Heroine REM Review and Analysis – December 2018

Introduction

This Boxing Day, North America will be blessed with yet another 10-Stone Egg Machine through the Fest Exclusive Heroine series. While it may feel frustrating to constantly be bombarded by 10-Stone events, one has to remember that Heroine was one of the original events that featured a higher Stone cost so this should not come as any surprise.

As a whole, the Heroine series is one of the higher-value events due to the fact that many of the cards provide wonderful value but does fall short compared to Dragonbound & Dragon Caller (DBDC) due to the fact that DBDC has stronger cards at the bottom rarity. With that being said, Heroine is home to some invaluable cards that are hard to replicate elsewhere. Thus, it is worth rolling assuming one is missing many of the lower rarity cards with Mel  being a key card to own.

This article will summarize each card’s strengths and weaknesses to give players a better understanding of what each card can do for their Monster Box.

Video commentary

—video coming soon—

Overview

Heroine REM Rarities
 7 Star base 3274   
 6 Star base        
 5 Star base      
Heroine REM Rankings – December 21, 2018
S 3274  
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.

7 Star base

 Ilmina – S

Active: 100,000 True damage to all enemies. Change all orbs to Fire & Light (13 turn cooldown)

Leader Skill: All attribute cards ATK x7, 25% all damage reduction when attacking with Light and Fire combos at the same time. Change the board to 7×6 size. Devil type cards HP x1.5, ATK x1.5.

Awakenings: Skill Boost Skill Boost Skill Lock Resist  Dark Reduction Dark Reduction Dark Reduction 45 
Super Awakenings:  

3274 Ilmina

Active: 100,000 True damage to all enemies. Change all orbs to Fire & Light (13 turn cooldown)

Leader Skill: All attribute cards ATK x7, RCV x2 when reaching Fire & Light combos. Change the board to 7×6 size. Devil type cards HP x1.5, ATK x1.5.

Awakenings: Skill Boost Skill Boost Skill Boost Skill Boost  37 God Killer Dragon Killer 
Super Awakenings:  

Pros
Cons
  • Powerful active
    • Bicolour
    • 100,000 True Damage
  •  VDP Super Awakening
  • Two flexible forms
  • 3 Killers
  • Powerful 7×6 Leader Skill
  • Massive weighted stats
  • One of the best Ranking Dungeon leaders
  • Floof
  • Your Wallet will not like you
  • Active does not produce hearts
  • Killers can hinder damage control

Ilmina is one of the few Heroine cards that have two distinct evolutions that grant her additional flexibility without sacrificing any power. However, both evolutions share the same active skill, Super Awakenings, and ability to form a 7×6 board.

Ilmina’s active skill is amazing for farming, ranking dungeons, and for teams that rely on Fire and Light orbs. While it can be seen a modest drawback that she does not produce hearts this should be taken in stride as 2 elements makes her one of the best board changers for Ranking Dungeons. This is because it is far easier to quickly match 2 elements and the 100,000 True Damage can be used to execute the previous floor. Thus, Ilmina can solve 2 floors by herself.

In regards to her Super Awakenings, it comes down to either using Bind Immunity +  or Void Damage Penetration . With Bind Immunity +, Ilmina is able to function as a much stronger leader  that is less reliant on Leader swapping due to her recent buff. On the other hand, the Void Damage Penetration may be better for general usage if using her in her Fire form to take advantage of her 3 Killers. Furthermore, her base active has synergy for forming a 3×3 box of orbs.

Void Damage Penetration requires a 3×3 box of orbs (9 in total) but will enable the owning card to ignore Damage Void mechanics and is responsible for killing a spawn on their own. Thus, they do require either burst actives or Killers/7 Combos 45 to deal sufficient damage. Thankfully, Red Ilmina has access to three unique Killers which helps bolster her own personal damage.

Overall, Ilmina is an amazingly powerful card to own and duplicates are always welcomed. One thing to keep in mind is that one does not technically need to own Ilmina as players can pair with a friend to enjoy the 7×6 aspect.


Uruka – A

Active: Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Ignores enemy damage absorb effects for 1 turn (24 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x7, 25% all damage reduction when attacking with Fire, Water, Wood, Dark & Heart orb types at the same time.

