Rurouni Kenshin REM Review and Analysis – June 2018


The Rurouni Kenshin REM makes a triumphant return after a prolonged absence from Puzzle and Dragons. With this inception, the REM gains 3 new cards along with the ability to Limit Break and grant Super Awakenings to the 6-star cards. Furthermore, players will have the option of using the Monster Exchange System to trade in for all of the 6* cards.

As a whole, the Rurouni Kenshin Collab is reasonable overall but may not be worth heavily rolling for the average player. This is not because the cards are weak, but the top prizes are more niche/geared towards players who are interested in farming more efficiently. In addition, there is hope/speculation that NA will gain Persona or Magic the Gather Collabs and they may have more potential overall.

This article will summarize each card’s strengths and weaknesses to give you a better idea of whether or not it is worth spending your Magic Stones here.

Video commentary

—video coming soon—


Kenshin REM
 6 Star base Saito Kenshin  
 5 Star base Aoshi Sanosuke Sojiro 
 4 Star base Misao Kamiya Kaoru Megumi Kamatari Yahiko
Kenshin REM – June 8, 2018
A Kamiya Kaoru Kenshin 
B Saito
C Sanosuke Megumi
D Aoshi Sojiro Kamatari Yahiko Misao

All 6-star cards are available for trade within the Monster Exchange System.

Order within each tier is random and not reflective of ranking

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

Limit Break and Super Awakenings

The 6* cards in the Kenshin Collab will have the ability to be Limit Broken along with receiving Super Awakenings. These additional awakenings can add significant power but only function in solo mode.

Any card that can qualify for Limit Breaking will having their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

6 Star base

All 6* base cards can be acquired via the Monster Exchange System.

Saito Saito – B

Active: Deal 200000 damage to 1 enemy. Ignore enemy element and defense. Randomly spawn 5 Dark orbs from non Dark orbs. (10 turn CD)

Leader Skill: ATK x3 for clearing each Dark orbs in a cross formation. All attribute cards ATK x2.5, RCV x2.5 on the turn a skill is used. ( Multiple skills will not stack )

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance
Super Awakenings:   

Worth trading for via Monster Exchange? No


No skyfall matches. Dark attribute cards ATK x2, RCV x2. ATK x3 when simultaneously clearing 6 connected Dark orbs. ATK x1 for each additional orb, up to ATK x8 at 11 connected orb.

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend Dark Orb Enhance Dark Orb Enhance Dark row Dark row Dark row
Super Awakenings:   

Worth trading for via Monster Exchange? No

  • Two unique evolutions
    • Two distinct LS
      • Dark cross
      • Row farming
  • Active produces dark orbs
  • VDP  SA synergy with Leader Skill
  • 200,000 True Damgae
  • Niche farming leader
    • Cheaper options exist
  • Colour cross form is orb hungry and requires an active

Saito makes a lackluster return to the Kenshin Collab as he is not fulfilling any particular niche very well.

His original colour cross form is far too orb hungry for practical usage along with Dark lacking a 1-turn active card. Some may argue Cerberus Cerebrus Rider can be a 2-turn solution, but the lack of any secondary effect along with low weighted stats (unless used in coop) hold him back.

On the other hand, the Dark row/blob version has gained new relevancy as a farming leader through the introduction of the farmable Reincarnated Satan. Satan’s active can produce a full board of Dark orbs which enables massive damage potential; however, far cheaper options exist through Zeus Dios Ult Zeus Dios or Glavenus Hunter .

Kenshin Kenshin – A

Active: Increase skyfall chance of Fire & Light orbs by 10% for 2 turn. Randomly spawn 2 Fire & Light orbs from non Fire & Light orbs. (11 turn CD)

Leader Skill: ATK  x3 for clearing each Fire or Light orbs in a cross formation. All attribute cards ATK x2.5, 25% all damage reduction when attacking with Fire and Light combos at the same time.

