GungHo Collab REM Review and Analysis – September 2018

Introduction

Monday marks the debut of the GungHo Collab Rare Egg Machine along with part 2 of the event. As a whole, the GH REM is reasonable, but not necisarily game breaking along with costing 6 Magic Stones per roll.

On the bright side, rolling rates for 6/7* are quite promising (total of 32% in JP) which is partially attributed to the sheer number of cards available. Finally, players will be able to utilize the Monster Exchange System to trade in for a 7* card of their choice.

This article will summarize each card’s strengths and weaknesses to help you make a more informed decision of whether or not to roll.

Video commentary

—video coming soon—

Overview

GungHo Collab REM
 7 Star base    
 6 Star base
 5 Star base
GungHo Collab REM Rankings – September 15, 2018
S
A       
B
C     
D  

All 7-star cards are available for trade within the Monster Exchange.

Order within each tier is random and not reflective of ranking.

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

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive 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.

Weapon Assist

Weapon Assist evolutions are irreversible and transforms your monster into a dedicated inherit. They retain the same weighted stats as their original form, but will also transfer several awakenings to the new base card when inherited. Weapon Assist cards always come with the Awoken Assist  awakening.

Do not convert a card to a Weapon Assist form unless you are certain you want to use them in that capacity and their original form has no value/merit for your Monster Box.

7 Star base

All 7-star base cards can be acquired via the Monster Exchange System; however, each trade will require 5 cards. This is due to their 6-stone cost to roll and may make players think twice before exchanging.

Noir – A

Active: Randomly spawn 4 Dark orbs from non Dark orbs. Delay 1 turn to all enemies. (8 turn CD)

Leader Skill: Dark attribute cards HP x2. All attribute cards ATK x2 when reaching 6 combos or above. All attribute cards ATK x4 when reaching 2 set of Dark combos. ATK x2 for each additional combo, up to ATK x6 when reaching 3 combos.

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Worth trading for via Monster Exchange? No
Super Awakenings: –

Pros
Cons
  • Balance typing
    • Can use any Killer latent
    • Helps with VDP
  • Strong awakenings
  • Modest – strong leader potential
  • LS is orb hungry
  • Lacks an RCV multiplier
  • Active Skill is low impact
  • Dark Metatron  is better

Noir is an interesting card and can be somewhat compared to the future Dark Metatron  evolution. This is because both are 4x HP Dark leaders, but Noir lacks a damage reduction component along with a lower ATK multiplier. While 144x is still potent and puts her on par with Edward  and Vraska , the fact that one requires 9 Dark orbs will dramatically reduce consistency. This may become problematic in longer dungeons where actives may be stressed so either bring an RCV boosting sub like Eir  or budget actives accordingly.

As a sub, Noir will be quite valuable due to her VDP dual 7 Combos 45and Balance typing. This will enable her to have high effective damage against any spawn.


 Ralg – A

Active: Inflict Fire nuke damage equal to team Fire ATK x20 to all enemies. Removes lock status on orbs. Change top-most row into Fire orbs (7 turn CD)

Leader Skill: All attribute cards ATK x3, 25% all damage reduction when attacking with 6+ Fire orbs at the same time. All attribute cards ATK x5 on the turn a skill is used. ( Multiple skills will not stack ) Increases time limit of orb movement by 2 seconds.

Awakenings:  Skill Boost Skill Lock Resist Fire Row Fire Row Fire Row Fire Row Fire Row Fire Row
Worth trading for via Monster Exchange? No
Super Awakenings:  Fire Row 

Pros
Cons
  • 7 turn cooldown
  • Multi component active
    • Button damage potential
    • Fire row
    • Orb unlock
  • Strong Fire farming potential
    • Easy 225x ATK / 43.75% damage reduction
  • Balance typing
    • Can use any Killer latent
    • Helps with VDP Super Awakening
  • Orb hungry as a traditional leader
    • Damage is heavily tied to Rows Fire Row
    • Orb hungry
  • Must use active skill for damage
    • Cannot save orbs from a double row maker
  • Base active generates 6 orbs
  • 20x ATK may be too low for a button

Ralg is a significantly upgraded Yamamoto 3357 as Ralg has a higher ATK multiplier, better awakenings, and a damage reduction for the same activation requirement. 225x ATK with a single row is pretty spectacular, but this is further amplified by his numerous Row Fire Row awakenings.