Awakenings:  Bind Clear awakening Time Extend Time Extend Skill Boost Skill Boost Skill Lock Resist 45 
Super Awakenings: TPA  45

Uruka

Active: Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Ignores enemy damage absorb effects for 1 turn (24 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x7, RCV x2 when attacking with Fire, Water, Wood, Dark & Heart orb types at the same time.

Awakenings:  Time Extend Time Extend Skill Boost Skill Boost Skill Lock Resist TPA TPA 
Super Awakenings: TPA  45

Pros
Cons
  • Perky butt
  • Blue form is stronger
  • Fujin  style active
  • Dark Kali  board
  • Can gain Skill Charge
  • Can gain a second 7c 45
  • Bind Immune
  • Recover bind Bind Clear awakening awakening
  • Long base cooldown (fixed by )
    • Harder to inherit
  • Is starting to be outclassed by other options
  • Super Awakenings do not function in coop

Despite Uruka having 2 different evolutions, her blue one is superior in nearly every way. Blue gains more health along with the prized 7 Combo 45 awakening. As such, you are somewhat forced into going for her Blue form but regardless of which evolution you prefer, both feature the same perky butt.

Uruka has always viable, but is starting to fall behind other current options due to the fact that she does not offer much personal damage without her Super Awakenings which only function in solo mode.

In regards to her Super Awakenings, if you pursue the Skill Charge  route, she will be able to charge up her active at a significantly faster rate and makes her akin to Zinogre . Unfortunately, not everyone uses a Rainbow team so the Skill Charge may be impractical. As such, the second 7 Combo 45 helps propel her damage to significantly higher levels but still leaves her at only 4x personal damage in solo.

Regardless, Uruka’s main appeal is her active skill that combines a Fujin  absorption void along with a Dark Kali  board on a 24 cooldown. This is important because the secondary effect still has merits for combo-based teams or those that rely on rainbow activation. This helps ensure that there is still some value in the active if an absorption spawn did not appear.

Overall, Uruka is a wonderful card to roll as she can be used across a wide variety of teams along with potentially providing you with access to your first Damage Absorb Void active.


Planar – S

Active: +3 combo count for 1 turn. Change all orbs to Fire, Dark & Heart orbs (19 turn CD)

Leader Skill: ATK x2.5, RCV x2.5 when reaching 6 combos. ATK x3 for clearing each Dark or Fire orbs in a cross formation.

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

Planar

Active: +3 combo count for 1 turn. Change all orbs to Fire, Dark & Heart orbs (19 turn CD)

Leader Skill: All attribute cards ATK x3.5, 25% all damage reduction when attacking with 6+ Fire & Dark orbs at the same time. All attribute cards ATK x4, 25% all damage reduction when attacking with Heart and Heart combos at the same time.

Awakenings:  Skill Lock Resist   Fire Row Fire Row Dark row Dark row 
Super Awakenings: 45  

Pros
Cons
  • Two distinct evolutions
    • Dark is superior
  • +3 combo count active
  • Tri-elemental board changer
  • God Typing
    • Arguably best FUA   Dark Metatron Sub
    • Generous Time Extend
  • Huge weighted stats
  • Long base cooldown
  • +3 combo is somewhat redudant
  • Leader Skills are orb hungry

Upon her release, Planar was considered a middling card due to the fact that she had no Super Awakenings along with the inability to optimally it on any current team. Fast forward to the release of Mega Awoken Dark Metatron  and Planar’s Super Awakenings has given new life into this older card.

As a whole, Dark Metatron teams lack Time Extend Time Extend due to the fact that her more optimal subs have few/none. While one can argue that with enough Puzzling skills this can be overcome, it is still nicer to have additional movement time, especially when columns or boxes have to be made. Furthermore, Planar is not sacrificing much utility or damage as she has naturally has Follow Up Attack  along with massive weighted stats. These factors all help Dark Metatron teams function along with Planar’s active skill providing additional value.

Being able to generate a tri-elemental board with Hearts is valuable for combo based teams as they are able to match a column of hearts to trigger FUA  or heal along with dealing meaningful damage. Taking this one step further is Planar’s +3 Combo count aspect. While this may feel excessive, it essentially guarantees activation of 7 or more Combos for FUA or VDP boards.

As a whole, Planar has gained newfound value due to the release of Dark Metatron.