Awakenings: Enhnaced Fire Orb Skill Boost Time Extend Time Extend Skill Lock Resist Enhnaced Fire Orb Enhnaced Fire Orb +light orb +light orb
Super Awakenings:   

Worth trading for via Monster Exchange? No


Active: Fire attribute ATK x3 for 1 turn. Increase skyfall chance of Fire orbs by 25% for 1 turn (14 turn CD)

Leader Skill: Change the board to 7×6 size. Fire attribute cards HP x1.5, ATK x1.5. All attribute cards ATK x2.5 when reaching 2 set of Fire combos. ATK x1.5 for each additional combo, up to ATK x7 when reaching 5 combos

Awakenings: Enhnaced Fire Orb Skill Boost Time Extend Time Extend Skill Lock Resist Enhnaced Fire Orb TPA Skill Boost 45
Super Awakenings: 45  

Worth trading for via Monster Exchange? No

  • Two distinct evolutions
    • Colour Cross is superior
  • Gains full bind immunity via SA
  • Explosive damage via crosses
  • Has viable 7×6 pairings
  • Orb hungry/fragile on 6×5
  • Orb Enhances are “wasteful”

Kenshin is one of the original cards of the Rurouni Kenshin Collab and gains more value through his current buffs. For the most part, his original Fire/Light evolution is superior due to a much stronger Leader Skill which has only become more solidified through 7×6.

Generally speaking, Colour Cross leaders are “capped” for damage output on a normal board as it will only allow for 3 crosses and while it is often more than enough damage with 2, orb hungriness begins to set in.

This is further stressed by Kenshin’s need to match Fire and Light to trigger a damage reduction component which means one will be taking away from his cross potential if a shield is required.

Thankfully, 7×6 catapults Colour Cross leaders to new heights as the additional orbs allow for both more crosses to be formed as well as more consistent activation. Furthermore, Kenshin has wonderful 7×6 pairings that may not even require a leader swap depending on the dungeon.

Presently speaking, Ilmina  is a Fantastic pairing as she offers both a wonderful active and syngergistic leader skill. Both leaders offer 25% damage reduction when matching Fire and Light combos which should almost always be doable on a 7×6 board. This pairing offers massive damage burst potential when hitting 4+ colour crosses and can offset the need to bring a Leader Swap active.

Overall, Kenshin is a powerful card, but is not as meta defining as Edward , Yusuke , and Diablos .

 Hiko Seijuro – S

Active: Ignores  enemy damage absorb effects for 1 turn ( does not include combo shield, attribute absorb, and damage void ). +2 combo count for 1 turn. (20 turn CD)

Leader Skill: Dragon & Attacker type cards HP x1.5, ATK x4. All attribute cards ATK x2.5, RCV x2.5 when reaching Light & Light combos.

Awakenings: Skill Boost TPA TPA Skill Boost Skill Lock Resist Time Extend Skill Boost Bind Immune Bind Immune
Super Awakenings: TPA  
Worth trading for via Monster Exchange? 


Hiko Seijuro

Active: Ignores  enemy damage absorb effects for 1 turn ( does not include combo shield, attribute absorb, and damage void ). +2 combo count for 1 turn. (20 turn CD)

Leader Skill: No skyfall matches. Light attribute cards All Stats x1.5. All attribute cards ATK x4 when reaching 2 set of Light combos. ATK x4 for each additional combo, up to ATK x8 when reaching 3 combos

Awakenings: Skill Boost TPA TPA Skill Boost Time Extend Time Extend Skill Lock Resist Skill Lock Resist 45
Super Awakenings:  45 
Worth trading for via Monster Exchange? 

  • Dual purpose active
    • Fujin  Damage Absorb Void
    • +2 combo count
  • Viable to use as a sub or inherit
  • 3 SB Skill Boost is a blessing in 3P
  • Can Monster Exchange for
  • Less value in dupes
    • Or if you own a Damage Absorb Void
  • Super Awakenings only work in solo mode

Hiko Seijuro can either be a strong card to own or incredibly valuable and all depends on if you own a Damage Absorb Void active such as Fujin . I say this because owning at least 1 Damage Absorb Void active is invaluable but greatly diminishes in value if one owns more.

Presently speaking, most leaders have the ability to dish out explosive damage which places them at the mercy of Absorption spawns such as Sopdet and Vishnu. As such, owning a Damage Absorb Void active can be invaluable when progressing through certain content. Of course it is possible to use a different team/set up and it is possible to clear all the content in the game by piggybacking off a friend, but not everyone wants to do this. My Mantastic account does not own one but is still able to clear all content but of course owning one would make some things easier.

