Persona Collab REM Review and Analysis – July 2018

Introduction

The Persona Collab is finally making its way to North America and would have been more exciting if we did not already have Magic: The Gathering Collab. This is because Magic: The Gathering largely sidelined many of the Persona Cards and lowers their overall value as we now have alternatives for some of their abilities.

While this may sound depressing, it also means one can save their Magic Stones for a more beneficial event (large speculation for a Super Godfest with the debut of Richie ). With that being said, the Persona Collab comes with powerful farmable Weapon Assists and cards that are worth pursuing. Full article on farmable options can be found HERE.

This article will summarize all the REM cards available in the Persona Collab by examining their strengths, weaknesses, and where one can effectively utilize them.

Video commentary

—video coming soon—

Overview

Persona Collab REM
 6 Star base    
 5 Star base      
Persona Collab REM Rankings – July 13, 2018
S  
A
B   
C   
D

All 6-star cards are available for trade within the Monster Exchange System along with Morgana 

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.

6 Star base

Due to the fact that this is a 5-stone REM, all of the cards will have lower weighted stats compared to any reincarnated evolution or more expensive Collabs. This is not always a deal breaker, but can be a limiting factor when using any card from the Persona Collab REM.

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

 Makoto Yuki – S

Active: Removes  lock status on orbs. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Inflict Fire nuke damage equal to team Water ATK x50 to all enemies. (13 turn CD)

Leader Skill: All attribute cards ATK x5, 25% all damage reduction when attacking with Fire, Water & Light orb types at the same time. ATK x3, RCV x3 when reaching 6 combos

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend  45 45
Worth trading for via Monster Exchange? Maybe

Pros
Cons
  • Flexible Leader Skill
    • Has viable 7×6 pairings
    • Has viable 6×5 pairings
      • Means you do not have to own Yuki
  • Full board changer that unlocks orbs
  • NIche Button nuke option
  • Low weighted stats
  • Tri-elemental requirement can harm VDP  boards
  • Active is combines 2 non-synergistic effects
    • Modest length CD
      • Offset by Skill Charge 

Yuki is an interesting and powerful card in the Persona Collab as they are able to fulfill several different roles.

Firstly, their active skill has several components which enables them to provide several types of utility for your team. Their board changer component creates all 6 elements while also unlocking orbs. This functions like Raijin  who shares the same board changer plus unlock combo but comes with an 8 turn cooldown. For the most part, many players will be using the board changing aspect for traditional content, but the 50x Water team ATK has some applications for button farming.

It is possible to deal meaningful amount of damage via Yuki’s active, but that is edging on luxurious as they are a 6-star card who have a 2.5% chance of being pulled. Regardless, the multi-purpose aspect of their active skill contributes to a longer cooldown, but thankfully, it is heavily offset by the Skill Charge  awakening.

As such, Yuki’s main appeal will be as a leader as they are able to achieve 15x ATK, 25% damage reduction, and 3x RCV all on their own. This is quite a potent multiplier, but the main downside is the fact that all components have some clauses, albeit all are easy to achieve.

Despite the fact that Yuki’s leader skill is quite potent, they tend to function best when paired with other cards (otherwise they function like Rikuu  with more team flexibility/stats/awakenings). Yuki can wonderfully pair with the new/future GFE Richie  to gain a higher multiplier and damage control/scaling along with some movement time instead of an absurd amount of RCV.

In addition to Richie, Yuki can favourably pair with Jhiora  as her colour clause activation is not an issue and removes the need to run Odin Dragon 3264. As such, Yuki tends to pair better with Jhoira than Diablos .

As a sub, Yuki has less value as they are a low weighted stat, double 7 Combo 45 card with a poor active that is reliant on Skill Charge to function.


Yu Narukami – A

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Randomly spawn 8 Light orbs from non Light orbs. (10 turn CD)

Leader Skill: Light attribute cards HP x2, ATK x2. Increases time limit of orb movement by 2 seconds. ATK x5 when simultaneously clearing 6 connected Light orbs

Awakenings: Bind Immune Bind Immune  Skill Lock Resist Time Extend +heart +heart  
Worth trading for via Monster Exchange? No

Pros
Cons
  • Double VDP 
  • Balance typing
    • Can accept any Killer latent
  • 100% DEF break
  • Spawns 8 Light orbs
  • Low weighted stats
  • Yusuke  is almost always a better VDP option
    • Yu Narukami has lower effective damage
  • Orb hungry Leader Skill
  • Active has lower value in this meta
  • Low value as a sub due to inconsistent personal damage

Yu Nakurami is a reasonable 6-star card from the Persona Collab due to the fact that stronger options exist for the niche they are trying to fulfill.

