfer over a TPA TPA and Fire Resist Fire resist awakenings. The TPA component can help cards that already have a few TPA achieve higher levels of damage (eg. Skuld  and Scheat Scheat) but the Fire Resist awakening has amazing value for cheese teams.

Kiri  is another card in the DBDC event and relies on changing the enemy’s attribute to Fire and heavily reducing their damage through her Leader Skill. As such, a Weld inherit can ease some team building options along with providing a valuable board changer and potentially lifesaving delay.

However, Weld’s generated colours does not have amazing synergy for any particular team. Blue Sonia  is probably the best mono water leader at the moment but she cannot use Fire and Water orb as she relies on Water and Dark for activation. As such, Weld may lack an ideal home to use his active on. Perhaps a full mono-blue Blue Hunter  can work, but most Blue Hunter teams have a diverse sub roster and it may result in several cards not providing damage. Weld can also be used on mono fire teams, but again faces the same problem of a lack of a home.

All in all, Weld is still a nice inherit to have at the ready and may gain more value if a strong mono-Water or Fire teams emerges.


Nees – A

Active: Recover 50% of max HP. Awoken Bind recovery for 5 turns. Change Fire orbs to Dark orbs, Water orbs to Wood orbs (10  turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when attacking with Dark and Wood combos at the same time. ATK x2 for clearing each Wood, Light or Dark orbs in a cross formation.

Awakenings: Skill Boost Skill Lock Resist Time Extend 45
Super Awakenings: 45  

Pros
Cons
  • So
  • Much
  • HP
  • 1,404 weighted stats
  • Gains 7 Combo 45 via Super Awakenings
  • Awoken bind clear options
  • 4 awakenings
    • No SA in coop
  • Low RCV

Nees is an older card from the Dragonbound & Dragon Caller REM and has gained significant value in solo mode due to her new Super Awakenings.

Nees’s main claim to fame is her incredible HP stat as she is able to provide a massive amount of health to what are normally fragile combo teams. However, her massive weighted stats are offset by the fact that she only has 4 awakenings. Granted they are valuable ones, it is sometimes hard to compete against other options. Thankfully, her new Super Awakenings enables her to gain a second 7 Combo 45 awakening which propels her personal damage to 4x. This is significant and helps justify her sub spot despite having 5 awakenings.

While Nees’s active may look unusual at first, it is actually quite powerful in Alt. Arena where awoken binds are quite common. Thus, one may not actually need to run Odin Dragon 3264 provided your leaders are bind immune.

Sadly, Nees will struggle to keep abreast with other high damaging options in coop mode where her Super Awakenings are disabled. However, her massive HP is not as needed in coop mode so there is some consolation there. This is because in coop (2P) you and your partner share the HP of leaders and all subs which amounts to 10 cards. As a result, most teams tend to have sufficient HP even without an HP multiplier to function well.

Overall Nees is a powerful card that has more value in solo mode than coop.


Tardis – S

Active: Increases time limit of orb movement by 1 second for 1 turn (1 turn CD)

Leader Skill: Wood attribute cards ATK x4. Water attribute cards HP x2. All attribute cards ATK x2.5 on the turn a skill is used. (Multiple skills will not stack)

Awakenings: Skill Lock Resist Time Extend TPA TPA   
Super Awakenings: TPA  

Pros
Cons
  • Naturally high HP
  • 1 turn base CD
    • Trivializes Gunma 440
  • Boosts team RCV
  • Gains Void Damage Penetration 
  • Reasonable Leader Skill
  • Doctor Who references
  • No Skill Boost Skill Boost
  • Few Killer latent options
  • Not a pretty girl

Tardis is still the best option for teams that rely on active skill clauses. This is because he has a one turn base cooldown along with favourable awakenings and stat distribution. Comparing Tardis to Gunma 440 or Diaochan , it is hard to justify using either option over him as he adds more bulk and you only require one of him to trigger an active skill every turn. Presently speaking, Anubis 3385 tend to gain the most value out of Tardis.

Tardis boasts 6,021 HP (before Limit Breaking) enables him to add meaningful bulk to various teams, especially those without an HP multiplier (eg. Anubis). Granted his base RCV is 91, Tardis provides +30% Team RCV through his three awakenings Thus, his lower healing potential is easily offset as no single sub tends to provide 30% of your team’s total RCV. Furthermore, with his Void Damage Penetration  Super Awakening, Tardis can help provide additional utility for your team.

