Full Metal Alchemist Collab Review and Analysis – December 2018

Introduction

The Full Metal Alchemist (FMA) Collab make an exciting return to North America on December 3rd and features Limit Breaking/Super Awakenings for all cards as well as sizable buffs to the 6-star cards. Furthermore, all of the 6-star cards will have the option of being converted into a Weapon Assist to further diversify their value.

Upon the initial release, Edward  stood head and shoulders above the crowd as an end game leader. With his new set of buffs, he is still considered top tier, but not as game breaking upon his debut. Part of the problem with all FMA cards is that a large part of their power comes from Super Awakenings which are disabled in coop mode.

As a whole, the Full Metal Alchemist Collab features high value in all of the 6-star cards (10% Rolling Rate) so there is some merit in rolling with dupes being useful due to the Weapon Assist. With that being said, it may be better to utilize the Monster Exchange System to acquire Edward and ignore the event in order to spend Magic Stones on high value Godfests.

As always, the decision of whether to roll or not to roll will still come down to individual preference and how much you value the cards or franchise.

Video commentary

—video coming soon—

Overview

Full Metal Alchemist REM
 6 Star base
 5 Star base
Full Metal Alchemist Rankings – December 1, 2018
S  
A   
B
C    
D

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 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.

You can read more about Super Awakenings HERE.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist  is present.

This type of evolution is permanent and cannot be reversed; however, during the card’s respective event, it is possible to Monster Exchange them to reverse them back to the original form. Doing this will forfeit all pluses, skill ups, and awakenings.

6 Star base

Edward Elric – S

Active: Change Heart, Jammer, Poison & Mortal Poison orbs to Light orbs. Full HP recovery. Light attribute ATK x3 for 1 turn. (20 turn cooldown)

Leader Skill: All attribute cards ATK x3.5, 35% all damage reduction when HP is greater than 50%. ATK x2 at 4 combos. ATK x1 for each additional combo, up to ATK x4 at 6 combos

Awakenings: Skill Lock Resist Skill Boost Time Extend Time Extend 45 45  Bind Immune Bind Immune
Super Awakenings: 45 Skill Boost 
Weapon Assist:    Imp HP
Worth Monster Exchanging for? 
Yes

Pros
Cons
  • 57.75% Damage reduction
  • 196x ATK
  • Flexible team building
  • Triple 7 Combo 45 via SA
  • Powerful Weapon Assist 
  • Synergistic active
    • Provides Burst + Heal
    • Cooldown reduced via Skill Charge 
  • Can acquire via Monster Exchange
  • More movement time compared to Yusuke 
  • Not enough effective HP to tank Alt Arena hits
  • Damage is crippled when <50% HP
  • Long active CD without Skill Charge 
  • Super Awakenings do not work in coop

Edward is the strongest card in the Full Metal Alchemist Collab due to his amazing leadership potential and high personal damage when used in solo mode.

Three 7 Combos 45 results in 8x personal damage which is incredibly powerful and is further bolstered when using as a leader due to the fact that Edward should always be paired with Edward.

This high personal damage is important to help offset his “average” 196x ATK multiplier; however, it is his 57.75% damage reduction that helps solidify Edward as one of the strongest leaders in Puzzle and Dragons. Damage Reduction is stronger than an equivalent HP multiplier as it can prevent gravity-based attacks including those that exceed 100%.

Whenever Edward’s team is above 50% HP (includes after matching heart orbs), all incoming damage is reduced by 57.75% along with providing a flat ATK boost. This type of HP juggling should be reasonably easy to do as one can layer damage reduction actives over top if required along with healing abilities. With this in mind, it is best to try and prioritize high HP cards for Edward to better abuse his damage reduction.

While high HP cards are important, the most important awakening to consider is 7 Combo as it has the most synergy with his combo-style Leader Skill. Expanding upon this, it is wise to have all colours represented to take advantage of his Skill Charge  to tap into Edward’s powerful Active Skill.