As such, having access to your first Damage Absorb Void active can be invaluable as it gives you more flexibility moving forward and makes Hiko Seijuro a possible consideration for trading via the Monster Exchange System.

This potential trade can be valuable provided your box is lacking this type of active and thankfully it comes with a valuable secondary effect along with having viability as a sub as well.

Adding +2 combos is quite powerful and makes forming various patterns such as FUA  and Boxes  significantly easier and is a beneficial secondary effect overall. Furthermore, Hiko Seijuro comes with a 20 turn cooldown which is only 1 more than Fujin (who uses 1 turn haste as the secondary effect) which makes Hiko’s active arguably more efficient.

Finally, one can use Hiko as a sub on their teams due to their beneficial awakenings that are only further enhanced via Super Awakenings. Just remember that Super Awakenings only work in solo mode which can place a damper on their usage if playing with other players.

 Yukishiro Enishi (New) – A

Active: No skyfall combos for 1 turn. Change bottom-most row into Wood orbs. (4 turn CD)

Leader Skill: Wood attribute cards ATK x2, RCV x2. Increases time limit of orb movement by 2 seconds. All attribute cards ATK x4, 25% all damage reduction when attacking with 6+ Wood orbs at the same time.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Wood Row Wood Row Wood Row Wood Row 
Super Awakenings:   
Worth trading for via Monster Exchange?  

  • 4-turn base active
    • Synergy with his LS
  • Can form a silly farming set up
    • Requires 3 (plus friend) of him
  • Requires duplicates of himself to shine
    • Low merit as better farming leads exist

At first glance, Enishi seems like a lackluster Wood farming card that falls behind other options but is actually amazingly powerful with the right set up.

This is because with three Enishi plus friend, one can form a row farming system with no skyfalls that can still combo or take advantage of skyfalls if needed. This enables Enishi to potentially swipe farm through significantly harder content as the only real stopping points are Resolves/Combo shields. With that being said, resolves can be countered via his own natural FUA2  awakening or the innate damage control that comes with no Skyfalls.

With that being said, this is a truly luxurious build that is naturally efficient but not truly needed for the average player.

A sample Arena 3 speed clear:

 Shishio Makoto (New) –

Active: Change  top-most row into Fire orbs and bottom-most row into Dark orbs. Fire & Dark attribute cards ATK x2 for 1 turn (12 turn CD)

Leader Skill: Fire & Dark attribute cards ATK x5. All attribute cards ATK x2.5, 25% all damage reduction when attacking with 5+ Fire or Dark orbs at the same time.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend   
Super Awakenings:   
Worth trading for via Monster Exchange?  

  • Efficient Fire or Dark farming
    • 5 orbs results in full activation
    • Has utility awakenings
  • Easy to activate damage and damage reduction
    • Unconditional 25x ATK
  • Huge base ATK
  • Mostly used as a farming leader
    • May not be the goal of all players
    • Still can be used as a
      traditional leader but not as effective overall

Shishio can be favourably compared against other farming leaders like Yamamoto 3357 in that both can fully activate from a small number of orbs; however, Shishio is essentially better in every way.

Yamamoto suffers from a lack of utility awakenings that can place some constraints on team building/active skill usage. On the other hand, Shishio is fully bind immune, comes with a SBR, along with two Skill Boosts. These awakenings give him more flexibility in harder content along with enabling him to tackle some content like a traditional leader. Furthermore, Shishio can activate from either 5 Fire or 5 Dark orbs which opens up team building options.

Despite all of these wonderful aspects, Shishio may not be practical for the average player as their goals may not be purely focused on efficient farming. While this is a important aspect of PAD, it often requires coop play along with a somewhat “boring” playstyle after the team has been theory crafted. As such, the value Shishio  brings to a Monster Box is tied what your own goals are. One can use him as a traditional leader, but for the most part, stronger options exist.

5 star base

Many of the 5 and 4-star cards are underwhelming and only the noteworthy ones will have a more detailed analysis.

 Tomoe (New) – S

Active: 30% damage reduction for 8 turns. Change 2nd row from the top into Light orbs (13 turn CD)

Leader Skill: Balanced  type cards ATK x3. ATK x2 for clearing each Light orbs in a cross formation.