 Cherun – B (New)

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (13 turn CD)

Leader Skill:  5x ATK when matching 6 or more connected Fire, Wood, Light, Dark, Heal, Jammer, Poison, Mortal Poison or Bomb orbs; 4x ATK and reduce damage taken by 25% when matching 5 or more connected Water orbs

Awakenings: Bind Immune Bind Immune Skill Lock Resist   Water Row Water Row  
Super Awakenings: –

Cherun

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (13 turn CD)

Leader Skill: [No skyfall]; 10x ATK when there are 6 or fewer orbs remaining; 3x ATK for each cross of 5 Water orbs

Awakenings: Bind Immune Bind Immune Skill Lock Resist      
Super Awakenings: –

Pros
Cons
  • Powerful active skill
    • Bicolour with Hearts
    • +1 Combo
    • Unlock
  • 2 distinct evolutions
  • Both forms are average leaders
    • Lacks consistency or durability
  • Active does not synergize with many leaders
    • Cannot activate off Hearts + Water
  • Lacks personal damage

Cherun is the new 7-star card to be released in the Heroine Rare Egg Machine and is unfortunately lackluster compared to the other top rarity cards. The main reason for this is a lack of synergy through her active skill for most teams as they cannot activate from Water and Hearts along with her having no personal damage and an inconsistent Leader Skill.

Presently speaking, the strongest Water leader is Beach Barbara & Julie  who must have Water and Fire orbs to activate which makes Cherun and inappropriate sub or inherit. On the other hand, Cherun’s active can work for Ryune  teams. While Ryune is less potent compared to Beach Barbara & Julie, she is still able to clear end game content, albeit slowly. Sadly, it would be redundant to run Cherun as a sub due to the fact that the Combo  awakening has a cap of 3 orbs on the board (two Ryune + Cherun has 4 awakenings) which makes it somewhat go to waste along with Cherun providing little or no offensive awakenings.

Despite the fact that Ryune is a row-based team, the lions share of the damage still comes from cards with multiple 7 Combo 45 awakenings as Ryune already comes with 4 Rows Water Row. Thus, Cherun will only be providing Time Extend (which Ryune already does) and more health which is somewhat redundant.

Moving beyond her sub/inherit potential, Cherun has two interesting Leader Skills. In her base form, she is able to provide 400x ATK / 43.75% Damage Reduction when matching 6 connected orbs and 5 connected Water. This dual aspect clause can lead to some inconsistencies as the connected Water is required for the Damage Reduction which makes stalling challenging.

On the other hand, her evolved form is a glass cannon leader that must match Water Crosses and leave 6 or fewer orbs on the board while having no defensive multiplier. Both mechanics require a certain degree of puzzling skills and will be plagued by inconsistencies and the inability to withstand incoming damage.

6 Star base

Meridionalis – B

Active: Change Dark & Heart orbs to Water orbs. +2 combo count for 1 turn (12 turn CD)

Leader Skill: No skyfall matches. Water attribute cards ATK x2.5, RCV x2.5. ATK x3 when simultaneously clearing 6 connected Water orbs. ATK x0.5 for each additional orb, up to ATK x4.5 at 9 connected orb.

Awakenings: Water Row Water Row Water Row Water Row Water Row Skill Boost Water Row Time Extend
Super Awakenings:   

Pros
Cons
  • Damage control
    • No skyfalls
  • Burst potential
  • Efficient farming
  • Synergistic active
  • 6.25x RCV
  • +2 combo count active
  • Can pair with Ryune  as a traditional leader
  • Outclassed as a traditional leader
    • Relies on coop
    • Orb hungry
  • Farming team requires Toshiros Toshiro or Machine Noah
  • No SBR Skill Lock Resist
  • Poor Super Awakenings
    • Don’t work in coop
  • Double Ryune  is more consistent

Meridionalis was at one point the strongest leader I had in my box and enabled me to farm Arena 3 and Colosseum somewhat effortlessly over 2 years ago. Despite the fact that newer and flashier leads have emerged, Meridionalis can still clear those same dungeons, just not as quickly.

Current top-tier leaders are able to waltz through those dungeons much faster (and safer, especially in solo) due to being less orb hungry and more durable. Even though Meridionalis has a 6.25x RCV multiplier, it does little good if you cannot survive an incoming attack and is one reason why she somewhat hinges on coop game play if used as a traditional leader. This modest dependency on coop prevents using her lackluster Super Awakenings so it is perhaps not too big of a loss there. With that being said, players who do not own Ryune  are able to pair their Meridionalis with a friend to take advantage of the bolstered health. While the 2x HP is not enough to tank the largest preemptives in the game, the 2.5x RCV helps alleviate the need to run Mel  or other RCV boosting subs.

