September 30 – October 1 Godfest Review Plus New Ameno & Kami Evolutions

Godfest Basics

The format for Godfests has been dramatically changed through their REM Renewal along with Full Disclosure of Rolling Rates. These changes dramatically improve your chances of rolling a specific card as the pool of available monsters is significantly smaller as only a portion of the all possible monsters are featured at a given time. This is great news for players as you are better able to focus your Magic Stones on key cards.

Godfests no longer advertise “rate increases” and instead Highlighted specific cards along with 6/7* Godfest Exclusives being available. As such, these events are the best time to roll the REM as the current meta is heavily favouring these rare and elusive monsters.

Rolling rates may change or vary with each Godfest event and some 6/7* GFE may have higher rolling rates. Always check the rolling rates before proceeding.


Saturday  marks the return of our bi-monthly Godfests and features what essentially amounts to an average roster. This is because there are only 17 GFE featured with what is presumed to be average rolling rates. Furthermore, North America has several meaningful events coming in the near future such as Beach (on Monday), a 7-themed Super Godfest, and the renewed DBDC Collab. As such, it may be best to skip this event all together in anticipation for the more lucrative events.

Regardless, this article will provide an overview of the featured cards along with a reposting of my Saline  review from last time.

As a whole, this Godfest is average but comes right before potentially 3 exciting events: Beach REM, 7’s Super Godfest, and DBDC. Thus, it may be best to save Magic Stones for these events.

My review of the Beach REM is coming soon.

Official announcement can be found HERE.

Last Godfest Review can be found HERE.

Video commentary

–video coming soon–

Godfest overview

Unlike Godfests of the past, only some 6/7* GFE will be featured. If they are listed as unavailable, you will be unable to roll them during the event.

September 30 – October 1 Godfest
6/7* GFE available


6/7* GFE not available

     3233    3370 3236

You ideally wish to line up a Godfest that overlaps with several key targets to improve your overall chances of success. Thus, it may be advantageous to wait for a more opportune Godfest if the current one does not feature enough key targets.

Based on the revealed rolling rates of previous Godfests, 6* GFE will have 0.6% hit rate whereas the 7* had 0.5%. With that being said, some GFE may feature an increased rate and you simply have to check the displayed rolling rates each time.

Looking at the past few Godfests, it appears that the trend is now to include two 7* and fifteen 6* GFE which is significantly lower compared to before. We used to have twenty 6* and one 7* which makes the overall rolling rates for hitting any 6/7* GFE lower.

Fenrir Viz  has not been featured for 3 Godfests in a row while Madoo , Dark Metatron , Kaede , and Kanna 3233 have been absent for a second time.

New Evolutions

This past week, North America saw new split evolutions for Ameno  and Kami  which gives them new viability and are worth discussing as the question of which evolution to pursue may be on the forefront of players’ minds.

Amenominakanushi – S

Ameno was mostly known for his Arena 3 farming prowess as he had an unconditional 36x ATK that could quickly scale upwards. This meant one could sweep the easier floors with vanilla matching while using actives/orb changers for the end. While Arena 3 farming is still relevant for Killers, Ameno’s new split evolutions grant him more flexibility to take on additional roles.

Active Skill: Change all orbs to Water, Light & Heart orbs. Change own attribute to Light for 3 turns. (9 turn cooldown)

Leader Skill: Light attribute cards ATK x6. Water attribute cards RCV x2. ATK x2 when simultaneously clearing 5 connected Light orbs. ATK x1 for each additional orb, up to ATK x3 at 6 connected orb.

Awakening: Bind Immune Bind Immune Skill Boost Skill Lock Resist Bind Clear awakening Time Extend  Dragon Killer Devil killer

This is considered the “sub” form for Ameno but he still has fantastic leadership potential. This is because he still retains the same unconditional 36x ATK but is able to quickly spike up to 324x ATK with 6 connected Light orbs. Furthermore, his VDP  and Dragon Killers Dragon Killer help easily blast through the Radar Dragons in Arena 3.

In addition to his potent leader skill, this Ameno evolution still makes for a respectable VDP sub and can modify his main attribute to Water or Light based on the board/spawn at hand.

Active Skill: Change all orbs to Water, Light & Heart orbs. Change own attribute to Light for 3 turns. (9 turn cooldown)

Leader Skill: Water & Light attribute cards HP x1.5, ATK x1.5, RCV x1.5. Increases time limit of orb movement by 2 seconds. ATK x5 when simultaneously clearing 5 connected Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison, Mortal Poison or Bomb orbs. ATK x1 for each additional orb, up to ATK x9 at 9 connected orb.