Awakenings: Jammer Resist Jammer Resist Jammer Resist Skill Boost Time Extend Dark Reduction Dark Reduction Fire resist Fire resist
Super Awakenings: 

  • Incredible high value active
  • 8 turn shield enables for prolonged stalling
  • Can enable teams to repeatedly survive high damage attacks
  • Situationally helpful awakenings
  • Low weighted stats

Tomoe is the only new 5-star card from the Rurouni Kenshin Collab and comes with an incredible active skill along with situationally valuable awakenings.

Being able to reduce all incoming damage by 30% for 8 turns on only a 13 turn cooldown is simply ridiculous and can enable all teams to achieve survive lethal incoming damage. Presently speaking, unevolved Susano was the longest/highest value shielding option with 50% for 5 turns on a 15 turn cooldown so Tomoe is not too far fetched overall.

As such, the type of active you would like to inherit comes down to the type of dungeon being played through and how much shielding is required and for how long.

Outside of a shielding role, Tomoe can sometimes be used as a situational sub if one needs the shield to either come up faster or to take advantage of her defensive awakenings. With a natural 10% damage reduction to both Fire and Dark damage along with 60% resistance to Jammers, Tomoe can possibly be used in certain challenges. With that being said, being able to have a 8/13 up time on the shield is amazingly valuable for some teams as it grants them significantly more effective health.

Aoshi Aoshi – D

Active: Increase skyfall chance of Water orbs by 15% for 2 turns. Randomly spawn 6 Water orbs from non Water orbs (4 turn CD)

  • Water skyfall buff
  • Spawns 6 Water orbs
  • Low value overall
    • No real place to use effectively

Sanosuke Sanosuke – C

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Deal 100000 Wood damage to 1 enemy in exchange for reducing HP by 50%. Affected by enemy element and defense (7 turn CD)

Awakenings: Skill Boost Skill Boost 45 Machine Killer physical killer

  • Full DEF break
    • Short 7 turn cooldown
  • Situational Killers
  • DEF Break has less value with
    strong LS & Guard Break 

Sojiro Seta Sorijo – D

Active: Deal 99 damage to 1 enemy. Ignore enemy element and defense. Randomly spawn 2 Light orbs from non Light orbs. (3 turn CD)

  • 99 Damage slips under specific thresholds
    • Instantly kills evolved Zeal
  • Rarely need this active

4 star base

Kamiya Kaoru Kaoru – A

Active: Change top-most row into Water orbs and bottom-most row into Light orbs. Recover 50% of max HP. (12 turn CD)

  • Amazing multi purpose active
    • Water & Light orb generation
      • Rows can be used to add combos
    • 50% Heal
  • Used as only an inherit

Kaoru has an amazingly powerful active that fulfills two functions: orb generation and healing. While the orb generation aspect is quite straight forward, it has the additional benefit of adding combos to a mono-colour board.

For example, if one uses a Zeus Dios Ult Zeus Dios active, they will have only a single combo barring skyfalls. As such, it makes it impossible to overcome combo shields but using Kaoru’s active produces 12 additional orbs to produce enough combos for most encounters.

With that being said, there are other dual row forming actives but Kaoru stands out due to the 50% heal component. This healing aspect can naturally help teams with poor recovery but has more applications on HP-conditional teams. Most notably, Zeus Verse  and Yog  can greatly benefit from the 50% healing to stay in their activation zone.

Overall, Kaoru is an amazing Silver egg to roll and is arguably one of the best silvers available.

Misao Makimachi Misao – D

Active: Change  Light & Jammer orbs to Fire orbs. Recover 30% of max HP (6 turn CD)

  • Removes hazards
  • 30% heal
  • Better options exist for both healing and orb changing
    • Removing Light breaks Yog and Zeus Verse

Megumi Takani Megumi – C

Active: Change  Dark, Jammer, Poison & Mortal Poison orbs to Heart orbs. Bind recovery for 5 turn. (9 turn CD)

  • Removes Hazards
  • Produces Heart orbs
  • 5 turn bind clear
  • Does not clear Awoken Binds
  • Stronger options exist

Kamatari Honjo Kamatari – D

Active: Deal 99 damage to all enemies. Ignore enemy element and defense. Increase skyfall chance of Wood orbs by 15% for 3 turns. (8 turn CD)

  • 99 True Damage
    • Can execute evolved Zeal
  • Niche active
  • Hard to justify using
Yahiko Myojin Yahiko – D

Active: Change right-most column into Light orbs. (5 turn CD)

  • Makes a column of Light orbs
  • Almost any orb changer is stronger


The Rurouni Kenshin Collab offers a wide variety of cards that will add depth to your Monster Box as several cards cannot be replicated otherwise. With that being said, most of these unique/powerful cards are geared towards end game players or those who want to min-max their experience. It is completely possible for the average player to ignore this Collab and not truly regret it as the prize cards may not be a strong fit for their Monster Box or goals.