On the other hand, Meridionalis is still a favourable farming leader due to her strong burst damage combined with a no Skyfall clause. This usually results in ample usage of Toshiro Toshiro or Machine Noahs for full board Water swipes. The main downside is that Meridionalis has less accesible full boards compared to Wood Row teams as Zeus Dios is much easier to acquire.


Julie – C

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. 50% damage reduction for 1 turn (11 turn CD)

Leader Skill: Water & Wood attribute cards HP x1.5, ATK x1.5. All attribute cards ATK x5, 25% all damage reduction when attacking with Water and Wood combos at the same time.

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

Pros
Cons
  • Can become bind immune
  • Triple Killers
  • Reasonable leader
  • Some merits as a sub
  • Can use God Killer latents
  • Lackluster active
  • Easily outclassed by current leaders
  • Killers prevent damage control

Julie used to be a potent leader upon her original release but is now outclassed by the vast majority of current leaders today. Thisi s because her original tankiness is only average nowadays while also having only 56.25x ATK. Furthermore, her weak active becomes a hindrance with dual leaders as one will usually need to inherit over top

Julies active skill only provides 50% damage reduction for a single turn on an 11 turn cooldown which quite lackluster. This longer cooldown is attributed to her 100% Defense break which can trivialize high Defense spawns. Sadly, Guard Break  is a much cleaner solution as it does not occupy an active skill slot and is not too difficult to build around or simply running higher damage cards to pierce through.

Despite these shortcomings, Julie is still a reasonable leader and through her bind immune Super Awakening, she is able to perform modestly well. Just bear in mind the majority of her damage comes from Killers which also means she will have little to no damage control.

Moving away from her leadership role, Julie is able to function as a modest Killer sub. This is because her Killer awakenings can stack and enables her to deal 3x, 9x, or even 27x damage to various spawns. This can alleviate some team building constraints as you may not require a burst against certain spawns. With that being said, 7 Combos 45 are a far more efficient method for dealing damage as they are unconditional to all spawns.


Elgenubi – C

Active: Change Wood, Heart, Jammer, Poison & Mortal Poison orbs to Fire orbs. Increase skyfall chance of Fire orbs by 15% for 4 turn.(10 turn CD)

Leader Skill: Machine type cards HP x1.5, ATK x1.5, RCV x1.5. Matched attribute ATK x9 when matching exactly 5 connected orbs with at least 1 enhanced orb

Awakenings: Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Skill Lock Resist 
Super Awakenings:   

Pros
Cons
  • 7 Enhanced Fire orb Enhnaced Fire Orb
  • Rides a flying saucer
  • Multi aspect active
    • Double orb changer
    • Removes hazards
    • 4 turn fire skyfall
  • Leader Skill is reasonable
  • 7 Enhanced Fire orb Enhnaced Fire Orb
    • Hard to use efficiently
  • The least enhanced of the Eschamali series
  • Machine typing is horribly restrictive

Elgenubi has always struggled to find a home where she can fit in. This is because Fire has generally had a strong pool of Enhanced orb Enhnaced Fire Orb awakenings to draw from which makes her 7 somewhat redundant. Furthermore, there is no elite 5 Orb 1 Enhance (5o1e) leader and the meta has mostly shifted towards combo-focused teams despite the fact that she received a sizable buff to her Leader Skill.

Boasting 2.25x HP / 182.25x ATK / 2.25x RCV makes her formidable on paper, but impractical overall due to the fact that one has to run Fire Machine cards. This dramatically truncates her possible sub pool while also having to always have 5 Fire orbs with at least one being enhanced on the board.

Taking all of this into consideration leaves Elgenubi without a solid place to use her on as her active tends to flood the board with Fire orbs and makes it challenging to combo.

Finally, Elgenubi has the least prominent assets of any Eschamali which is simply unacceptable.