Firstly, the double Void Damage Penetration  enables Yu Narukami to pierce through spawns with the Damage Void mechanic; however, he will most likely be the only card dealing damage. This is because all other team member will most likely have their damage voided out and it is up to Yu Narukami to one shot the boss. This requires them to have high personal damage and each VDP contributes 2.5x ATK when the 3×3 box is formed. Sadly, this amounts to 6.25x personal ATK and the main issue is that Yusuke  does this better.

Yusuke has only a single VDP but also has two 7 Combo 45 awakenings. This pushes his personal damage to 10x ATK along with having a better active skill for forming a 3×3 box. As such, Yu Nakurami is not fulfilling a new niche as a potent light VDP option as well as being a poor sub due to no personal damage outside the Box awakenings. With that being said, Yu Nakurami can still function as a strong VDP option if lacking any of the premier cards.

As such, we need to examine him as a Leader and is unfortunately it is mediocre overall. While he does boast 4x HP, built in movement time, and some healing potential via his dual Enhanced Heart Orb +heart awakening, his activation requirement is modestly orb hungry along with row-based teams having less merit in this day and age. This is because row teams struggle with both their orb requirements, resolves, and combo shields. This can cause them to become more reliant on active skills to push through challenging spawns and the 100x ATK multiplier is already on the low end. Despite this, he can still be used to clear a large chunk of content as he is able to withstand repeated amounts of damage without dying.


Ren Amamiya- S

Active: Delay 1 turn to all enemies. Full bind recovery.Awoken Bind recovery for 9999 turns. (10 turn CD)

Leader Skill: All attribute cards ATK x3 when attacking with 3 of following orb types: Fire, Water, Wood, Light & Dark. All attribute cards ATK x5, 25% all damage reduction when attacking with Heart and Heart combos at the same time.

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Worth trading for via Monster Exchange? 
Maybe

Pros
Cons
  • Can potentially replace Odin Dragon 3264 or Jhoira 
    • Same amazing bind clearing active
    • Can be inherited
  • Double 7 Combo 45
  • Follow Up Attack 
  • Balance typing
    • Can accept any type of Latent
  • Low weighted stats
  • Jhoira is a better inherit
  • Leader Skill is not that potent
    • Damage reduction is tied to having 2 Heart combos
      • Healing/stalling is problematic
  • Active is slightly weaker than Odin Dragon/Jhoira

Ren Amamiya would have been significantly more valuable if Magic: The Gathering Collab did not come out first as he would have been our only inheritable Odin Dragon 3264-style active skill. When pushing through end game content, having the ability to instantly remove all turns of bind and awoken binds is invaluable and having to always rely on Odin Dragon was not always desirable.

Thus, when Jhoira  came out with her inherit-ability and Weapon Assist evolution, players were somewhat set in terms of having an inheritable Odin Dragon. While Ren Amamiya can still be used, he will not provide the additional awakenings Jhoira does. Regardless, he is still a powerful sub and a viable alternative to running Jhoira or Odin Dragon.

Ren Amamiya comes with the delightful double 7 Combo 45 and Follow Up Attack  awakenings which can help alleviate team building constraints if players are short on FUA options or lacking a viable bind/awoken bind clearing option. As such, by combining both stellar offensive awakenings and an invaluable active skill, Ren Amamiya can be happily used on a wide variety of teams.

Sadly, he is not without downsides and most notably is his low weighted stats and a 1 turn delay (and 1 turn additional cooldown) instead of a turn of haste for his active skill. While this may be a small issue, it is usually more universally beneficial to have a turn of haste over a 1 turn delay as the delay will often go to waste whereas the haste is always helpful.

Overall, Ren Amamyia is a wonderful card and will be a beneficial card for the vast majority of players.