Potential subs include, but not limited to:

  • Ideal 
  • Cottons  
  • Odin Dragon 3264
  • Yusuke 
  • Tachibana 
  • Yuna Yuna
  • Amatsu 
  • Light Ney 
  • Nees 

While all of this is wonderful, Edward is not without faults and his two main issues is having less potency in coop and not enough effective HP in solo mode to tank all Alt. Arena preemptives (some exceptions will apply). This can be quite annoying as one will lose out on the additional 7 Combo in coop but must rely on a Shield to survive Goemon in solo.

Finally, the 20 turn cooldown can be seen as problematic if the additional haste from Skill Charge is not triggered.

 Weapon Assist form

Like all of the other 6-star cards in the Full Metal Alchemist Collab, Edward has also received a new Weapon Assist form. Amusingly, it is best inherited on himself as it will provide him with more HP along with damage when above 80%.

Players should not convert Edward to a Weapon Assist form unless they own multiple copies

Worth Monster Exchanging for?

Edward is a top tier leader with relatively gentle team building requirements. Pre-buff, he was able to solo all content in the game and at this point in time, that statement still holds true.

Thus, Edward will be worth Monster Exchanging for if players are able to assemble a reasonable team for him while also lacking other end game leaders.

Another selling point of Edward is that he only requires four 6-star GFE to acquire unlike the DBDC cards.


Alphonse Elric – A

Active: 50% damage reduction for 1 turn. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. (10 turn cooldown)

Leader Skill: Light attribute cards ATK x5. All attribute cards ATK x3, RCV x3 when attacking with 4 of following orb types: Fire, Water, Wood, Light & Dark

Awakenings: Skill Boost Skill Boost Time Extend Time Extend Skill Lock Resist 45  Bind Immune Bind Immune
Super Awakenings: 45  
Weapon Assist:   Blind Resist Blind Resist Blind Resist Imp HP
Worth Monster Exchanging for?
No

Pros
Cons
  • Does a bit of everything
    • 7 Combo 45
    • FUA 
    • Shield + Board change
  • Heavily weighted towards HP
  • Second 7 Combo only occurs in solo
  • Cottons tend to be better FUA subs
  • Does not excel in anything
  • Okay Weapon Assist

Alphonse Elric is another 6-star base card from the Full Metal Alchemist Collab and while he has reasonable potential, he will be overshadowed by stronger cards as he is a somewhat of a Jack of All Trades but master of none.

Alphonse owns a Dark Kali  style active skill that comes with a 50% damage reduction component. Overall, this is a reasonable active skill as it fulfills both a board changer that produces hearts and a damage reduction component. Unfortunately, the full rainbow board does not guarantee 5 hearts for a column to trigger FUA   which can be problematic.

In regards to his awakenings, Alphonese has a bit of everything and does become more potent with his second 7 Combo 45 Super Awakening but may fall flat compared to other options, especially if used in coop.

On the bright side, Alphonse is a modest Leader (still overshadowed by Edward) with his latest buff as he is able to form a 225x ATK / 9x RCV rainbow team. This is reasonably strong, but the 9x RCV is overkill and he lacks an ideal pairing as most other rainbow leaders are not Light-based.

 Weapon Assist

Alphonse’s Weapon Assist evolution is able to provide 60% Blind Resistance which can be invaluable for certain scenarios; however, it is still relatively niche.

While there is a Monster Hunter 5-star card who can also replicate this type of Weapon Assist, Alphonse can still be valuable as it is uncertain when Monster Hunter will return. With that being said, converting your only Alphonse into a Weapon form may be unwise as he is still a potent sub.


 Roy Mustang – A

Active: Change  Wood & Dark orbs to Fire orbs. Enhance Fire orbs. +6% per orb. Reduces cooldown of other skills by 1 turn (9 turn cooldown)

Leader Skill: All attribute cards ATK x3, RCV x3 when reaching Fire & Fire combos. All attribute cards ATK x4, 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: Enhnaced Fire Orb Enhnaced Fire Orb Skill Lock Resist Skill Boost Enhnaced Fire Orb  Blind Resist Blind Resist Blind Resist
Super Awakenings:   
Weapon Assist:    Imp ATK
Worth Monster Exchanging for?
No

Pros
Cons
  • Cloud Resist  Weapon Assist
  • Leader Skill now scales with any 5+ match
    • Always have access to 43.75% damage reduction
  • No personal damage awakenings
    • Low value as a sub
    • Lower damage as a leader
  • Requires 2 Fire combos

Roy Mustang has been dramatically improved through his Leader Skill buff and Weapon Assist evolution; however, he still lacks true viability in today’s meta.