Awakening: Bind Immune Bind Immune Skill Boost Skill Lock Resist Bind Clear awakening Time Extend Skill Boost Skill Boost 

The Leader split form of Ameno dramatically raises his durability along with opening up sub flexibility as both Light and Water cards equally benefit from his 2.25x HP / 182.25x ATK / 2.25x RCV that relies on 5-9 connected orbs.

What makes this Ameno powerful is his ability to activate off any connected orbs. This means 5 connected Jammers will trigger his multiplier. As such, Ameno enjoys a certain degree of consistency as he is able to mow through content as virtually any given board will have at least 5 orbs of a single type. In addition, the 3 Skill Boosts can help alleviate active skill issues in the earlier floors.

Sadly, this Ameno has no personal damage and will be relying on subs to carry the team forward.

Generally speaking, I would recommend the Blue/Light form as it will solidify him as a more reliable Arena 3 farmer.

 Kamimusubi – A

Kami is sometimes considered the dark Yog  as both share an HP-clause along with being able to deliver explosive amounts of damage with minimal orb matches.

Active Skill: Increase skyfall chance of enhanced orb by 50% for 3 turns. Recover 30% of max HP. (5 turn cooldown)

Leader Skill: All attribute cards ATK x5 when HP is greater than 80%. ATK x2.5 when HP is less than 80%. All attribute cards ATK x3.5, 25% all damage reduction when attacking with Dark and Wood combos at the same time.

Awakening: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend  Skill Boost Skill Boost 

Considered the sub form, this Kami boasts three Skill Boosts Skill Boost and a single 10 Combo  awakening. Sadly, the 10 Combo awakening tends to be inconsistent in 6×5 dungeons and is only truly reliable in 7×6. As such, this form may have less value overall but can still be used as a triple Skill Boost card with FUA  along with a short 5 turn active skill.

Active Skill: Increase skyfall chance of enhanced orb by 50% for 3 turns. Recover 30% of max HP. (5 turn cooldown)

Leader Skill: All attribute cards ATK x5 when HP is greater than 80%. ATK x3, RCV x3 when HP is less than 79%. All attribute cards ATK x3.5, 25% all damage reduction when attacking with Dark and Wood combos at the same time.

Awakening: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend  45

The leader form of Kami has fewer awakenings, but the easier to activate 7 Combo 45 along with being able to utilize Dragon Killer Dragon Killer latents. This combined with her 100 more weighted stats (skewed heavily towards RCV) may make her a better sub overall. This is because Skill Boosts only have so much value in longer dungeon since they become “worthless” once actives have been charged unless using Carat Carat as a damage boost source. Furthermore, if using Kami on a 6×5 board, 7 Combos tends to be superior as a whole due to the fact that a given board will almost always have 7 combos present whereas 10 usually requires skyfalls.

Naturally, this form of Kami is superior as a leader due to 9x RCV (dual leaders) when below 80% HP.

For my Fantastic account, I plan to pursue this form of Kami for my future Dark Metatron  team.

Saline – S

Active Skill: Change  all orbs to Light orbs. Reduces cooldown of other skills by 2 turns. (19 turn cooldown)

Leader Skill: Light attribute cards ATK x2. Get x1.8 experience after a battle

Awakening: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend    


Active Skill: Change  all orbs to Light orbs. Reduces cooldown of other skills by 2 turns. (19 turn cooldown)

Leader Skill: ATK x6 when simultaneously clearing 3 connected Light orbs. ATK x1 for each additional orb, up to ATK x18 at 15 connected orb. Increases time limit of orb movement by 2 seconds.

Awakening: Skill Boost Skill Boost Skill Lock Resist  Dragon Killer God Killer Devil killer Machine Killer Balance killer

  • Two distinct evolutions
    • 1.8x EXP boosting
    • VDP  Killers
  • Bonus EXP = easier rank ups
  • Balance typing in VDP form
    • Can use any Killer
  • Full Light board changer
  • 7* GFE
  • Poor traditional leader
  • Active has 19 turn CD
  • 1 Skill Boost Skill Boost in EXP form
  • Requires expensive cards
    to full abuse bonus EXP

Saline is a interesting card as both of her evolution forms have viability depending on your individual needs; however, the bonus EXP version  will most likely be the default choice in many scenarios. This is because Saline greatly outclasses Ganesha 3071 as she provides 1.8x instead of 1.5x. While this may seem small on paper, the actual amount of EXP gained can quickly add up.