Stepping beyond his amazing sub potential, Tardis acts as a respectable leader as dual Tardis form a 100x ATK team when an active skill is triggered. This works wonderfully well due to his natural 1 turn base cooldown along with his TPA TPA awakenings. Granted TPA has lower merit in most traditional teams, one would not be using Tardis for those kinds of content and instead can easily sweep through easier floors with a single combo. Furthermore, one can use Tardis in lieu of Liu Bei  or Pixel Brachy  for general farming purposes.


Li – S

Active: Switch places with leader card. Use again to switch back. Dragon type cards ATK x3 for 1 turn (22 turn CD)

Leader Skill:  Fire, Water, Wood, Light & Dark attribute cards ATK x10 when HP is less than 20%. While your HP is 50% or above, a single hit that normally kills you will instead leave you with 1 HP. For the consecutive hits, this skill will only affect the first hit

Awakenings: TPA TPA Skill Lock Resist Skill Boost   
Super Awakenings:   TPA

Pros
Cons
  • Leader Swap active
    • Enables 7×6 or Ganesha 3071
    • 7×6 makes most leaders better
  • Cuter than Macha 
    • Easier to roll than Macha
  • Macha has a better secondary effect
  • Super Awakenings are somewhat wasted
    • Mostly used as an inherit
  • 22 turn cooldown
    • Macha is 21 turns

Li is one of two cards in NA that have an inheritable Leader Swap active skill. It is important to differentiate the fact that Li is inheritable as it enables you to actually use two leaders you want to play with as opposed to one that has a less ideal Leader Skill.

With this in mind, Li has two distinct uses: creating 7×6 boards or abusing Ganesha’s 3071 additional rank EXP and gold.

For 7×6 usage, Li will enable players to enter a dungeon with a 7×6 leader and then swap into their desired leader. For example, you can use Diaochan  as your leader (creates 7×6 board) while paired with an Anubis 3385 friend. However, you will be also bringing your Anubis with Li inherited as a sub. After stalling for a period of time, you will be able to use the Li inherit to swap your sub Anubis into the leader slot and this results in dual Anubis on 7×6.

This dramatically improves Anubis’s consistency but forming a 7×6 board is generally best for colour cross leaders. This is because colour cross leaders tend to run into both spacing issues along with a lack of desired orbs on a regular 6×5 board. However, with the additional 12 orbs from 7×6, players will be able to more consistently proc more colour crosses along with a higher combo count. Furthermore, one can achieve more than 3 colour crosses and this results in borderline ridiculous damage.

In essence, Li helps facilitate 7×6 boards which tend to improve virtually every leader as the additional space for more combos/crosses which leads to more consistency and damage.


 Enra – S

Active: Change Water & Dark orbs to Fire orbs. Change Jammer, Poison & Mortal Poison orbs to Heart orbs (9 turn CD)

Leader Skill: All attribute cards ATK x6 when HP is greater than 80%. ATK x2, RCV x2 when HP is less than 80%. All attribute cards ATK x2, 25% all damage reduction when attacking with Fire and Fire combos at the same time

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost 45 45 45
Super Awakenings:   

Pros
Cons
  • Bind Immune
  • Three 7c 45 awakenings
  • Modest leadership potential
  • Can remove hazard orbs
  • Super Awakenings are mediocre
  • Active overflows board with fire
    • Harder to 7 combo
  • Leader Skill has HP clause with no self heal
    • A weaker Yog 
  • Ideal  is usually preferred

Enra is one of the few triple 7 Combo 45 awakenings cards available which means she has a personal 8x damage when hitting 7 or more combos. This is valuable on any combo-based team as she helps ensure you deal lethal damage without active skills.

However, Enra is not without flaws: most notably is her base active skill overflowing the board with Fire orbs which can prevent heavy comboing but at least she leaves heart orbs. Sadly, her 9 turn base cooldown may make it somewhat challenging to inherit something of value over top so be mindful of what kind of utility you want Enra to bring and whether or not it will be up in time. In addition to her awkward active skill, Enra has underwhelming Super Awakenings so she did not gain as much value compared to the other DBDC cards. Yes the Cloud Resist  has situational value, but it is quite a rare occurrence along with L  awakening potentially eating into your combo count.