Romia – B

Active: Change all orbs to Fire, Wood & Dark orbs (8 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x5 when reaching Wood, Wood & Dark or Wood & Dark & Dark combos

Awakenings: Time Extend Time Extend Time Extend Time Extend Skill Boost Skill Lock Resist Dragon Killer 45
Super Awakenings: Dragon Killer 45 

Pros
Cons
  • Generous movement time
  • Dragon Killer Dragon Killer & 7 Combo 45
  • Wonderful Super Awakenings
  • Low cooldown active board changer
  • Board changer does not produce hearts
  • Vulnerable to binds
  • Stronger damage subs exist

Romia has gone through a modest roller coaster ride of ups and downs in terms of her overall viability. Unfortunately, she is currently in a valley due to the fact that stronger damaging cards now exist that can push her out of a sub slot on various teams.

Without Super Awakenings, Romia only has a single Dragon Killer Dragon Killer and 7 Combo 45 which provides strong damage against Dragon spawns, but middling against all others. While the additional 7 Combo or Dragon Killer from Super Awakenings can help, she faces stiff competition from other damaging cards who are not reliant on Solo mode to function.

With that being said, Romia is one of the stronger Time Extend sticks Time Extend available as she adds an additional 2 seconds of orb movement time. This can help combo-based teams match more conssitently which may be enough reason to run her as a sub.

Unfortunately, Romia is still vulnerable to binds along with having a mediocre active skill. Being able to generate a tri-elemental board on an 8 turn cooldown is reasonable, but the lack of hearts prevents healing or Follow Up Attacking.


Navi – A

Active: Change all orbs to Fire, Water & Wood & Light & Dark orbs. Reduces cooldown of other skills by 1 turn (9 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x5, RCV x5 when attacking with 3 of following orb types: Fire, Water, Wood, Light & Dark. Increase orb movement time by 5 seconds

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

Pros
Cons
  • 4 SBR Skill Lock Resist
  • 2 Skill Boosts Skill Boost
  • Able to gain three 7 Combos 45
  • Forms 7×6 board
    • Strong multiplier
    • Can pair with a friend
      • Do not have to own
  • 4 SBR Skill Lock Resist is a bit redundant outside farming
  • Active does not generate Hearts
  • Vulnerable to binds

Upon her initial release, Navi was quite lackluster but after her most recent round of buffs, she has become a force to be reckoned with.

Through her buffs, she is now able to gain a third 7 Combo 45 via Super Awakenings which helps propel her own personal damage while also becoming a viable leader.

Navi is able to form a 7×6 board with 5x ATK and 5x RCV along with 5 additional seconds to move orbs. While her ATK is on the lower side, one can pair with a stronger Rainbow leader to bump up the damage. For example, pairing with Reeche  yields a 80x ATK / 5x RCV / 25% Damage Reduction / +7 seconds orb movement time on a 7×6 board. This is quite potent and has great applications in No Awakening dungeons where the additional time and orbs paired with massive RCV can greatly aid in stalling.

One final note is Navi’s ability to form a 7×6 board is meaningful if you plan on Leader swapping through something like Macha .


Barbera – B

Active: Change all orbs to Fire & Dark orbs. Dragon & Machine type cards ATK x2.5 for 1 turn (16 turn CD)

Leader Skill: Can no longer clear 3 connected orbs. Machine type cards All Stats x2. All attribute cards ATK x4 when reaching Dark & Fire combo

Awakenings: Skill Boost Skill Boost Skill Boost Time Extend TPA Devil killer Machine Killer Healer Killer
Super Awakenings:  Machine Killer TPA

Pros
Cons
  • Three SB Skill Boost
  • Triple Killer
  • Gains second Machine Killer Machine Killer via SA
    • Can use Machine Killer latents
  • Dual purpose active
  • Leader Skill is awkward
  • Long active cooldown
  • Uses are situational/niche

Barbera has always struggled to become relevant due to her highly restrictive leader skill (poor sub pool) and what effectively amounts to a Red Sonia  board changer plus damage boost. These two components have merits on their own, but when combined, it is hard to fully take advantage of both components in order to justify the longer cooldown.

4x HP / 64x ATK / 4x RCV made her quite tanky before, but the leader skill has become somewhat dated and the fact that she cannot match 3 connected orbs spells certain doom against combo shield spawns. As such, few players use Barbera as a leader and her focus has now shifted into more of a niche killing sub.

With 3 Skill Boosts Skill Boost and 3 Killers, she fits wonderfully well on numerous farming teams but ironically, she cannot tap into her Super Awakenings if used in coop. This is a shame because the double Machine Killer would enable her to obliterate Machine spawns (eg. Machine Annihilation dungeons). Regardless, you can still use her effectively as Killers are always prized assets.