As a leader, he is able to trigger some damage and 43.75% damage reduction with any 5 connected match. This is similar to Madoo  but is inferior due to the fact that he must match 2 Fire combos to activate the full multiplier and RCV component. As such, it would be hard to justify using Roy as a leader while also considering he is vulnerable to binds without his Super Awakening.

On the other hand, it is his new Weapon Assist evolution that may be his primary use.

 Weapon Assist

Roy Mustang’s Weapon Assist is quite powerful as he is able to provide a Cloud Resist  awakening and becomes the second card to do so after Jhoira’s  Weapon Assist. While this is still a relatively niche mechanic, this is the only true counter as one cannot refresh the board or lock orbs etc. to overcome.

Furthermore, by being a Weapon Assist, the Cloud Resist will be active through both Coop and Solo mode which can be invaluable for farming specific dungeons.


King Bradley – S

Active: Deal 150000 damage to 1 enemy for 5 times. Ignore enemy element and defense. +2 Combos for 1 turn. (10 turn cooldown)

Leader Skill: Change the board to 7×6 size. Dark attribute cards HP x1.5, ATK x1.5. All attribute cards ATK x3 when reaching 2 set of Dark combos. ATK x1 for each additional combo, up to ATK x5 when reaching 4 combos

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend  45 Bind Immune Bind Immune
Super Awakenings: 45  
Weapon Assist:  Time Extend Poison resist Poison resist Poison resist Imp ATK
Worth Monster Exchanging for?
No

Pros
Cons
  • 150,000 True Damage x5
    • Slides under Sopdet
    • Can kill multiple High DEF, low HP spawns
  • +2 Combo count
  • Weapon Assist form
    • 60% Poison Resist
    • 1 TE Time Extend
  • Almost exclusively used for Weapon Assist
  • Lower value if players own Rathian 

King Bradley was a pseudo meme upon his debut as his active skill is able to deal 150,000 True Damage to an enemy 5 times (will switch to a different target if first one dies).

This may seem strange at first as you are only dealing 750,000 total damage which falls short compared to other button options such as Grimjow 3363 (who only have a single animation, not 5) but the True Damage and staggered nature leads to interesting advantages.

True Damage means the damage is not altered by defense so you are able to deal 750,000 damage every single time. However, by having each strike only deal 150,000 damage five times enables King Bradley to sneak under various absorption shields. For example, Sopdet will absorb any hit exceeding 200,000 and by hitting for 150,000 damage prevents the absorption from occurring and can make for an easier time when facing her. This can naturally be applied to any lower threshold absorption spawn.

Sadly, with the relative abundance of Fujin 3414 style actives, the true need for this type of damage is diminished. As such, it may be hard to justify using King Bradley as it is not a guaranteed kill. Furthermore, it will take 3 Bradley actives to kill a single Sopdet. Another interesting aspect is you can kill Parvati and dodge her Jammer making resolve but this is bordering on luxury.

On the other hand, the +2 Combo Count can be valuable when one needs to hit a specific threshold or are using 3×3 Boxes to trigger VDP .

With all that being said, King Bradley has become a super star through his Weapon Assist form and will almost always be converted into this form.

 Weapon Assist

King Bradley’s Weapon Assist form is the strongest in the Full Metal Alchemist event as it is able to provide 60% Poison Resist along with a single Time Extend Time Extend. Granted this is similar to Rathian , the Time Extend and Dark typing can be beneficial along with the uncertainty of Monster Hunter returning any time soon.

Most notably, King Bradley’s Weapon Assist can be used on Dark Metatron Teams  as it will transfer stats along with granting precious movement time. Generally speaking, Dark Metatron teams lack movement time so gaining an extra 0.5 seconds (or 1 second with dual inherits) can be invaluable.