This can lead to creative builds as one can potentially solve 2 floors with a single active as Ralg generates a row of Fire while also dealing a modest amount of Button damage (Button damage is probably around 400k). To further improve his viability, Ralg can gain access to valuable Super Awakenings which can open up sub slots.

Unfortunately, Ralg is not without faults as a farming leader, most notably is his Leader Skill being tied to using an active. This means one cannot save orbs from a double orb changer and can put stress on active skills in longer dungeons.

While Ralg is an impressive farming leader, he tends to fall flat outside of this role due to the fact that his sub potential is mediocre and his Leader Skill is too orb hungry to be used in most traditional content.

Just remember that being able to farm a dungeon quickly is only important to players who are more end game oriented where efficient farming becomes more important as all content has already been cleared.


Orage – A

Active: Deals damage equal to 5% of enemies’ max HP. Change middle row into Water orbs. Change 3rd column from the right into Water orbs (12 turn CD)

Leader Skill: No skyfall matches. Water attribute cards ATK x6. All attribute cards ATK x1.5 when reaching Water & Water combos. ATK x2 when simultaneously clearing 6 connected Water orbs

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

Pros
Cons
  • Natural Cloud Resist 
  • Active generates 10 Water orbs
    • Easy to form into many combos after full mono board change
  • 3 Skill Boosts Skill Boost
  • Unconditional 36x ATK
    • Can save Water orbs
  • Scaling damage multiplier
  • Can be used as traditional or farming leader
  • No Skyfalls
  • LS is orb hungry for full activation
    • Requires 2 Water Combos + 6 connected Water
  • No defensive multiplier
  • No Skyfalls

Orage is like Orange without the N which is helpful for me as my “N” button has been giving me issues. Regardless, Orage is an interesting card as she can be used many different ways.

Firstly, she can act as a potential farming leader as she has No Skyfalls and a scaling multiplier that can proc off a full water board. If using a full water board changer, Orage is able to deal 144x ATK and can jump to 324x if one is able to make 2 Water combos. This may feel like Kaede  albeit a smaller multiplier, no damage reduction, and a less accessible sub pool. Furthermore, Orage competes with Meridionalis  as a Water farming leader but Orage is both Bind Immune along with having more Skill Boosts.

Branching away from a Farming leader, Orage can be used as a traditional leader for various content due to her unconditional 36x ATK. This can enable 7 Combo 45 cards to deal meaningful damage while the damage can quickly ramp up when more Water orbs are present. Furthermore, the No Skyfall clause grants damage control so one can dance through various absorption spawns with relative ease. Sadly, the lack of a defensive multiplier can put constraints on her usage as she will have to dedicate more active skill to surviving large preemptives or troublesome mechanics.

Finally, and perhaps most importantly, Orage has what may be an irreplaceable active skill. She is able to guarantee 10 Water orbs formed which technically triggers her multiplier, but also guarantees an easy/high combo board if used after a mono board changer. While we technically have Thouzer thouzer, Fist of the North Star may never return which may leave Orage as the only obtainable card with this unique orb changer.