As a leader, Enra functions like a Fire Yog  in that you need to match 2 sets of Fire combos while maintaining >80% HP. Unfortunately, Enra’s base active does not provide a self heal along with having a lower 144x ATK multiplier. Granted the damage can be somewhat offset by her offensive awakenings, it will most likely be less efficient overall.

Overall, Enra is still an amazingly powerful card to own as she provides incredible damage output and is mostly overshadowed by Ideal  who is arguably one of the best, if not the best sub in the game.


Distel (New) – A

Active: 75% damage reduction for 3 turns. Dragon & Devil type cards ATK x2 for 3 turns (20 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 combos. ATK x3 when simultaneously clearing 5 connected Water orbs

Awakenings: Time Extend Time Extend Skill Boost Skill Boost Skill Boost  
Super Awakenings: 
None

Pros
Cons
  • Three SB Skill Boost
  • Double L  awakenings
  • Powerful 2-part active
    • 75% damage reudction
    • 2x damage boost
  • Modest leadership potential
  • Base active has a long cooldown
  • No SBR Skill Lock Resist
  • Less ideal offensive awakenings

Distel is another new card to be added into the Dragonbound & Dragon Caller REM and is an interesting card overall.

His main usage will be his powerful 75% damage reduction active that last three turns along with a small 2x ATK for Dragon and Devil types. This is an interesting twist on an Indra Indra style shield but the additional 5 turns on the cooldown may make it somewhat impractical to use all the time. However, the added damage boost may have merit if playing through challenging content where you need to both sweep a floor and tank an incoming preemptive. By being able to combine two valuable components into a single active can save space on your team along with being able to provide stats to Blue type cards. This is also important as most shields tend to be Light-based so having the ability to donate stats to cards that would have normally not received any is meaningful.

As a leader, Distel is akin to Reincarnated Yomi  but has a built in damage reduction component that should always be achievable. As such, his leader skill is broken up into two components: hitting 7 combos and 5o1e. This dual activation clause helps with damage control as well as surviving incoming damage/stalling. Unfortunately, the damage output is still on the low side along with Distel providing no orb enhance awakenings of his own.

Distel’s Dragon typing and double L awakenings can enable him to function on Blue Sonia  teams, but 7 Combo 45 is a more desirable awakening overall.

In summary, Distel may have merit as a sub and leader, but his main appeal will be his powerful active skill.


5 star base

Rathios – C

Active: 35% damage reduction for 3 turns. Change left-most column into Light orbs and the right-most column into Fire orbs (12 turn CD)

Leader Skill: Fixed  orb movement time at 4 seconds. ATK x2.5, RCV x2.5 to Dragon type cards. All attribute cards ATK x4 when reaching Light & Fire combos

Awakenings: Light Row Light Row Skill Lock Resist Skill Boost Dark Reduction Dark Reduction
 Weapon Assist Evolution: Time Extend Light Row Light Row

Pros
Cons
  • Weapon Assist evolution gained more stats
  • Shield & orb generation active
  • Provides 2 Light rows Light Row
    • Helps provide some added damage
  • Provides Time Extend Time Extend
  • The need for Rathios is low
  • Very few teams can utilize the Light rows provided

Rathios did not receive any Super Awakenings as her primary usage is as a Weapon Assist. As such, she gained an increase in her base stats to better buff another Light card. However, the actual need for Rathios is on the decline.

During the initial inception of DBDC, Rathios played a sometimes vital role on Yog  teams that wanted to farm Cosmic Trinity. This is because the two Light rows Light Row transferred over helps provide a little bit more damage which could ensure less optimal teams could handle all of the final spawns. However, Cosmic Trinity farming is not as popular as the actual clear rewards are somewhat underwhelming along with having to deal with other people in 3 Player mode.

In regards to his Time Extend Time Extend assist, it may seem a bit redundant, but has merits on Amen  teams or potentially 7×6 teams with low movement time. While it is a relatively unique awakening (Zinogre and FMA Pocket Watch being the other options) to transfer over, I do not feel it is vital for the average player.