Bonus EXP form

Saline’s base form provides 1.8x rank experience upon completing a dungeon assuming players enter with her as a leader. While this may seem mediocre at first glance, it becomes invaluable for higher ranking players who require millions of experience to rank up.

While the player ranking system in PAD is underwhelming for the most part, each successful Rank Up does fully restore stamina along with providing +1 to maximum stamina every other rank. Thus, many lower to mid ranking players have the potential to chain Rank Ups and effectively never need to restore stamina via Magic Stones.

Thus, by having a card that can augment experience gained, one can better choose when to rank up or chain them as needed.

Before Saline, players had to rely on Ganesha to bolster Rank Experience by 1.5x per leader which is still viable, but using Saline will often be preferred.

The following combinations display the bonus rank experience gained by variuos leader pairings:

  • 1 Ganesha = 1.5x
  • 1 Saline = 1.8x
  • 2 Ganesha = 2.25x
  • 1 Ganesha + 1 Saline = 2.7x
  • 2 Saline = 3.24x

As one can see, the bonus Experience quickly ramps up when Salines are used and this can drastically reduce the number of runs to rank up.

For example, an Experience of a Lifetime run with double Ganesha yields 450,000 EXP (200,000 * 2.25) whereas dual Saline will provide 648,000 EXP:

On the other hand, using your Ganesha with a friend’s Saline will provide 540,000 EXP.

Another beneficial aspect to using Saline over Ganesha is the 2x ATK provided. While this only results in 4x ATK, it may help those who lack leader swapping actives like Macha . With that being said, players who wish to tap into Saline’s true potential will require rarer inherits/subs in order to leader swap and clear content in the most time efficient manner possible.

One final note to keep in mind is that blindly running for Rank Experience can actually be detrimental to lower ranking players. This is because they could potentially chain rank ups already and by prematuraly Ranking Up, they may be wasting large amounts of Stamina. As such, approach Rank farming with caution as to better avoid wasting precious Stamina.

Killer VDP form

Saline’s evolved form  changes her Leader Skill and awakenings and transforms her into a specialized sub. In this form, Saline’s Leader Skill is far too orb hungry to be viable along with lacking any defensive multipliers but her high damage potential makes her an efficient sub.

Presently speaking, players have a reasonably large access to VDP  cards and the key to using them successfully is having high effective damage against specific spawns as the VDP card is often tasked with dealing the full amount of damage as other cards are voided out. Thus, Saline can be a viable choice provided 2/5 Killers take effect. For example, against a God and Dragon spawn, Saline will have 9x effective damage from her Killers which can be further amplified via Killer Latents. Of course, the main drawback of using Saline in this manner is one is passing up on the bonus EXP form along with having to deal with a 19 turn cooldown that does not provide a VDP board. With that being said, players can use Saline board changer and then a single or double row maker to hit 4 or 7 combos with the 3×3 box.

GFE Tier list

This list reflects a card’s overall usage/viability in the current meta as well as moving forward. Cards are in no particular order within each tier.

Use these rankings as a starting point and not as absolute truth. Highly valued cards only have merit if you have a team to support them so they are somewhat subjective to your own Monster Box.

Regardless of card’s ranking, you should almost always keep the first copy of anything you roll

Godfest Tier List –  September 29, 2018
  3268 3236     3370
 3233 2991 
September 30 – October 1, 2018 Godfest Rankings
Godfest summary

Overall, this Godfest is average overall but the poor rolling rates on 17 GFE should be motivation enough to not roll. While there may be great temptation to roll for the sake of rolling, being patient and saving is usually the best course of action during a regular Godfest.

As mentioned above, there is strong speculation that NA will be blessed with a 7-themed Super Godfest in 1-2 months time (no confirmation, just speculation) which would be an ideal time to spend your Magic Stones along with the renewed DBDC in 2-3 months. NA will be having the Beach REM starting Monday and my review is in the works.

GFE Trading Post

Due to the power of rare Collab cards, having extra copies of 6-star Godfest Exclusives has become vital to progressing through the game. Sadly, gunning purely for 6* GFE is best done during the Super Godfests where the chances of rolling a 6* GFE are significantly higher.

Regardless, the Trading Post/Monster Exchange System makes it highly undesirable to actually sell any 6* GFE as they can instead be traded in for a desirable/rare card.

Pantheon/5* GFE Highlights

With the presence of a Godfest, only 6/7* GFE are Highlighted. As a result, the 6* Pantheon cards now lose their Highlighted rates and drop down to around 0.64% chance which makes them on par with 6* GFE.

This creates an interesting conundrum, during non-Godfest events, the chances of you rolling a 6* Pantheon card are significantly higher but you cannot acquire the GFE.

