The Persona Collab will be arriving in North America Monday, July 16 and comes with both an REM and Farmable component. Generally speaking, most farmables that come with Collabs are for Fan Service, but Persona is unique in that there are 4 Weapon Assists available.
This article will briefly outline the 6 farmable cards in the Persona Collab to help you better plan out your stamina usage during the event.
My regular REM review will be coming soon.
–video coming soon–
Weapon Assist cards are able to be inherited like most cards, but they will also transfer over several awakenings to the base card. This has become somewhat invaluable when pushing through challenging content as it enables your subs to become significantly stronger as they can now hold more than 9 awakenings.
The Persona Collab has 4 farmable Weapon Assist available. Due to the fact that they are farmable, they will be weaker compared to REM options in terms of weighted stats as well as requiring more Skill Ups to max skill. With that being said, having a significantly longer cooldown can be advantageous as it helps prevent them from charging up and overriding the base active skill.
It is estimated the Blank Card drop rate is around 10% which are required for Weapon Assist Evolutions.
Active Skill: Jammer, Poison & Mortal Poison orbs to Water orbs. Change Fire, Water, Wood, Light, Dark & Heart orbs into locked orb (9 turn / 24 turn cooldown)
Thoughts: Bufu is an interesting card as he is able to convert all hazards into Water orbs, but his main appeal will be the board locking mechanic.
Presently speaking, Bufu will be the only inheritable board locker which may seem counter intuitive, but is actually an effective counter to spinning orbs and some orb changing mechanics.
Granted players are able to tap and hold orbs to “cheat” the spinners, it is still a bit of a challenge and can become nearly impossible when there are either many Spinners or they are placed in awkward places.
In regards to his awakenings, having an extra two Water Rows can help water farming teams hit certain damage checks and one can simply inherit Bufu around and leave unskilled for additional damage.
Active Skill: +1 combo count for 3 turns. Increase skyfall chance of Jammer orbs by 20% for 3 turns. (11 turn / 16 turn cooldown)
Thoughts: Agidyne is an interesting Weapon Assist as his active and awakenings combine several aspects but tend to be lackluster as a whole.
Looking at their +1 combo count for 3 turns component, it can be useful for some farming aspects but tends to fall flat compared to +2/+3 combo actives. In addition, the 3 turns of Jammer Skyfalls can be useful for overriding Poison/Jammer skyfall buffs caused by bosses, but Fenrir is more efficient in terms of a shorter cooldown and only causing 1 turn of skyfalls.
In terms of his awakenings, Agidyne provides 20% chance to resist Blind and Poison attacks which is usually not enough to be meaningful as one can use stronger options to counter the specific menchanic in the dungeon.
As a whole, Agidyne is a Weapon Assist that combines several weak components in a single card.
Active Skill: Avoid all Dark damage for 1 turn. Heal for 100% of max HP every turn for 2 turns. (18 turn / 33 turn cooldown)
Thoughts: King Frost Cape is an interesting Weapon Assist as it provides a unique active skill, but the main appeal will be the passive 10% damage reduction against Water spawns.
Avoiding all Dark damage for a single turn is situational, but it will enable teams to survive large preemptives such as DQ Hera. In addition, the 100% HP heal may look appealing, but the heal occurs after matching and will not help HP-sensitive leaders like Zeus Verse or Yog . With that being said, the two turns of full healing can be a blessing for low RCV teams or as a pseudo stall provided your HP pool is high enough.
Thankfully, the +10% Water reduction can be invaluable for various cheese teams that have the ability to change a boss’s attribute to Water (eg. using Courage ). These cheese teams rely on avoiding most of the damage from those colour spawns and inheriting King Frost Cape opens up team building potential as it is a more efficient way to achieve damage reduction as opposed to Latents.
Active Skill: Deal 20 damage to 1 enemy. Ignore enemy element and defense. Awoken Bind recovery for 3 turns (6 turn / 21 turn cooldown)
Thoughts: Dia is a niche Weapon Assist as she provides 2 Auto Heal awakenings but this can largely be covered by Green Odin Weapons who provide more stats and awakenings along with a more helpful active skill.
With that being said, Dia can grant stats to Light-based cards (mostly RCV) and the 20 True Damage can be used to ping down spawns like Dark Metatron Tamadra or Reincarnated Zeal. Unfortunately, the 20 damage may or may not be enough, but it can at least shorted the wait time.
Finally, the 3 turn Awoken Bind clear can be helpful for less diverse boxes but the hefty skill up requirements may be a hindrance overall.
Non-Weapon Assist cards
Active Skill: Inflict Wood damage equal to ATK x50-300 to all enemies. Affected by enemy element and defense. Randomly spawn 5 Wood orbs from non Wood orbs (10 turn)
Leader Skill: Change the board to 7×6 size. All attribute cards ATK x2 when reaching 2 set of Wood combos. ATK x1 for each additional combo, up to ATK x5 when reaching 5 combos.
Thoughts: Morgana can be viewed as a Recovery stick for teams that lack an RCV multiplier due to their double Enhanced Heal orbs and Team RCV awakenings. Sadly, their own weighted stats are quite low (706) and their active skill is unusual overall.
Being able to deal 50-300x ATK to all enemies has the potential to sweep a floor or fizzle out and it is this lack of consistency that makes it problematic. Often players would inherit these types of actives on cards with 2 Multi Boost awakenings, but not knowing the amount of damage produced makes it unreliable for farming content.
While their Leader Skill is quite lackluster, it is a farmable option to gaining access to 7×6 and this has some merit for Rushana teams as Morgana can also double as an RCV aide.
Active Skill: Reduce 20% of all enemies’ HP. Ignore enemy element and defense. Change Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison & Mortal Poison orbs to Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison & Mortal Poison orbs (15 turn) (cannot be used as an assist)
Leader Skill: Dark attribute cards HP x1.5, ATK x3. All attribute cards ATK x2, RCV x2 on the turn a skill is used. (Multiple skills will not stack)
Thoughts: Justine & Caroline is unique in that they guarantee a 9 Combo board on 6×5 through their board changer. This is because each element, Jammer, Poison, and Mortal Poison will always have at least 3 generated. This can be used to overcome high combo shields when a 7×6 board is unavailable and the Dragon Caller Ena is a particularly lethal spawn who has an 8 Combo Shield.
Sadly, if you wish to capitalize upon this active skill, you will have to actually use Justine & Caroline as a sub as they cannot be inherited which can be lackluster due to their average awakenings and low weighted stats (which is fixed in coop).
In regards to their Gravity aspect, 20% is not amazing and stronger farmable options exist.
The Persona Collab has exciting farmable cards that should be explored by most players as they are “free” to acquire and can add niche/situational depth to your Monster Box.
Let me know what you think about these cards in the comments below.
The full Collab REM is coming soon.
|Mantastic Social Media|
If you enjoy my content, please consider turning off AdBlocker for this website =)