The reason why Poison resist is so important is because it can directly counter one of the more lethal mechanics in the game and essentially trivialize what are normally dangerous encounters. As such, having as close to 100% resistance is invaluable in end game content.


5 star base

For the most part, the 5-star cards are lackluster as a subs as they simply lack the stats or awakenings to compete with other options. As such, they will mostly be used as niche inherits.

Winry Rockbell – C

Active: Heal for 30% of max HP every turn for 4 turns. 30% damage reduction for 4 turns. (14 turn cooldown)

Leader Skill: Healer & Machine type cards HP x1.5, ATK x2. All attribute cards ATK x2, RCV x2 on the turn a skill is used.

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

Pros
Cons
  • Unique twist on sustain
  • Healing + Damage reduction can provide more effective health
  • 4 turns is too short to loop as a system
    • 14 turn cooldown
  • Kuroyuri  exists

Winry Rockbell has a truly interesting active skill as it provides 30% max HP heal every turn for 4 turns along with 30% damage reduction for 4 turns. Together, she does provide a unique twist on sustain, but the 14 turn cooldown makes it impossible to loop with two of them unlike the Kuroyuri  system.

It is important to note that the healing functions like an autoheal awakening. Thus, HP-sensitive teams will not receive their full multiplier if they have their health pushed above afterwards but will apply for the damage reduction component of Edward’s Leader Skill.

Either way, it is something to be considered in niche situations but unfortunately it is a situaltional active skill overall and hard to justify using Winry over other shielding options.

Riza Hawkeye – B

Active: Deal 40 damage to 1 enemy for 5 times. Ignore enemy element and defense. Awoken Bind recovery for 5 turns. (7 turn cooldown)

Leader Skill: ATK x2.5 at 5 combos. ATK x0.5 for each additional combo, up to ATK x3.5 at 7 combos. Matched attribute ATK x2 when matching exactly 5 connected orbs with at least 1 enhanced orb

Awakenings: Dark Reduction Dark Reduction Skill Lock Resist Skill Boost  
Super Awakenings:   

Pros
Cons
  • 5 turn inheritable Awoken Bind clear
  • 40 True Damage 5x
    • Can slide under certain thresholds
  • Odin Dragon 3264 is “Farmable”
    and default option for Awoken Bind Clear

Riza Hawkeye returns to the Full Metal Alchemist Collab with a revamped active skill that improves her viability as an inherit.

Riza is able to clear 5 turns of Awoken Binds on a 7 turn cooldown. This can be useful in certain scenarios but has more value for players who lack an Odin Dragon 3264.

For the most part, Odin Dragon is the best bind/awoken bind clearing option and is technically farmable as he requires 300,000 Monster Points. With that being said, Odin Dragon cannot be inherited and may not be useful as a sub on all teams. Thus, Riza can fulfill the awoken bind clearing role for certain teams.

In regards to the True Damage component of Riza, it is unique and functions like King Bradely in that the damage is dealt through 5 different animations which means the 40 damage can slide under certain Voids such as Zeal or Dark Metatron Tamadra. Furthermore, the 5 hits can kill 5 different high DEF, low HP spawns. The only drawback of this multi-kill aspect is it has a longer animation time compared to an area of effect button.

Maes Hughes – C

Active: Removes lock status on orbs. +1 combo count for 1 turn. (6 turn cooldown)

Leader Skill: Balanced type cards ATK x4. Increases time limit of orb movement by 2 seconds.

Awakenings: Wood Row Wood Row Skill Lock Resist Skill Lock Resist Skill Lock Resist Skill Boost
Super Awakenings:    

Pros
Cons
  • Removes Locked orbs
  • +1 Combo count
  • 3 SBR Skill Lock Resist (60% Resist)
  • Niche value on Wood row farming teams

Maes Hughes comes with an orb unlock and +1 combo count for 1 turn on a 6 turn cooldown. This is sadly a low value active for both the small perks and mediocre cooldown. While each component can have some merit, neither are particularly powerful and you will often have better options available. With that being said, it may have merit against spawns where the board must be unlocked and then have a VDP formed as the extra combo can ensure 7 Combos are met after using a bi-colour board.