Karin – A

Active: Light attribute ATK x3 for 1 turn. Change Heart, Jammer, Poison & Mortal Poison orbs to Light orbs (15 turn CD)

Leader Skill: ATK x4  at 4 combos. ATK x1 for each additional combo, up to ATK x8 at 8 combos. All attribute cards ATK x2, 25% all damage reduction when attacking with 4 of Fire, Water, Wood, Light & Dark orb types at the same time.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45 45 
Worth trading for via Monster Exchange?  
No
Super Awakenings:
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

Pros
Cons
  • 256x ATK / 43.75% damage reduction
  • Scaling multiplier
  • Flexible team building
  • Synergistic awakenings
  • Weapon Assist form grants Skill Boost Skill Boost
  • Rainbow reliant
    • Damage reduction tied to rainbow
    • Damage is less concentrated
  • Active feels like a watered-down Edward 
  • Lower merit as a sub due to Skill Charge  and long cooldown
  • 3,048 base HP

Karin shares the same awakenings as Edward  and her team composition and active skill have similar requirements. Furthermore, she shares the same damage reduction component along with a higher ATK multiplier. This sounds great on paper, but she is less potent overall due to the fact that her full multiplier and damage reduction component are tied to 4/5 rainbow activation.

Being forced to run a rainbow team can be troublesome for smaller boxes, but it inevitably leads to some consistency issues along with less concentrated damage as orb/board changers are restricted. Granted Karin’s base active provides 3x ATK, it does prevent one from healing while dealing damage.

By comparison, Edward is not required to run a rainbow team but it does help for activating his Skill Charge  awakening; however, Edward is able to tap into his damage reduction assuming he is above 50% HP and this counts after matching orbs.

This is not to say that Karin is a weak leader as she will certainly be able to stomp through the vast majority of content with ease, it is just worth understanding the drawback of being Rainbow reliant.

If looking to use Karin as a sub, it will be harder to tap into her Skill Charge awakening as it tends to be best on Rainbow teams and she is one of the best Rainbow leader available. As such, she may simply be blurred into the large pool of strong 7 Combo 45 Light available.

Weapon Assist

Karin’s Weapon Assist grants the base card an additional Skill Boost Skill Boost which can be invaluable for solo mode, ranking dungeons, or farming builds as it can open up team building options. With that being said, this edges heavily on luxury and should only be considered if you have dupe Karins available.


 Zeta – B

Active: Change Light, Poison & Mortal Poison orbs to Water orbs. +2 combo count for 1 turn (11 turn CD)

Leader Skill: All attribute cards ATK x3.5, 25% all damage reduction when reaching 7 combos. All attribute cards ATK x4, 25% all damage reduction when attacking with 6+ Water orbs at the same time

Awakenings:   Time Extend Skill Lock Resist 45 Water Row Water Row Water Row Water Row
Worth trading for via Monster Exchange?  
No
Super Awakenings:  45  
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Pros
Cons
  • Multi component LS
    • Reliable damage reduction
    • Damage control
    • Massive damage reduction shield
      • High effective health
  • Synergistic active skill
  • Useful Super Awakenings
  • Has Weapon Assist evo
  • Combos and Rows don’t mix well
  • Weapon Assist evo is
    redundant with Monster Hunter

    • MH card is easier to roll

Zeta is an interesting leader in that he has two distinct components to his Leader Skill with at least one being available on virtually every given board. This is great because he has 25% damage reduction applies to each component and stacks if both are met.

This is important because it enables Zeta to enjoy 68.4% damage reduction which makes his effective HP high enough to tank essentially any hit in the game.

Sadly, Zeta is a row/Combo hybrid leader with both components being challenging to activate at the same time. Even assuming one has 6 water orbs, having to match a row and hit 7 Combos is not always possible. As such, your damage will heavily suffer as Zeta will be hitting like a wet noodle without both components.

As a sub or inherit, Zeta’s active skill reasonable as far as +2 Combo count actives go as it does not heavily disrupt the board, but is not as special considering many other options exist. Furthermore, his awakenings are nice, but the Water Rows Water Row will be wasted on the vast majority of teams.

Weapon Assist

Zeta’s Weapon Assist grants the base card 60% Blind Resist Blind Resist which is nice, but is somewhat redundant by the Monster Hunter Avidya Saber  which comes from a much easier to acquire card.