Elizabeh – B

Active: Full HP recovery. Full bind recovery. Ignores enemy attribute damage absorb effects for 1 turn (does not include combo shield, damage absorb shield, and damage void). (14 turn CD)

Leader Skill: Dark  attribute cards HP x1.5, ATK x1.5, RCV x1.5. All attribute cards ATK x3 when reaching 4 combos or above. ATK x2 when simultaneously clearing 5 connected Dark orbs.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist    
Worth trading for via Monster Exchange?  
No

Pros
Cons
  • Multi purpose active skill
    • Full Hp Heal
    • Full Bind clear
    • Void Colour Absorb
  • Natural Cloud Resist 
  • Three L  awakenings
  • Active does not remove Awoken Binds
  • Attribute absorb is niche
  • Modestly long cooldown
  • Leader Skill is average

Elizabeth tries to revive the match-5 playstyle (wording does not require enhanced orbs) but her mediocre multipliers will greatly hold her back. This is because 81x ATK does not produce enough damage for the most part and even when factoring in the L  awakenings, the damage will not be that high. As such, she will most likely be used as a stepping stone leader for less developed boxes as they can use any Dark card they currently own.

In regards to her sub potential, Elizabeth is niche for the most part as she will most likely not be contributing damage. Furthermore, the Cloud Resist  awakening has become much more readily available through Jhoira  Weapon Assists.

Finally, her active skill has some merit overall due to it’s multi component aspect. The full HP heal and bind clear can be situationally helpful, but her ability to ignore Attribute Absorbs without disrupting the board can be valuable for farming teams; however, this is effect is quite niche for the most part and players would probably be using a board/orb changer for that floor anyway.

Overall, Elizabeth is too niche to find much merit in today’s meta as she does not accomplish anything particularly well.


5 star base

All of the 5-star cards have horrible base stats and their main focus will be on their inheritance potential; however, some exceptions apply.

 Makoto Niijima – C

Active: Inflict Fire damage equal to ATK x80 to 1 enemy. Affected by enemy element and defense. Change Light & Jammer orbs to Fire orbs. Change Dark, Poison & Mortal Poison orbs to Water orbs.  (10 turn CD)

Leader Skill: Fire attribute cards ATK x3. All attribute cards ATK x2.5 when reaching Fire & Water combos

Awakenings: TPA TPA TPA 45 Skill Boost

Pros
Cons
  • Double orb changer
  • Removes hazards
  • Long cooldown
    • Full board changers are more efficient

Makoto Niijima is a double orb changer that can remove Jammer and Poison orbs while producing Fire and Water. Presently speaking, this can have merit on Jhoira  teams, but the active has an exceptionally long cooldown.

By comparison, Urd  and Weld  are both able to produce full board changers with Fire, Water, and Heart orbs. This is far more efficient as hazards are still removed, but it tends to produce a higher combo board along with the ability to heal. By comparison, Urd has a 9 turn cooldown whereas Weld has an 11 turn but Weld comes with a 1 turn delay and ability to transfer awakenings via his Weapon Assist.

All in all, Makoto Niijima will be a budget orb changing solution when faced with Jammer and Poison orbs.


Mitsuru Kirijo – B

Active: Delay 1 turn to all enemies. Increase skyfall chance of Heart orbs by 15% for 5 turns (10 turn CD)

Leader Skill: Water attribute cards HP x1.5, ATK x3.5. ATK x2, reduce damage taken by 35% after matching Heal orbs in a cross formation

Awakenings: Skill Boost Skill Lock Resist +heart +heart Devil killer Devil killer

Pros
Cons
  • Double Devil Killer Devil killer
    • Opens up options for Water teams
  • Can use Devil Killer latents
  • Low weighted stats
  • Lackluster active
    • Long cooldown
  • Low/no value without Devil  spawns

Mitsuru Kirijo has the potential to be a situationally helpful sub due to their double Devil Killers Devil killer and their ability to equip Devil Killer latents. The usage of latents pushes them above Shazel’s  damage output against Devils, but Shazel is able to still equip 3 other latents (cannot use Devil). Furthermore, Shazel has 2 Skill Boosts Skill Boost (but lacks SBR Skill Lock Resist), a shorter base cooldown, and ability to be Limit Broken and Super Awoken. As such, Shazel will still be the stronger option, but Mitsuru Kirijo can still provide merit to your Monster Box as they are Water and will be significantly more effective against Fire spawns.


Yosuke Hanamura – C

Active: Wood attribute ATK x3.5 for 1 turn. Removes lock status on orbs.  (13 turn CD)

Leader Skill: Wood attribute cards HP x1.5, ATK x1.5, RCV x1.5. All attribute cards ATK x3 when reaching Wood & Wood combos

Awakenings: TPA TPA TPA Skill Boost Skill Boost

Pros
Cons
  • Alternative to Gemstone/Wise Dragon Burst
  • Unlocks orbs
  • Lower burst than Wise Dragon
    • Possibly lower than Gemstone
  • Only lasts 1 turn

Yosuke Hanamura combines the effects of an orb unlocker and burst damage for Wood teams. While this may seem appealing on paper, it is rare when both are actually needed.