All in all, Rathios is struggling to find as much merit at this point in time and is one of the weaker 5-stars in the Dragonbound & Dragon Caller event.


No.6 – A

Active: No skyfall combos for 1 turn. Randomly spawn 7 Fire orbs from non Fire orbs (5 turn CD)

Leader Skill: Fire attribute cards ATK x5. Water attribute cards HP x1.5

Awakenings: Time Extend Skill Lock Resist Skill Lock Resist God Killer God Killer God Killer
Super Awakenings:   

Pros
Cons
  • Three God Killers God Killer
  • Double SBR Skill Lock Resist
  • Super Awakenings grant L 
  • No Skyfall active
    • Damage control
    • Shorter cooldown
  • Only effective against Gods
  • No Skill Boost Skill Boost

No.6 fulfills a niche role in Puzzle and Dragons: being able to obliterate any God spawn. This is all thanks to his three God Killers which provide him with a personal 27x ATK to God type spawns.

While one may not be using No.6 in all scenarios, it is well worth having him on hand as he can help trivialize various encounters.

Beyond his God Killing potential, No.6 has a reasonable active skill. Firstly, he is able to produce Fire orbs for himself, but the No skyfall clause aids in both damage control as well as lowering the cooldown.

Normally, the phrase damage control and No.6 do not go hand in hand, but with no Skyfalls, you can cap your output along with avoiding any chance of an unwanted colour from being matched. This is valuable against colour absorption spawns or against non-Gods where No.6 will not be dealing too much damage. Furthermore, the No Skyfalls cuts off turns on the total cooldown so it is possible to use him more often in a single dungeon.

However, No.6 lacks a Skill Boost Skill Boost which may make it challenging for other actives to be ready in time.


Kiri  – S

Active: Change all enemies attributes to Fire. (Ignores status shield) Reduces cooldown of other skills by 1 turn (16 turn CD)

Leader Skill: ATK x 3 when simultaneously clearing 6 connected Water orbs. ATK x1 for each additional orb, up to ATK x5 at 8 connected orb. 75% Fire damage reduction

Awakenings: Fire resist Skill Lock Resist Skill Boost Dragon Killer Dragon Killer Dragon Killer
Super Awakenings: Fire resist  

Pros
Cons
  • Three Dragon Killers
  • Able to form a powerful cheese team
    • Active skill synergy
  • Super Awakening grants an additional Fire Resist Fire resist
  • Vulnerable to binds
  • Active has little value outside of cheesing

Kiri is another Dragonbound & Dragon Caller card that comes with three of the same Killer awakenings. This results in a personal 27x ATK against Dragon spawns and helps ensure players are able to easily mow through difficult content. However, Kiri stands taller than No.6  and Shazel  due to her ability to form a Resistance Cheese team.

Cheese teams are those that rely on passive damage reduction from a specific element along with Gravities to slowly grind down encounters. While it may not be flashy nor speedy, Cheese teams can enable players with a less developed box to clear content that would normally be out of reach. However, these types of teams heavily rely on an active skill that changes the attribute of the opposing monsters.

Historically speaking, the Puppeteers Red Puppeteer Charite Green Puppeteer Courage were used for Cheese teams, but their 250,000 MP price tag made them inaccessible for the average player. Thankfully, Kiri comes with a built in elemental changer which essentially completes her team along with possibly saving an active skill slot. With that being said, Kiri’s elemental changer can be a pseudo damage boost for water based teams as you gain elemental advantage for 2x damage.

Despite the fact that Kiri is wonderful, her main drawback is a vulnerability to binds. However, this can be overcome through the unbindable solo mode badge which is often the default choice when using Kiri as a leader.


Kulia – C

Active: Increases time limit of orb movement by 1 second for 2 turns. Change left-most column into Water orbs and the right-most column into Dark orbs. (8 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when attacking with Dark and Water combos at the same time. Increases time limit of orb movement by 3 seconds

Awakenings: Time Extend Time Extend Skill Boost Skill Lock Resist Skill Lock Resist 45
Super Awakenings:  45 

Pros
Cons
  • Julia with a K
  • Gains relevancy via 7c 45 Super Awakening
  • Guaranteed orb spawn & time buff active
  • Only viable in solo mode
  • Better double 7c cards exist

Julia with a K was the worst card of the Dragonbound & Dragon Caller REM upon the initial release last December; however, with the addition of Super Awakenings, Kulia has newfound value.