 Elana – A

Active: Removes lock status on orbs. Increase skyfall chance of Fire orbs by 15% for 3 turn. Change all orbs to Fire & Light orbs. (15 turn CD)

Leader Skill: All attribute cards ATK x4 when reaching 2 set of Fire combos. ATK x4 for each additional combo, up to ATK x8 when reaching 3 combos. All attribute cards ATK x2, 25% all damage reduction when attacking with 5+ Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison, Mortal Poison or Bomb orbs at the same time.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Skill Lock Resist God Killer Dragon Killer Devil killer
Worth trading for via Monster Exchange?  
No
Super Awakenings:  –
Weapon Assist Awakenings: TPA Auto heal Imp ATK

Pros
Cons
  • Multi component active
    • Orb unlock
    • Fire & Light board
    • 3 turn skyfall
  • Multi component LS
    • Scaling damage
    • Easy to activate damage reduction
  • 3 Popular Killers
    • High effective damage
  • Leader Skill is too orb hungry
  • Killers may prevent damage control
  • Weapon Assist is underwhelming
  • Stronger/more specialized Fire Killer cards exist

Elana is an interesting card that is able to perform several roles at once, but does not excel in any one particular area.

Firstly, her active skill is multi component which can be great value assuming all 3 aspects can be taken advantage of to justify the longer cooldown. Sadly, the orb unlock may often go to waste in many scenarios along with adding additional animation time which may prevent her from being used as a Ranking Dungeon option. Furthermore, Light-based teams do not gain value from Fire skyfalls.

Secondly, her Killer awakenings are strong as they cover what is arguably the three most popular typings, it is rare that all 3 will take effect. This means that she will usually have only 3-9x personal damage which makes options like Tsubaki 3260 or No.6  better choices.

Finally, her leadership potential is heavily marred by her orb hungry nature as she requires 6, but more realistically, 9 Fire orbs to deal meaningful damage.

As a whole, Elena does several things well, but does not excel in any particular area.

Weapon Assist

Elena’s Weapon Assist is underwhelming as it only provides a TPA TPA which has middling value overall. As such, it would generally be unwise to make this Weapon Assist in the vast majority of situations.


 Raizer – A

Active: Inflict Wood damage equal to ATK x100 to 1 enemy in exchange for reducing HP by 50%. Affected by enemy element and defense. Change Fire, Dark, Jammer, Poison & Mortal Poison orbs to Wood orbs. (8 turn CD)

Leader Skill: All attribute cards ATK x5, 35% all damage reduction when HP is greater than 80%. ATK x10 when HP is less than 79%. Wood attribute cards HP x1.5, ATK x1.5.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Time Extend Skill Lock Resist  
Worth trading for via Monster Exchange?  
No
Super Awakenings:  –
Weapon Assist Awakenings: Time Extend  

Pros
Cons
  • Easy to activate damage
  • Unconditional 225x ATK
  • Damage reduction when above 80%
  • Self damaging active
  • Syngeristic awakenings
  • 3 Skill Boosts Skill Boost
  • Different play style
    • Have to manage HP
    • Have to manage RCV
  • Lower value as a sub
  • Lackluster Weapon Evo

Raizer is a strange card from the GungHo Collab as his Leader Skill puts a unique twist on HP-sensitive teams.

When above 80%, Raizer will have 56.25x ATK along with a 57% damage reduction shield with dual leaders. This when paired with his 2.25x HP multiplier makes him somewhat invincible to the vast majority of attacks. This is great because he can sweep lots of content when high HP and can spike up to 225x ATK when below 80%. Just note that the 225x ATK occurs with any combo which means many floors can be swept with a single combo.

While the damage boost is significant, Raizer actually loses his damage reduction component when below 80% so that can create some interesting conundrums.

In order to deal meaningful damage, Raizer must be low HP but in order to survive large preemptives or attacks, he has to be at or above 80%. Thus, bringing cards that can improve RCV or board changers with Wood and Hearts will be invaluable.

This juggling concept will lead to a fun experience, but may be difficult to properly manage without strong player knowledge and planning.