Comparing Yosuke Hanamura to Wise Dragons , Wise Dragons provide 5x ATK without the orb unlock but provides 2 turns of Haste (15 turn CD). For the most part, haste is a universally beneficial secondary effect compared to an orb unlock.

On the other hand, Gemstone Princesses (Silk Carat Cameo Facet Sheen) provide a scaling multiplier based on the number of awakenings on your team. This can result in varied damage, but it can exceed 3.5x along with lasting for 2 turns.

Taking this into consideration, it would almost always be better to run a Wise Dragon or Gemstone Princess for your burst unless one needed the orb unlocking effect. Presently speaking, the most notable spawn where both effects would be needed is Dark Metatron in 3P Arena/Alt Arena, but she still gives you an extra turn to set up the board.


Goro Akechi – D

Active: Deals damage equal to 5% of enemies’ max HP. Change Water orbs to Light orbs (9 turn CD)

Leader Skill: Attacker type cards ATK x2. Increases time limit of orb movement by 4 seconds. All attribute cards ATK x3 when reaching 5 combos or above.

Awakenings: Skill Boost Skill Boost   

Pros
Cons
  • 5% Gravity
  • Hardly any applications

Goro Akechi looks horrible at first glance, but the 5% gravity has one niche application: dealing low enough damage to bypass a damage absorb/void. This is most notable against the Dragon Caller Ena who requires players to hit 9 or more combos or otherwise be executed.

While there are many counters to this such as 7×6 and + combo count actives, maybe in specific dungeons where one knows Ena will spawn can Goro Akechi be useful. Otherwise, the active is horribly lackluster and would not be used under virtually any other scenario.


 Aigis – C

Active: Deal 20 damage to 1 enemy for 5 times. Ignore enemy element and defense. (9 turn CD)

Leader Skill: Light attribute cards HP x2, RCV x2. Matched attribute ATK x3.5 when matching exactly 5 connected orbs with at least 1 enhanced orb.

Awakenings: +light orb +light orb +light orb Time Extend Skill Boost Skill Lock Resist 

Pros
Cons
  • Deals 100 True Damage (20 x 5)
    • Can slide under low Damage Void spawns
  • Few applications

Aigis  strongly resembles Riza Hawkeye  in that both deal small amounts of True Damage several times. This enables them to slide under the Voids of Dark Metatron Tamadra and Reincarnated Zeal or execute multi floor spawns like Tamadras, PreDRAs, or Pys.

While the ability to seamlessly bypass low Damage Void spawns is sometimes valuable, the animation is slower than a traditional button against multi-floor spawns. As such, it is better to use a traditional button for floors with several enemies.


Teddie – B

Active: 25% damage reduction for 9 turns (11 turn CD)

Leader Skill: Water attribute cards ATK x2, RCV x2. Water attribute cards ATK x3 on the turn a skill is used.

Awakenings: Skill Boost Skill Boost Time Extend Time Extend Time Extend

Pros
Cons
  • 9 turns of 25% damage reduction
  • 11 turn CD
  • Challenging to justify as a sub
  • Inheriting dramatically lowers up time of shield

Teddie has a fantastic active skill that is sadly attached to a lackluster card. Being able to reduce all incoming damage by 25% for 9 turns on only an 11 turn cooldown is simply amazing. Sadly, Teddie makes for a poor sub due to his middling awakenings and low weighted stats. As such, they will most likely be inherited which will dramatically lower the effective up time of the shield.

Perhaps one could use Teddie as an inherit on Blue Cotton  (5+11 CD) which will transfer some stats and still provide a reasonably high up time on the shield.

Conclusion

The Persona Collab is a reasonable event overall but is lacking behind other events from a raw value point of view. This is partially attributed to the introduction of the Magic: The Gathering Collab along with the top Persona cards being pushed out by other options.

With that being said, the decision of whether or not to roll is not always based upon the potential of the card, but the fan service it provides.

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

Happy Puzzling!

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39 thoughts on “Persona Collab REM Review and Analysis – July 2018”

  1. Regardless of how good anyone is I’m still gonna roll my stones here since Pesrona is one of my personal favorite series and I really hope P3 Protag comes home!