By gaining a second 7 Combo 45 awakening, Kulia is able to provide reasonable damage output. Unfortunately, this only applies in solo mode which hinders her ability to be used in coop. As such, it may be an expensive investment to develop Kulia, but if you have no other option and often play in solo mode, she may be worthwhile.

Looking at her active skill, the double column can be situationally helpful and it does ensure Blue Sonia  teams match two L’s. However, the time extend buff can be useful for countering time debuff mechanics.


Shazel – A

Active: Change Dark, Jammer, Poison & Mortal Poison orbs to Wood orbs. Reduces cooldown of other skills by 1 turn (7 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x3, RCV x3 when reaching Wood & Light combos

Awakenings: Time Extend Skill Boost Skill Boost Devil killer Devil killer Devil killer
Super Awakenings:   

Pros
Cons
  • Three Devil Killers Devil killer
  • 2 Skill Boosts Skill Boost
  • Active removes hazards and reasonably short CD
  • Forms 7×6 board
  • Can use Dragon Killer Dragon Killer latents
  • Is a pretty boy
  •  adds some damage
  • Cannot use Devil Killer Latents
  • Competes with Mito 
  • Super Awakenings are mediocre

Shazel is another powerful triple Killer card that deals 27x ATK to all Devil spawns. This is vital for dealing with what are oftentimes dangerous spawns and lowers the need to use additional active skills. However, Shazel is in close competition with Mito  and actually falls behind in Devil damage if Mito wields three Devil Killer latents. To make up for this, Shazel can use different Killers which can propel his damage higher if the spawn is dual typing.

Furthermore, Shazel’s double Skill Boost Skill Boost helps charge up actives faster along with his base cooldown being relatively short, removing hazards, and providing haste.

Another important aspect to Shazel is his 7×6 board generation which has amazing synergy with leader swapping and helping Rushana perform better. The 3x RCV when paired with Rushana’s 2x HP helps provide reasonable consistency until you are able to swap into double Rushana.

The only drawback for Shazel is his Super Awakenings are middling overall but the L  can add some damage along with providing some utility if locked orbs exist.


Pralinae (New) – A

Active: Change Water orbs to Light orbs, Dark orbs to Heart orbs. All attribute cards RCV x1.5 for 4 turns (9 turn CD)

Leader Skill: Healer & Dragon type cards ATK x3. ATK x2, reduce damage taken by 35% after matching Heal orbs in a cross formation

Awakenings: Skill Lock Resist Skill Boost God Killer God Killer Devil killer Devil killer
Super Awakenings: 
None

Pros
Cons
  • 4 Killer awakenings
  • Active makes Light & Heart orbs
  • RCV buff can be sometimes useful
  • Less specialized than No.6  & Shazel 
  • Cannot use Devil or God Killer Latents

Pralinae is the third and final new card to be added into the Dragonbound & Dragon Caller REM and is quite powerful overall. While she lacks the specialization of No.6  and Shazel , she has the ability to cover more spawns as well as gaining incredible damage against God & Devil spawns (personal 81x).

With this in mind, Pralinae will still be a niche sub, but her active skill has merits on various teams. Being able to produce Light and Heart orbs can help concentrate your damage and the RCV buff can help bolster your healing potential as well as overriding debuffs.

Conclusion

The Dragonbound & Dragon Caller is an incredible event to come to Puzzle and Dragons as it features what is arguably the strongest line up for a limited-time REM. This is because it provides amazing value across all rarities with the 5-stars being incredible overall.

This event is worth extensively rolling in, even if it is just to acquire the 5-star cards and getting lucky with a Diamond Egg can be seen as a bonus.

Let me know what you think about the DBDC REM event and how much you plan on rolling.

Happy Puzzling!