Unfortunately for Raizer, his viability outside of a leader can be problematic as his awakenings tend to be lackluster on traditional teams and farming teams may want more than 3 Skill Boosts.

Weapon Assist

Raizer has a poor Weapon Assist Evolution as he is only providing two Team HP  awakenings along with a single Time Extend Time Extend. While the HP is nice, Slepnir  or Green Odin  can provide similar benefits with a much better active skill. I strongly recommend one does not pursue this path unless they own copious amounts of Raizers.


6 star base

Belial – C

Active: Deal 10000 damage to all enemies. Ignore enemy element and defense. Change all orbs to Fire, Dark & Heart orbs (11 turn CD)

Leader Skill: attribute cards ATK x3.5. Physical & Devil type cards HP x2, ATK x2.

Awakenings: TPA TPA TPA TPA Skill Boost Skill Boost Bind Immune Bind Immune Skill Boost
Super Awakenings: TPA  

Pros
Cons
  • 4 TPA
    • 5 with Super Awakening
  • 3 Skill Boosts Skill Boost
  • Multi component active
    • Tri elemental board
    • 10,000 True Damage
  • Limited viability
  • Niche usage overall

Belial comes with an interesting active skill as it enables one to solve several problems with a push of a button. Firstly, it grants the ability to sweep any high DEF, low HP spawn like PreDRAs or Pys along with the Fire, Dark, and Heart board facilitating damage and FUA for those respective teams.

Sadly, there are not many practical places to use this active skill well as it can be hard to take advantage of both components. With that being said, Madoo  or Makoto  can make strong use of her active skill. This is because they are able to activate for large amounts of damage with a single combo and are able to greatly conserve orbs and actives when pushing through various content.


Mercury – A

Active: Increase skyfall chance of Wood orbs by 15% for 3 turns. Delay 2 turns to all enemies. (10 turn CD)

Leader Skill: Wood attribute cards ATK x2. 20% Fire, Water, Wood, Light & Dark damage reduction. All attribute cards ATK x2 when reaching 2 set of Wood combos. ATK x1 for each additional combo, up to ATK x3 when reaching 3 combos.

Awakenings: Time Extend Skill Boost Skill Boost Skill Lock Resist Skill Lock Resist   Dragon Killer Dragon Killer
Super Awakenings: physical killer 37 

Pros
Cons
  • Amazing personal damage vs Dragons
    • 2x Dragon Killers Dragon Killer
  • Double >80% ATK = 2.25x damage
  • Super Awakenings grant additional damage
  • Active skill combines 2 non-synergy components
  • Lower value outside of Dragon Killing
  • Super Awakenings don’t work in coop

Presently speaking, we have two premier Dragon Killing options: Tsubaki 3260 and Kiri  who are both able to use 3 Dragon Killer Dragon Killer awakenings. While these two options are strong in their own ways, having access to another option in a different colour is valuable.

Mercury is able to enjoy 20.25x ATK against Dragon spawns when HP is >80%. This enables them to easily stomp through Dragon-heavy content and can open up doors to more farming options; however, pure damage is becoming less viable for newer content.

This is because GungHo is now making most difficult spawns have a Damage Void mechanic which prevents one from simply blasting their way through.

Regardless, Mercury is able to shine bright in solo mode where her Super Awakenings can take effect and can further bolster her own personal damage. Just be aware that these do not take effect in coop.

 Shust – A

Active: Inflict Water damage equal to ATK x300 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense. Change bottom-most row into Water orbs. (15 turn CD)

Leader Skill: All  attribute cards ATK x2 when HP is greater than 50%. ATK x5 when HP is less than 49%. All attribute cards ATK x2, 25% all damage reduction when attacking with 6+ Water orbs at the same time.