Sadly, her longer cooldown prevents one from inheriting a different active skill over top as it will be challenging to overcome the 16 turn cooldown.


Erika – A

Active: Delay 2 turns to all enemies. Change all orbs to Wood, Light & Dark & Heart orbs (13 turn CD)

Leader Skill: Light attribute cards ATK x4, RCV x1.5. All attribute cards ATK x4, 25% all damage reduction when attacking with Wood, Light & Dark orb types at the same time

Awakenings: Skill Lock Resist Skill Boost Time Extend Time Extend 45 45  37 Healer Killer
Super Awakenings: 37 Healer Killer 

Pros
Cons
  • Double 7 Combo 45
  • Two Killers
  • Board changer + Delay
  • Modest leader skill
  • Super Awakenings add more value
  • Balance typing
    • Can use any Killer latent
  • Cute
  • Has less valuable Killers
  • Competes with many other
    Light damage cards

Erika is another Heroine card to receive meaningful buffs, but is starting to just become another Damage Stick for combo based teams due to the fact that Light is somewhat saturated with strong double 7 Combo 45 cards.

Thankfully, Erika is able to be a bit more specialized through her 2 innate Killer awakenings with the opportunity to gain a third via her Super Awakenings. This can greatly bolster her damage output against Attacker or Healer type spawns but for the most part, these are two niche typings. With that being said, she is incredibly powerful against the Metatron spawns who have 20 Million Defense.

Taking this into consideration, Erika will often be used as a specialized sub for specific dungeons but can still be used for everyday usage due to her formidable stats and useful active.

Erika is a strong fit on most combo teams and her active skill is quite valuable despite having two components. This is because a board changer is never a wasted aspect and the delay only adds a few turns to the total cooldown. Furthermore, we are starting to see many more difficult spawns that can be delayed (Eg. 3P Metatrons, Gaia in Alt Arena, etc.) so one may still find merit in a 2 turn delay.

Overall, Erika is an powerful card to own and will be a boon for most combo teams.

Oria – A

Active: Change Heart orbs to Fire orbs. Ignores enemy damage and attribute damage absorb effects for 1 turn (does not include combo shield and damage void). (25 turn CD)

Leader Skill: All attribute cards ATK x3.5, 25% all damage reduction when reaching 6 combos. All attribute cards ATK x4 when attacking with 4 of following orb types: Fire, Water, Wood, Light & Dark. Increases time limit of orb movement by 2 seconds.

Awakenings: Bind Immune Bind Immune   Skill Lock Resist Skill Boost  Devil killer Devil killer
Super Awakenings:  Skill Boost 

Pros
Cons
  • Valuable active
    • Damage Absorb Void
    • Colour Absorb Void
  • Skill Charge  offsets long CD
  • Personal damage is low except vs Devils
  • Cooldown is too long as an inherit
  • Lower damage than Reeche 
  • Weaker active than Reeche
  • Essentially a lesser Reeche

Oria closely mirrors the 7-star GFE Reeche  in that both share a similar Active and Leader Skill along with awakenings. Unfortunately, Oria is essentially a weaker form of Reeche as she has worse awakenings, a lower ATK multiplier, and a lesser active skill.

While all of this sounds pessimistic, not all is lost. She is still able to lead an efficient team when paired with another powerful Rainbow leader and having access to a Damage Absorb Void can be invaluable considering it can be charged up incredibly fast due to Skill Charge . This helps circumnavigate the 25 turn cooldown but only applies when used as a leader/sub as one will have a 25 turn cooldown when used as an inherit.

At this point in time, there is not much practical usage for both a Colour and Damage Absorb Void but the main place this could come in handy is in Arena 3 where Noah and Hera Dragon might spawn.


5 star base

Kuvia – D

Active: Change Wood & Light orbs to Fire orbs. Increase skyfall chance of Heart orbs by 15% for 2 turns (9 turn CD)

Leader Skill: All attribute cards ATK x3.5 when reaching 2 set of Fire combos. ATK x1.5 for each additional combo, up to ATK x5 when reaching 3 combos. Increases time limit of orb movement by 3 seconds

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

Pros
Cons
  • 5 TPA TPA with SA
  • Double orb changer that does not break hearts
  • TPA TPA is less valuable and harder to utilize
  • Heart Skyfall is only 2 turns

Kuvia was released during an era when TPA TPA was beginning to be phased out and is now in a period where it has even less value. This is problematic as her main value was the potential for large burst damage but we lack a team to optimally use her on.