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78 thoughts on “Dragonbound & Dragon Caller REM Review and Analysis – April 2018”

  1. Here’s to hoping we all have good luck this time around! Last time, I saved up 50 stones and spent them all on this event. With that, the free roll, challenge mode, and collecting daily stones, I managed to roll 10 times. I got all the 5 stars and Li, but I guess it was too much to hope for Ideal or Tardis. Shazel IS a pretty boy, and I too considered it a pro, until I rolled myself a reverse harem’s worth of him…

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      1. I rolled three of him in a row plus the new 5 star girl… But it’s okay because after that I got IDEAL

        It felt like playing through a generic otome game for the secret love interest

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  2. Fairly newish reader, first time commenting, love your tactical info. Li seems to have a much longer cooldown (22 @ 6) according to PADX. Is that a mistake on your end?

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  3. I rolled a little last time this was around and got most of the 5* cards in pretty much duplicates, is dbdc still worth rolling heavily in?

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      1. I’m in a similar situation to Frank… I rolled 2-4 of every 5* last time, and only broke out of that tier with 2 Enras. I can’t tell if I need to give up on ever getting any other card in the machine, or if it’s worth it to try to power through the potential dupes.

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        1. How much value does the other 6* have along with what other events you find appealing? At some point you will have to begin chasing 6* collab cards and its mostly a matter of deciding which ones are the best for you

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  4. Hi M/Fantastic!

    First of all thank you for your amazing job, specially giving advices about new cards and game mechanics.
    Your cards knowledge is really amazing and a big help for PAD-players.
    Thanks to you, I have spared my stones for this collab, whereas I planned to spend them on heroine.
    So thank you again for your time and your great job.
    BTW: little mistake in tittle : DRAOGN instead of DRAGON

    Keep on good job

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  5. I rolled a Kiri last time and was interested in the unbindable solo mode badge. How do you get this? I looked all through the quests and didn’t see it.

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  6. Rolled a pack last DBDC, got Ideal, Li (I really wish they gave her an evo that would make me want to use her, her art is too cute to sideline as an assist), Enra, Knees, and all the 5*s except Kulia. Not sure if I’ll be dropping stones for the new cards. Still a great machine for new players.

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  7. Three more Rathios and two Tardis on my Anubis-less main. Meanwhile my alt with Anubis gets no Tardis but two Li.

    REM trading when ;-;

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  8. Main got Kiri (finally), Number 6, Enra (dupe), Li, and Pralinae. Alt got Weld, and that’s it so far. Already had Tardis, Shazel, and Rathios so I was happy I just got the one dupe.

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  9. Getting back into pad after some off from playing quite a bit. I am looking for what is a good top tier team for arena 3 and beyond. I believe the best team I can make will be an Edward team. The subs I am thinking are:
    Amatsu, Odin Dragon, Ideal (lucky pull today) and Cotton upon purchasing soon. Any other subs to think about ( Ragnarok dragon?). If it is Cotton, which form would be best for this team?
    Finally would be assist set up and latents. I am not the best at making combos so I have used time extensions but it may be more of a crutch to getting back in. I was thinking of a Fujin on Edward, a jewel princess (have all), true damage from ilmina plus board change, yog as another board change and heal and then stacking Odin on Odin dragon. Any others to look into for a more rounded team?

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  10. Getting back into pad after some off from playing quite a bit. I am looking for what is a good top tier team for arena 3 and beyond. I believe the best team I can make will be an Edward team. The subs I am thinking are:
    Amatsu, Odin Dragon, Ideal (lucky pull today) and Cotton upon purchasing soon. Any other subs to think about ( Ragnarok dragon?). If it is Cotton, which form would be best for this team?
    Finally would be assist set up and latents. I am not the best at making combos so I have used time extensions but it may be more of a crutch to getting back in. I was thinking of a Fujin on Edward, a jewel princess (have all), true damage from ilmina plus board change, yog as another board change and heal and then stacking Odin on Odin dragon. Any others to look into for a more rounded team?

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    1. My Ed team uses OdinDra if awakening binds, RagDra otherwise. I also use Light cotton, but Blue Cotton would work fine as well. Light Ideal is a staple. I have Hiko on my Ed (fujin is fine), and also pack Uruka to cover blue and an extra void. Amatsu is fine too, though for whatever reason I stopped using him.

      So with a friend Ed with a void absorb, I have 3 of those for worst case scenarios. So far, the two things that get me are accidentally hitting Zeusdra into rage zone, or Noah dragon entirely, having problems with it.