Awakenings: Water Row Water Row Water Row Skill Boost    Bind Immune Bind Immune

Pros
Cons
  • Multi component active
    • 300x ATK Button
    • HP Reset to 1
    • Forms a Water Row
  • 15 turn CD
  • Almost only used for farming
  • Currently have 2 farmable 300x ATK Buttons

Shust will almost exclusively be used as a Button inherit for farming purposes. This is because 300x ATK when used on a Coop Boost Multiplayer Bonus card will be able to deal massive amounts of damage. While there are other options for 300x ATK Buttons available, being on a 15 turn cooldown can help ease team building constraints.

The 15 turn cooldown is most likely attributed to HP reset to 1 as that is seen as a penalty, but this can work in your favour if relying on buttons like Vritra 3450 who want to be at 1 HP.

The generated Water row will naturally help water-based teams but should not be a problem for other set ups who will most likely have other board changers at the ready.

Artemis  – C

Active: Change top-most row into Light orbs. Change Jammer, Poison & Mortal Poison orbs to Heart orbs (6 turn CD)

Leader Skill: ATK x3.5 when simultaneously clearing 6 connected Light orbs. ATK x2, reduce damage taken by 50% after matching Heal orbs in a cross formation.

Awakenings: Light Row Light Row Light Row Skill Boost Skill Boost Time Extend 44 44 Devil killer

Pros
Cons
  • Double Evolution Material Killers 44
  • Niche or little applications

Artemis is unique in that she has two Evolution Material Killers 44 which grants her 9x personal damage against those spwans. Sadly, this is only applicable against Weekday dungeons, A4 Jewel spawns, or Gem Temple.

Weekday Dungeons should not be a problem for even a beginner’s Box and Gem Temple farming teams most likely do not need her while using just for the off chance a Jewel spawns in A4 is silly. As such, it will be hard to find true merit for Artemis unless we are blessed with a special Challenge Dungeon that features a durable Evolution Material spawn.

Tsukuyomi – C

Active: Increases time limit of orb movement by 2 seconds for 1 turn. Light & Heart attribute cards ATK x2 for 1 turn. (8 turn CD)

Leader Skill: All attribute cards ATK x3, 25% all damage reduction when attacking with 6+ Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison, Mortal Poison or Bomb orbs at the same time. All attribute cards ATK x2 when attacking with 3 of following orb types: Fire, Water, Wood, Light & Dark. ATK x1 for each additional orb type, up to ATK x4 for all 5 matches.

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

Pros
Cons
  • Reasonable leader skill
    • Easy to activate
    • Scaling component
  • No personal damage
    • 1/3 team hits like a wet noodle
  • Leadership potential is marred
    by low damage

Tsukuyomi feels like a gentle introduction leader as she is able to achieve a modest 144x ATK / 43.75% damage reduction. While this is nice on paper, the fact that your leaders will not have meaningful damage can be problematic. This effectively condemns your team to only using 4/6 cards which may result in players simply using a different leader instead.

On the bright side, the leader skill is easy to fulfill and one can always tap into the damage reduction component.

 Joker – C

Active: Recover 50% of max HP. +1 combo count for 1 turn (9 turn CD)

Leader Skill: Dark attribute cards HP x1.5, ATK x3. ATK x2 at 4 combos. ATK x0.5 for each additional combo, up to ATK x4 at 8 combos

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

Pros
Cons
  • Modest Leader Skill
  • Personal damage comes from L 
  • Low personal damage otherwise
  • Mediocre active

Joker is somewhat like Tsukuyomi in that he is modest leader with low personal damage. Being purely combo based is an advantage, but having 1/3 of your team dealing mediocre/low damage hurts you in the long run. As such, Joker will most likely be a transitional leader for newer accounts that will be replaced when stronger options come available.

In regards to his active skill, it does not accomplish that much as it is combining two different components while also having a modestly long cooldown.


5 star base

All cards in the 5-star category have low weighted stats and makes it challenging to justify using as a sub/leader and their sections will only include a Pros/Cons along with description of their active skill.