On the other hand, his 3 SBR Skill Lock Resist may have some value, but again you probably have stronger options available. With that being said, Maes has some potential on Liu Bei  teams for both the unlock, wood rows Wood Row,  and SBR.

Overall, Maes Hughes may feel like a Hughes waste of 5 Magic Stones.

Alex Louis Armstrong – D

Active: Increase skyfall chance of enhanced orb by 50% for 3 turns. Change Jammer, Poison & Mortal Poison orbs to Light orbs. (3 turn cooldown)

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

Awakenings: +light orb +light orb Skill Lock Resist Skill Boost  
Super Awakenings:    45

Pros
Cons
  • Funky mustache
  • Sexy poses
  • Does not do much

Alex Louis Armstrong may workout and have more hair on his face than head, but neither can compensate for his niche kit. His active skill enables you to convert all hazards into Light orbs along with 3 turns of 50% skyfall chance for enhanced orbs which does have 100% uptime if used as a sub.

Sadly, both these components are middling and hard to use well as you must actually have Jammer or Poison orbs present for the orb changer and having a +50% increased chance for enhanced orbs only plays well if you can capitalize on Heart orbs for the healing boost which is often redundant when using cards with several Enhanced Heal Orb +heart awakenings.

Scar – A

Active: Reduce enemies’ defense to 0 for 3 turns. Effects carry forward on sweep. Inflict Dark nuke damage equal to team Dark ATK x50 to all enemies (15 turn cooldown)

Leader Skill: Dark  attribute cards HP x1.5, ATK x3. ATK x2 when simultaneously clearing 6 connected Dark orbs.

Awakenings: Dark row Dark row Jammer Resist Skill Boost Skill Boost 
Super Awakenings:  Skill Boost  

Pros
Cons
  • Active is now 15 turn CD
  • 100% DEF break for 3 turns
  • 50x team Dark ATK nuke to all enemies
  • Button farming is not for everyone
  • Requires high ATK Dark cards

Scar received one of the largest buffs in the Full Metal Alchemist Collab as his active skill is now on a 15 turn cooldown (down from 24). This is a huge improvement and enables Scar to be efficiently inherited across a team in coop for wonderful Buttoning.

Scar’s active is able to deal 50x total of the team’s Dark ATK which can be amplified via Coop Boost Multiplayer Bonus awakenings. Furthermore, the ability to hit all enemies at once can be invaluable along with being able to reduce all DEF to 0 for 3 turns.

Being able to reduce DEF to 0 for 3 turns is unique as all other DEF breaks only last a single turn which is often removed by entering the next floor and the boss talking to you. Thus, with the 3 turn window, a talking encounter will reduce the number of turns, but it will still be effective for at least 3 floors (the effect is immediately cancelled when encountering a Status Void mechanic).

Perhaps the only real downside of Scar is that Button farming is mostly done in coop and may not be practical for the average player. Just be aware the Button farming is more time efficient so it is not technically needed for the average player.

Ling Yao – C

Active: 100% damage reduction for 1 turn. Wood & Dark attribute cards ATK x2 for 1 turn (18 turn cooldown)

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

Awakenings: Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Skill Boost Devil killer
Super Awakenings:  Devil killer 45 

Pros
Cons
  • 100% damage reduction
    • Survives any attack that does not dispell
  • 2 Devil Killers Devil killer with SA
  • 18 turn cooldown
  • 1 turn of safety is usually not worth 18 turns
  • Better Devil Killing options exist

Ling Yao is the final card in the Full Metal Alchemist Collab and is mediocre at best. He is able to provide 100% damage reduction for a single turn which will guarantee players live provided the boss does not dispell buffs. With that being said, 18 turns is a tremendously long time and is somewhat overkill for only a single turn of safety. Often times, one is able to use a 50 or 75% damage reduction shield to survive which are almost always on a shorter cooldown.