As such, we need to see if there is any other scenario where we can efficiently use her. Sadly, the double orb changer hinders combo teams and while the heart Skyfalls may feel appealing for no RCV dungeons, 2 turns is not sufficient and you would probably better off with a board changers that produced hearts if you needed to heal.

Overall, Kuvia has lost too much traction and has little value at this point in time.


Mel – S

Active: Change 2nd column from the right into Heart orbs (5 turn CD)

Leader Skill: All attribute cards ATK x7, 25% all damage reduction when attacking with Heart and Heart combos at the same time. Increases time limit of orb movement by 3 seconds

Awakenings:  +heart +heart +heart +heart +heart +heart TPA Skill Boost Skill Lock Resist
Super Awakenings:   TPA

Pros
Cons
  • 6 Enhanced Heart +heart awakenings
    • Enables any team to gain massive healing potential
  • Spawns a column of heart orbs
  • Gains Follow Up Attack  via SA
  • Incredible healing stat stick
  • Enhanced Hearts don’t help high RCV teams
  • Column of hearts is spawned on the second from right
    • A little more awkward for FUA
  • Mel is Bindable
    • Loses ability to heal
  • No personal damage

Upon her initial release, Mel was somewhat of a meme due to the underwhelming nature of the Enhanced Heart +heart awakenings. However, this awakening has been significantly buffed to function in two distinct ways.

Firstly, each enhanced heart orb will grant a modest RCV bonus but it is the new TPA-like effect that facilitates massive healing. Matching heart orbs in a four-connected fashion grants a sizable boost to healing and enables low RCV teams to rapidly heal back up. Furthermore, having more Enhanced Heart awakenings stacks and further propels your healing output.

This is most valuable on teams that have high HP/low to no RCV bonus or teams that need a boost in their healing output. As such, Mel is sometimes used across a variety of teams, even if she is off colour/wrong typing.

This has become almost mandatory for many top-tier teams as the meta has shifted to 4x HP / 1x RCV set ups. These teams have the ability to withstand massive amounts of punishment but will struggle to heal back up without the Enhanced Heal orbs. As such, using Mel has almost become mandatory for them.

Unfortunately, Mel is not without faults as they lack personal damage and can be bound which will stop the 4-match Hearts from providing large amounts of healing.


Mito – B

Active: Recover RCV x8 HP. Bind recovery for 3 turns (4 turn CD)

Leader Skill: Healer type cards ATK x4.5. Increases time limit of orb movement by 3 seconds

Awakenings: Bind Immune Bind Immune Skill Boost Bind Clear awakening  Devil killer Devil killer
Super Awakenings:   

Pros
Cons
  • Guard Break 
  • Double Devil Killer Devil killer
    • Can equip Devil Killer latents
  • 4 turn cooldown
  • Competes with Shazel 
    • Requires 3 Devil Latents

Mito is a wonderful card to own due to her ability to deal massive damage to Devil type cards. However, she faces intense competition against Shazel  who naturally boasts 3 Devil Killers Devil killer and a similar stat line and active skill cooldown.

Despite Shazel having one more Devil Killer, Mito can technically surpass her output if she has 3 Devil Killer Latents. While this is a relatively expensive investment, it is worth considering if you require a Guard Break, bind immunity, or shorter base cooldown.


Momiji – C

Active: Change all orbs to Wood, Light & Heart orbs (9 turn CD)

Leader Skill: All attribute cards ATK x3.5 when reaching 2 set of Light combos. ATK x1.5 for each additional combo, up to ATK x5 when reaching 3 combos. Increases time limit of orb movement by 3 seconds

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

Pros
Cons
  • Tri-elemental board changer with hearts
  • Follow Up Attack 
  • Underwhelming Super Awakenings
  • TPA TPA is less ideal
  • Quickly replaced

Momiji can be best described as a budget Follow Up Attack  option. This is because she requires minimal investment to succeed and comes somewhat ready to use.

This is important for newer players who have either not acquired a board changer or FUA card. Unfortunately, her other awakenings leave much to be desired and will often be replaced by more offensive options. With that being said, she may still find merit as a board changer on various Light or Wood combo teams as an inherit.