Helen – D

Active: Wood & Heart attribute cards ATK x2 for 3 turns. (10 turn CD)

Pros
Cons
  • Pretty
  • Beauty is only skin deep
  • No practical use for active skill

Konohanasakuya – D

Active: Recover  7000 HP. Heal for 10% of max HP every turn for 4 turns (5 turn CD)

Pros
Cons
  • Can loop active skill
    • 7,000 + 40% healed over time
  • Niche active skill
  • Looping forces her to be used as a sub

 Tenfufa – C

Active: Dark attribute ATK x1.5 for 2 turns. Change Water orbs to Dark orbs. Change Dark orbs into locked orbs (9 turn CD)

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

Pros
Cons
  • Can be limit broken/SA
    • Gains reasonable stats
  • Useful awakenings
  • Modest active skill
  • Expensive to invest in
    • Limit Break
    • Super Awakenings
Thoughts

Tenfufa can act as a reasonable Dark sub for variuos teams but the sheer investment required may be daunting for newer players who probably have the most to gain from her. While double 7 Combo is appealing, there are many other options available that require less investment.


Atalanta  – D

Active: No skyfall combos for 1 turn. Randomly spawn 3 Water orbs from non Water orbs (2 turn CD)

Awakenings: Time Extend Skill Lock Resist Skill Lock Resist Skill Boost  45 Balance killer

Pros
Cons
  • 2 turn active skill
  • No Skyfalls
    • Damage control
  • Cannot be Limit Broken
  • Low weighted stats
  • 6 awakenings
  • Hard to justify as a sub

Orpheus – C

Active: Delay 1 turn to all enemies. Change all orbs to Water, Wood & Light & Heart orbs (10 turn CD)

Awakenings: Skill Boost TPA TPA TPA Multiplayer Bonus Multiplayer Bonus Skill Boost

Pros
Cons
  • Double Coop Boost Multiplayer Bonus
    • Can act as a Button base
  • 2 Skill Boosts Skill Boost
  • Reasonably strong board changer
    • Can be a useful inherit
  • Cannot be Limit Broken
  • Low weighted stats
    • Lower Button damage

Delphyne – C

Active: Dragon type cards ATK x4 for 1 turn (10 turn CD)

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend Healer Killer Healer Killer Machine Killer
Super Awakenings:   

Pros
Cons
  • Can use Healer or Machine Killer latents
  • High personal damage against Healer or Machine types
  • Can be Limit Broken
    • Modest stats
    • Super Awakening
  • 4x ATK for Dragons
  • Niche applications overall

Conclusion

The GungHo Collab REM has an interesting array of cards but is not game changing overall. Some of the cards can add some depth to your overall Monster Box but may not be worth the 6-stone cost. To further tip the odds out of the GH REM favour, North America should be gaining Beach, a 7-stone Super Godfest, and Dragonbound & Dragon caller within the next 1-3 months.

Let me know what you think about the GungHo Collab in the comments below.

Happy Puzzling!

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36 thoughts on “GungHo Collab REM Review and Analysis – September 2018”

  1. Mercury is also healer type, so she can take additional dragon killer latents. this is the first card we have that can do this in a similar way to Mito and Fenrir Viz. She beats Kiri in Dragon killer power

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    1. Yeah that is def helpful but as I did mention, it may become redundant at this point in time as she lacks a VDP

      Right now, God Killers via Ragnarok Dragon are great for AA due to the final floors being Gods

      With that in mind, if we get another Arena that has dif final spawns, a new killer type may be vital assuming everything does not have VDP

      Like

  2. My first message here : thanks for the whole of your work. 😉

    I notice a lack: Orpheus has S.A. :L, Resistance-Immobility 100% or Resistance-Bind+.

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  3. In looking forward to the future events, which of the three offer more to a veteran player. I was saving all my stones for the 7 star but now I don’t know if I should save them for DBDC instead.

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    1. Dbdc is the best Imo assuming you haven’t rolled much as you want the 5* but experience diminishing returns as you own more of the cards

      Otherwise the super godfest is the next best option

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  4. Thank you for the awesome review as always. =)
    It is truly amazing how rich the content of your review, and how you always managed to publish it before the event start, so give us reader a good idea to roll or not.
    Thank you.