As such, it may be hard to justify using Ling Yao as an inherit but he does have some sub potential through his second Devil Killer Devil killer Super Awakening. Unfortunately, many better options exist such as Shazel  from the DBDC event who will retain all 3 Devil Killers in coop mode.

Conclusion

The Full Metal Alchemist Collab has been dramatically improved as all of the 6-star cards are now able to assume Weapon Assist forms as well as being able to be Limit Broken/Super Awoken. This 10% chance does give players more hope, but it may be simply better to use the Monster Exchange system to get Edward  to save stones for a stronger future event.

Let me know what you think about the Full Metal Alchemist Collab and how much you plan on rolling.

Happy Puzzling!

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32 thoughts on “Full Metal Alchemist Collab Review and Analysis – December 2018”

  1. Thank you for taking the time to post this information! Very helpful!

    Since you are very knowledge, I was hoping to seek your opinion on this upcoming banner. I have Dmeta, and other great leads. I do not, however, own a yusuke or edward. I have enough monsters to maybe do 1 exchange (depending on requirements of course). In your opinion… if you had to choose and had ideal subs for both: 1) Trade for edward (knowing yusuke may or may not come back) 2) Wait for yusuke (hoping it arrives again sometime soon).

    Thank you again for your time! Appreciate all your insight on here!

    Like

  2. Great post! Now the million question is… is it Ed worth rolling or trade if we already have Yusuke (considering already have ideal subs)? Or better save stones and GFEs to trade for Dmeta (and yes already have izanagi, planar & izanagi for subs).

    Like

    1. If you already own Yusuke, the need to own Ed goes down. With that being said, if you cannot field that great of Yusuke team but Edward is easier (eg can use things like Light Ney) it may be worth trading

      Like

  3. For those interested in the Ed vs Yusuke question, I have both and personally find Ed to be way more fun. His buffs kick him up even more. I run Ed with Yusuke as a sub pretty often, but rarely play Yusuke. Ed’s one of my go-to leads for A3.

    Anyway, both are good, but Ed just plays so smooth; if you trade for him, I suspect you won’t regret it.

    Liked by 1 person

    1. Thanks for reply! That is what I am getting at. Yusuke is also a great sub! If you had to choose between ed or yu…. which is more worth. Ed may be more fun as a lead, and you still use yusuke on that team. Yusuke may be more beneficial overall since he is versatile. That what we looking to confirm. 1 or the other. Expect we don’t know when or if it coming back 🙂 Thanks again for the insight!

      Like

  4. Uhh… Armstrong is definitely too low on that list… He is comparable to ronove now that hes a 3 turn hazard remover, and if you wanted, can grant enhanced skyfall for 3 turns on a 3CD cooldown making it enhanced skyfall every turn. Not to mention his SA is 7c, which makes him deal more damage than ronove.

    Like

  5. I ask myself: do I need Edward when I have Reeche? Ok Edward is way easier to play. Shield is always on, no rainbow really needed.
    But he looks just like some luxury, some kind of upgrade.

    Like

  6. Hi. I had a quick question about the trade/exchange system for this collab. From what I understand, you could farm the FMA Collab dungeon and get the drops for Edward’s Cloak, Bradley’s Sabers, Winry’s Wrench etc. And then you could take four of these drops and in the monster exchange section trade in for, say, Edward’s Cloak. Now at first glance, I thought the card you trade in to get an Edward Elric card was the Edward’s Cloak but upon closer inspection it’s actually the Flamel’s Cross which is the weapon evo of Edward Elric. So I am a bit confused when you say the best bet for this collab is to “exchange for a top tier leader” unless you meant like exchange 4 GFE for Edward.

    Like

  7. Can someone plz help me to make the decision…? I wasted about 90 stones on my main and rolled not even a single 6-star on the FMA machine…(my two alts got Edward without trouble…) So I have to go with trading QAQ
    The first 3 monsters I have no problem giving up with, but for the last one I am struggling between Scheat and Fenrir Viz.
    For the water team, I have Mega Ryune, Mega Blonia and Ameno, but never used Scheat unless doing a Zeus Verse team (and I rarely run water teams any way).
    For the light team, I have Yusuke which I do use often. Fenrir Viz can fit in somehow for its low cd and double god killers.
    The question is, I just want Edward since he’s good to have, should I trade with Scheat or Fenrir Viz? Thanks in advance!!