      So just try all the stuff you listed and figure out what works best for you, you should be fine 🙂

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    2. For Arena 3, I would not use Ragnarok Dragon simply because killers prevent damage control vs the absorption spawns

      I have mostly played a3 with lower multiplier leaders so I am not sure on the damage control needed with Edward (despite owning him, I never use him for a3) so I would be hesitant to use killers latents atm

      Purely for Edward, Light cotton would be the way to go for you, but Blue tends to be the best option generally speaking but with Amatsu the need is lowered.

      In terms of assists, having Fujin-like actives make a big difference and running 1 is usually safe since you can technically beat all the absorption spawns outside of Hera Dragon but 2 makes Vishnu safer if no delay is used

      I would put Fujin on Odin Dragon since your team is full bind immune and there are not really any awoken binds in A3

      So you would have 1-2 Fujins, 1-2 board changers, a gemstone, and a delay/shield if you feel it will help

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  11. Already have several Shazel and Kiri, as well as Ideal. Pulled no6, Rathios (I think you mentioned that is a good inherit for the Aten I pulled recently), and Li. I did want no6, and I didn’t have a leader swap so I’m rather pleased, at least it’s not more dupes.

    May do more pulls to get Tardis for my Diablos/Anubis team though I have multiple Diao-Chans (secretly I’ll be hoping for another Ideal or Cotton but let’s say I’m just doing it for the less lofty Tardis).

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  12. 7 Packs, no ideal. A whole lot of MP. I have 1 Cotton, so I guess buy 1 Cotton and save the rest for Dark Radra?

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  13. Rolled double Ideal, Tardis, Nees, double No. 6, double Kulia, a Kiri, and a Weld!

    Saving up was worth it, pretty sure my back to back Ideals means I’m out of luck for the rest of the year tho…

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  14. 6 rolls so far
    2 rathios (Already had 2)
    Shazel (dupe)
    No6 (dupe)
    Ideal
    Nees
    Plus, spent All my mp on cotton lol
    Made a dark ideal because I dont have any better combo leads (blue hunter). Could always change it in the future. I’m using raijin for rainbow team and it’s kind of like a low budget light ideal. I enjoy it as for now!

    Hope you pulled good stuff!!

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  15. I got lucky and got 3 Ideals from 15 rolls. Is a team (leader: Valentines Ney) with 3 L. Ideals and 1 L. Ney as subs viable? Or is it better to find another sub and let one of the Ideal inherit the 3rd L. Ideal?

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          1. Thanks Mantastic, your suggestion is awesome! After switching the leader, each L.Ideal can easily dish out 100m damage. 😀

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      1. I’m not a fan of jammer orb meta. Aside from using with Fenrir, is there any other place you can use ney’s dark form?

        Thanks!

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  16. I recently rolled an Urd and have been trying out a team with her as leader. I rolled a Weld in the DBC rem this time around and am using him as a sub for her. Would he be better off as an assist instead?

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    1. For the most part weld is an inherit in his weapon form. However, if your team is underdeveloped and lacking subs, you can use him as a sub for the mean time

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  17. Would you recommend rolling on this, or rolling on the Godfest for new accounts? And what would you consider the best takeaways from the this limited one?

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  18. Can you give me some ideas for how to use Enra. I rolled her yesterday but I honestly have no idea where to use her. I love the three 7s but on which teams does she work best?

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      1. I had a hard time figuring out how to use her on my anubus/diablos team because most actives that support that team best focus on dark/green orbs. I’ll toss her onto my team and do some practicing with her and see how I can get the most out of her. Thanks!

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  19. I just rolled Nees. do you think it would be a good idea to swap her out for nohime in solo mode because of her high hp on my anubis team?

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  20. I rolled one last time today on my alternate account. It had 60 stones saved up, so I figured, what the hell, Did a double take because there was Ideal in all her animated glory.

    Yes, I actually screamed. Big money?
    So, based on your article here (I always take your advice. You helped me out like two years ago when I was a wee PaD bairn) I should leave her in the light form, correct? I never actually thought I get one, so I haven’t even researched what latents to put on her, what inherits.

    I run a Diablos team for the most part, Thinking she’ll fit right in, but I’m not sure who to replace. My new Cotton is going on the team as well, as soon as I figure out which version of her I want
    .
    Anyway, I only rolled this one last time because I had just finished watching your latest rolling videos. So, thank you 🙂

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