    Two thing I like to add to your awesome review:

    Helen’s active:
    “Wood & Heart attribute cards ATK x2 for 3 turns”
    Heart attributes??? But I believe it means RCV x 2 for 3 turns, which is useful for some high HP wood team, ie. Vraska.
    Atalanta’s active (CD=2)
    If you use Leo as Leader, and don’t have Tardis… Atalanta’s can be considered as best second option.
    In addition, Gungho collab pal egg machine will soon have Hakuryu Card available, which can grant Atalanta second Balance Killer (x9 vs. balance type monster).

    Like

    1. Glad you enjoy my content =) means a lot to have positive feed back

      As for your suggestions, Helen’s active skill was c/p directly from padx so that is probably where the translation error occured. Also, vraska should have enough healing from her own base active

      As for atalanta, he has poor stats and while his active can trigger Leo’s condition, no skyfalls can be a blessing or hindrance along with the water orbs possibly overriding activation. Imo, one shouldn’t get leo without Tardis

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    2. I thought this as well about Helen on Vraska team to keep the rcv boost going almost permanently between both Vraska and Helen it’s 9 turns of rcv then one turn down time between without a haste. This I was thinking could be helpful for stuff with a lot of big hits like AA.

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      1. Main issue with that is Vraska teams should have enough HP to survive hits without an RCV boost for several turns. In addition, using Helen means having her as a sub and sacrificing an active skill for something that is not truly needed

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  5. The ratio is not the same for every one, some players get 30% or above, while the rest still remain 5% or less, depending on how many diamonds in your box. The Rolling ratio may keep the game running, but the 6/7 stars box rate is what keeps us paying. Beside, The loot box rate is required to “disclose” to players by agreement with Apple not by law, which means it doesn’t necessary have to be true.

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    1. The disclosed rolling rates should hold true when done in very large numbers as it helps even out bad/good luck. Also, it wouldnt be wise for GH to cheat the rates as there are enough players to pool results

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  6. I have such a hard time choosing which events to roll in (normal godfests that have monsters I am missing with normal rates and cheaper stones, or super godfests that cost more stones with higher rates).

    I mention this because I have waited for the more expensive super godfests and have been burned …and i just so happened to roll 4 times in the last normal godfest and got Cotton and Reech back to back.

    You just never know…but odds are odd sometimes.

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    1. I was just about to give you a long speech about which event to roll, which event just trade in for top price….
      then you said “Cotton and Reech back to back”.

      That makes me shut my mouth real quick! lol
      Congratulations on your good luck!

      Like

    2. It is generally better to save for SGF or DBDC/MH/strong value collabs and while do did get good fortune in a regular GF, it is just the way the REM works =)

      If one were to roll heavily in every event, they would walk away from sgf better on average each time as the rates for GFE are about 2x higher

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      1. Statistically, you are correct…I just had to switch things up though because I just wasn’t seeing results from the “higher roll rates”. I just got lucky.

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  7. I rolled Orage on free roll, so good. will probably roll 1-3 times more. I think 2x Atalanta might be justifiable for Leo Bloomfield, but you shouldnt try to roll for him twice. Twin Stars Belial would be really good for Kuroyuri

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  8. Ed has 35% damage reduction while Karin only has 25%. This is a big part of why he’s better – despite a relatively low multiplier of 144x, he was one of the tankiest meta leaders around before the influx of 4x hp leaders.

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  9. I love this collab. Seems to be the most inspired grouping of cards that arent obviously broken. Cant wait for the renewal.

    For endgame players like myself, Im not neccessarily looking for broken characters, Im looking for original well thought out ones that serve niche purposes that other monsters havent provided 6 years into the game.

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      1. Yeah, I think Im gonna try to get 2 of her when it comes back. Shouldve got one last time instead of Leo, though I do enjoy using him.

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