Let me know what you think about the Rurouni Kenshin event in the comments below and if you plan on rolling.

Happy Puzzling!

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27 thoughts on “Rurouni Kenshin REM Review and Analysis – June 2018”

    1. Somewhat, barely, though lower multiplier and no shield.

      If you have yog and have a dungeon that need fujin, you can pair with him quite well.

      But if you have yog and another fujin, better pair with amother yog


  1. I am going to roll or exchange 2 Seijuro for my Yusuke team. By using them as inherit, my Yusuke team will have over 100,000 health. Also, +2 comb is much more useful than Fujin’s 1 turn haste or Leona’s damage enhance or Gilgamesh’s orb change.


  2. I may exchange for void damage for the ever so elusive parvati (a very very annoying spawn) or any annoying damage absorb


  3. I can’t believe it, both free rolls whiffed. Then I do one magic stone roll on each of my accounts and they both rolled Hiko first roll!!! I guess I’m done with this colab, lol


  4. Always worth noting:the massive delay na had on getting this collab again was because the author of rourouni was found to own child porn.
    I wouldnt call it a triumphant return,rather I would call it sad that gungho is still effectively supporting that person via this collab.


  5. I have Saito and Ichigo from Bleach. I was a dark blob connoisseur. I hate them now. Hopefully, Ichigo gets a new evo, or an upgrade to one of his evos.


  6. I wanted to get another Damage Absorb so I decided to pull a few times. My hope as to get a diamond or 2 to go with unused 6* GFE in order to trade for Hiko. While i have Leona, I find her great to have on several of my teams and don’t want to lock her into an inherit or have to be moving her inherit around.

    I didn’t need to trade as i got him 4th pull. Pretty sweet. I think 2 is a better magic number for damage absorb cards owned. 1 feels like too much housekeeping. I guess it wouldn’t be an issue if the card isn’t viable as a sub. Leona, Fujin and Hiko are all pretty solid of subs, so maybe that’s part of my reluctance to lock into inherits.


    1. I guess it also depends on the type of content being played and whether or not the inherit/sub is widely used.

      I only have 1 between my 2 accounts and rarely feel like I need more but I may be playing different dungeons overall


  7. Great review as always.
    Thank you so much Mantastic.

    I realized that Komagata Yumi is missing from the list (only because I rolled her). But I am sure no one else (including myself) think that’s a big deal. lol


  8. For Kaoru, another con I would add is that he has no skillup fodder other than themselves. It’s probably not a big deal, but I was disappointed when I realised that.


    1. If you feel he will greatly improve your Monster Box, yes

      Saito has little value at this point in time so losing 2 of him is not a big deal. Kenshin is a niche leader while sylvie is a situational inherit

      Overall, I would say it is a good trade


  9. Who is this Udo guy and why do I keep rolling him. Is he worse than D, cause I think he’s worse than D. He is a solid F-


  10. Thanks for the analysis as always. Which version of Ulitmate Hiko do you think would generally function better as a sub on a Yusuke team? Regular Hiko has a 7-combo awakening, with possibility of double 7-combo via Super Awakenings. Inheritor Hiko has 3-skill boosts and is naturally bind immune, but no 7-combo so he will not contribute much damage on a Yusuke team. I think this is made more problematic because Inheritor Hiko’s stat distribution lies heavily towards attack at the expense of HP and RCV.

    I’m leaning towards regular Hiko, but the extra Skill Boost and natural bond immunity may be useful to ensure I have his active available when needed, especially in 3-P.


    1. If you are playing more 3p, the extra SB version is better (along with being bind immune)

      However, for general usage, the other form is stronger so it all comes down to what you feel you play more along with what type of content is being tackled.

      Remember, you can always reverse the evo if your needs change


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