With this in mind, it is still best to roll in Godfest events as the 6* GFE tend to be stronger overall and you can at least still roll a 6* Pantheon card at the same time.

Rolling rates may change each Godfest so always double check the line up beforehand.

Featured Cards

Some of the available cards alongside the Godfest include the Samurai 2 series along with 5 former 5* GFE:

   Ronove 2993

For the most part, the Samurai 2 series is one of the strongest pantheons in the game. This is because they can function as stellar subs or inherits depending on the evolution path chosen. Sadly, their inclusion should not be justification to roll and the roster of former 5* GFE are some of the worst as none can be made into a Weapon Assist with only Saria .

Collabs vs Godfests

Prior to the REM Renewal, it was quite risky to roll in Collabs as they often left players more disappointed than anything else. However, after seeing various Collab rolling rates, one has a pretty solid chance at acquiring a 7*+ card. Of course you will have to weigh the pros and cons along with examining the lowest rarity rolls from the Collab.

On the bright side, we are now able to utilize the Monster Exchange System to trade in for a desirable card. This was most prominent for acquiring Yusuke  as players did not actually have to roll in it and could simply exchange four 6* GFE/YYH Collab cards.

Sadly, Collabs are starting to shift towards the strongest cards in the game which is unfortunate for newer players as there is simply not enough Magic Stones to go around.

As a result, it has become more valuable for veteran player to roll in Collabs due to the fact that it offers cards you cannot otherwise replicate. On the other hand, newer players will tend to find more merit in regular Godfests as they need to round out their Monster Box before chasing more niche cards.

Thankfully, all players are able to use the Monster Exchange System to trade in for a rare Collab card of their choice.


The upcoming Godfest has an average line up overall with what is presumed to be average rates. While it does feature the newly revamped Ameno and Kami, the approximate 10% rate for any 6/7* GFE is quite depressing.

I personally find it frustrating that GungHo has permanently nerfed Godfests by only including 17 GFE instead of the previous 20-21. This cuts down on the overall rolling rates and somewhat forces players into a savings mode for better events.

With that in mind, NA should be enjoying a Super Godfest and DBDC soon along with the Beach REM starting on Monday (review coming soon).

Let me know what you think about this event in the comments below along with how much you plan on rolling.

Happy Puzzling!

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18 thoughts on “September 30 – October 1 Godfest Review Plus New Ameno & Kami Evolutions”

      1. I have the same question, i just have Yusuke and Dmeta.
        1. Team: Yusuke, odin dra, viper orochi (Hexazeon), tardis, indra
        2. Team: Dmeta, odin dra, myr, durga, kamimusubi


      2. I only have ideal from sgf. my yusuke team is very strong and for dmeta, i honestly dont even know where to start with building a team for her. I have nothing to reduce my health


        1. Dark meta can reduce her own health and with such a large pool, you should be able to manage it accordingly (eg just eat a 40k hit)

          As for only owning Ideal, I would strongly recommend you roll in DBDC as the 5* are amazing


  1. I have also another question, i got today on my yolo try my second gronia, should i sell her, use her on my gronia or vraska team or should i trade her on the beach event?


    1. The two top prize for Beach Collab as leader are 1. Yog and 2. Barbara & Julie.

      Yog is Yog…. you know how it is.
      Barbara & Julie is similar to Vraska in many ways, so if you already have a strong Vraska team… 😛


  2. I don t have a yog, so i could need one 😉
    My vraska team is solid i think. Vraska, odin dragon, Tardis, ragnarok dragon, and gronia. would a second gronia improve my team a lot?


    1. Odin and Ragnarok dragons are solid on Vraska team.
      If you do co-op a lot, SO135 is totally worth it (hits over 40 million easy, balance typing, etc.), and the budget choice can be Acala

      If you do A3 farming a lot, Fujin is the obvious choice…. (if you’re lucky to roll her)

      And I assume you inherit Kuroyuri over Tardis for the recovery?
      Otherwise, Eir with any weapon assist that has Enhanced Heal Orbs would do amazing recovery and hits really hard when the health is below 50%.

      I am not mentioning green Ney because she’s such a rare card… but her active skill and balance typing, gives her an edge over Gronia on Vraska’s team… in my opinion…

      You can always keep your Gronia for skill inherit purpose or future trade in tho…


      1. unfortunately i run more solo than multiplayer, i also don t have fujin, acala or kuoyuri. my choices are oichi, nees, gronia, odin Dra, rag Dra, Tardis, kamimusubi.


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