    Like

    1. Not to be Debbie McDowner but it’s a ten percent chance on any given roll, not 4/10 as you mentioned. If it were 40 percent I’d forget about super godfest and just roll away, but sadly alas tis’ not so

      Like

      1. I feel so validated. This feels like the equivalent of a medal of Honor from the president (except the current one, fuck that guy I bet he never plays PAD). Thanks for the great website man, and it’s good to know I can do math. Also the name Mantastic sounds like a delightful gay pornstar name.

        Like

  2. Mantastic iam curious how you felt about Shishio Makoto from the kenshin collab? Elizabeth is looking ok for shishio. Only other dark monster with triple [L] awakening. Only other sub at the moment that supports that stay of play i can think of is chandra nalaar?

    Like

    1. Problem with Elizabeth is on Shishio teams is they tend to want orb changers to sweep content (for efficient farming) and her longer base CD can make that impossible. I feel should would be more situational to counter the mechanics her active addresses

      Like

  3. I was fortunate enough to get Yuki on my free roll! No need for me pull anymore. Get to save my stones for 6*. Can you give me a few ideas for viable teams or subs with Yuki.

    Like

    1. One of the subs I don’t have but I’m toying with getting is odin dragon. I haven’t purchased him yet because I don’t want to miss out on another 1 mil limited MP purchase like cotton. What are your thoughts.

      Like

      1. Odin Dragon (assuming you don’t have Jhoira or Ren) becomes almost mandatory late game. Also, you usually have 2-3 months of warning from JP for special MP store cards so you would have time to regain the MP

        As for subs, it is so flexible, but he is build like most other teams, aim for 7c, a FUA, shield/delay/burst inherit as needed along with trying to cover all elements for Skill Charge

        Like

  4. 9 rolls. 3x Teddy, 1x Yosuke, 3x Mitsuru, 2x Goro. PAD grinch troll collecting on my 2nd roll Yusuke and 1st roll Nicol Bolas from Christmas’s past…

    Like

  5. I got 3 copies of Ren Amamiya from 15 rolls, would you recommend me to exchange 2 of them for a Makoto Yuki? Or should I save an extra copy of Ren for future purposes?

    Thanks!

    Like

    1. Yuki can be paired with a friend so you dont actually need to own one.

      With that being said, I would keep at least 2 Ren as one can be used for subs/dungeons whereas the other can be inherited at will. In addition, if you are lacking strong double 7c keeping all 3 isnt a bad idea

      Like

  6. Tardis^Teddie is fine, pop it at the start, enjoy the 9 turns of modestly more robustness to things like annoying -99s, while using Tardis in the normal manner. Many dungeons are over before the duration is up. I’d probably prefer an equip bringing anti-posion or cloud or whatever, a lot of the time, but it’s not actively bad or anything, if it works as a niche sub include on some low hp team to bump it up another 25% cheaply.

    Like

      1. So just go all out triple killer? His active skill is extremely powerful too though, wouldn’t that warrant putting at least a few SDRs onto him as well?

        For example my odin dragon has 6x SDRs and Ren has a pretty equivalent active as well, that’s exactly what makes it so hard to choose latents for.

        Like

        1. I would go with double SDR and the Killer of your choice

          Ren hits significantly harder than Odin Dragon so the Killers are more meaningful along with being able to use the better ones.

          Odin Dragon makes good use of HP++ latents and SDR better for the most part

          Like

  7. Thank you for the awesome review as always Mantastic.
    I don’t know the storyline of Persona, but the background music is easily one of the best among Collabs in my opinion! =)

    Like

  8. When you mean better collabs, you mean Super GF and Monster Hunter?
    What other collabs offer better value?
    Heroine isn’t as great and the dragon isnt due for a while lol

    Like

  9. As someone with no dark fua apart from kami, do you think it’s worthwhile to trade for ren? Mainly would want to run him on Nicol bolas or Yuki teams.

    Like

    1. Nicol Bolas does not need to use Dark cards, in fact, Cottons are quite strong as they have a 5 turn orb changer where the no skyfall aspect does not hinder them

      On the other hand, Yuki can use virtually any sub so you should be able to cover all colours and FUA while also pairing with Jhoira for the bind/awoken bind clearing

      Do you own other FUA options and an Odin Dragon/Jhoira?

      Like

  10. Free roll: Teddie
    Bundle roll: Mitsuru Kirijo

    I’m done rolling. If I couldn’t get a 6*, then at least I ended up with the better 5*s.

    Like

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