    Like

    1. My 2 cents:
      Depends on your monster box.
      If you need to fill a slot in your yusuke team then go for fenrir, but there are better subs to run. Fenrir is IMAO too situational.
      If you have a BJ team, scheat is a good sub with high TPA dmg and an interesting active (no fire remove).
      As you said scheat is nice for a zeus verse team too.
      To sum up:
      Fenrir if no better sub for yusuke as it seems your usual leader
      Scheat otherwise

      Like

      1. Thanks for replying me!
        I actually run L. Ideal for most of the time, Yusuke is mostly for some hard dungeons that needs HP. I was not sure about Fenrir because I’ve seen a few videos using it for some hard dungeons. And I think it is just for it’s low cd and being light, although I also have multiple Tardis if just need low cd…
        So I guess Fenrir is not that useful then, unless they decided to give it a powerful Mega revolution then I’ll cry…
        And for Scheat, my main doesn’t have BJ, which is why I’ve only used her on the Zeus Verse team and she’s always on the “Can be used for trading” list lol

        Like

        1. Well if you don’t have BJ (the only nowadays meta scheat can fit), then keep Fenrir. I don’t think scheat deserves to be kept only for zeus verse.
          Whatever you trade, Ed won’t disappoint you.

          Like

          1. Yeah my main has really bad luck at rolling I guess…Any way, I’ve traded for Ed with Scheat! Finally all my 3 accounts have Edward…I wouldn’t regret for that. Just hope for the PCGF I can get at least some tradable ones…Thanks for your advice!! Helped me to make the decision!

            Like

  8. BTW, just used Ed for the first time…I haven’t realized how powerful he is.
    Cleared A3 for my very first run with OHKO almost every floor. (Haven’t tried with my usual leader as I was afraid of radar dragons…)
    Gaia dragon was swipped with incredible ease.
    My team:
    Ed
    L.Ideal
    H.Cotton
    Yusuke
    B.Fujin
    (Ok, know what you think….so whale 😀 )

    TL;DR: Ed is awesome and noob friendly. Just get it. No debate.

    Like

  9. So, I have some great leaders (Beach B&J, Yusuke at the top) but am considering trading for Ed. I have 3 Dantelions that I have never used, along with 2 Sherias Roots, Blonia, Gronia, Paimon, 2 Skulds (one is vital but I don’t see a use for a duplicate), and I just rolled Roy Mustang. Do you think he’s worth it?

    Definitely thinking of dumping the Dantalions plus one other.

    Thanks.

    Like

    1. I would keep at least 1 dantalion as we do not now what will happen with his future evo

      With that in mind, I would trade

      2 Dantalion
      1 Skuld
      1 Sherias Roots

      That way you are only using dupes and do not run the risk of losing a card who may become valuable in the future

      Like

  10. I would keep the 2 sherias cause changing orb and lock them can be useful for spinners.
    I will trade the dantalion and 1 skuld if I were you.
    But this need to be applied to your monster box even if keeping the sonia seems a good idea since their 2 color board and their leader abilities can be useful.

    Like

  11. Hello all,
    I would like to hear your opinion about a monster exchange possibility.

    At FMA revamp i rolled 6 times trying to get Edward but wasn’t lucky enough (and now i have 0 stones haha). But i have a considerable monster box along with some great leaders (DMeta, Reeche, etc). I wanted to know what you think about a monster exchange i’m thinking about: 1 Macha, 2 Gremorys and 1 Rodin for Edward.

    Do you think it’s worth?

    Thanks

    Like

  12. Rolled King Bradley, Scar, Alphonso, and stopped at Scar. KB & Alphonso are my second ones along with trading for a second Edward with what I got from the previous Godfest that weren’t tradeable for DBDC Collab. Should I evolve my second stuff to equipments or do it if I get a third of each?

    Like

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