Overall, Momiji will mostly serve as a stepping stone into stronger characters but will provide value for newer accounts.


Sheena – A

Active: Change all orbs to Light & Dark orbs (12 turn CD)

Leader Skill: Dragon & Attacker type cards ATK x2.5, RCV x2.5. All attribute cards ATK x2 on the turn a skill is used

Awakenings: Dark row Dark row Skill Boost Skill Lock Resist 45 physical killer Machine Killer Devil killer
Super Awakenings: 45  

Pros
Cons
  • No animation bi-colour board changer
  • 3 Killers
    • Can use all 3 as Killer latents
  • Amazing Super Awakenings
  • Can only use 1 Super Awakenings
  • Dupes are desired
  • Lower weighted stats

Sheena has become even stronger after her most recent buff due to the fact that she has gained 500 ATK along with a Devil Killer Devil killerawakening. This brings her up to a total of 3 unique Killer awakenings when combined with a 7 Combo 45 gives her a wide range of effective targets for enhanced damage. Furthermore, Sheena is able to wield Physical, Machine, or Devil Killer latents which means having dupes is valuable for better damage specialization.

In regards to her Super Awakenings, choosing 7 Combo gives her more coverage but players may find more merit in her VDP  as she already has high value personal damage which can help ensure she obliterates the Void spawn.

In regards to Sheena’s active, her ability to generate a no-animation bicolour has merits for Ranking Dungeons along with helping form a 3×3 box for VDP.


Runelis – B

Active: Change Fire & Light orbs to Wood orbs. Increases time limit of orb movement by 150% for 1 turn (8 turn CD)

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

Awakenings: Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Skill Lock Resist Skill Boost   45
Super Awakenings:  45 

Pros
Cons
  • L Awakenings  have been buffed in JP
  • Double orb changer that does not remove hearts
  • Enhanced Wood Orbs Enhanced Wood Orb add sizable damage
  • Mostly used on mono-wood combo teams
    • Niche use otherwise

Runelis was introduced last time Heroine came to North America and was quite lackluster upon her debut. Thankfully, Runelis has received sizable buffs to herself along with being well positioned for the future JP buffs for L  awakenings.

Despite the fact that mono wood teams have potent damage cards, Runelis can still be used due to the fact that the Enhanced Wood Orbs Enhanced Wood Orb provide a sizable increase to all party members while Runelis having modest damage.

Sadly, outside of mono-wood teams that rely on combos, Runelis will have lower value as the Enhanced Wood orbs go to waste.

Conclusion

The Heroine REM is an exciting event for players as it features valuable cards at the bottom rarity including the all powerful Mel . Mel has become such a pivotal card for high HP-low RCV teams that it she is worth pursuing while the other 5-stars having reasonable/strong value overall.

At this point in time, the best places to spend your Magic Stones are in high-value Godfests or powerful 10-Stone Egg Machines. With this in mind, Heroine should be rolled in hopes of acquiring some of the 5-stars as they cannot be easily replicated elsewhere. On the other hand, if one already owns most of the 5-stars, it may be harder to justify rolling as the 7-stars are going to be incredibly hard to roll while the 6-stars have aged relatively badly.

Let me know what you think about the Heroine REM event and how much you plan on rolling.

Happy Puzzling!

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51 thoughts on “Heroine REM Review and Analysis – December 2018”

  1. Erika isn’t bindable anymore since her buff?

    And I believe rather than being an inferior Reeche, in terms of active potential Oria beats Reeche out for having the shorter CD and covers pretty much everything you need to beat up one of the A3 radars in one active. Attribute absorb null for Noahdra, Damage absorb null for Heradra, AND the heartbreaker which can help rainbow teams make a VDP block but still guarantee rainbow activation. Overall, I think Oria would make a great Reeche sub herself.

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    1. It was an error on my end and have fixed it accordingly =)

      Shorter cd by 5 turns = 2 with Skill Charge and not having Hearts or the unlock is a worse in my opinion

      As for a sub on Reeche teams, it is a bit redundant even in A3 as in theory, Reeche can charge up in 10 turns so the actual waiting is not unreasonable but if it does make you feel more secure or to remove the need to potential stall it can be worthwhile

      Liked by 1 person

  2. Merry Christmas, Mantastic!
    You mentioned something about an “L-increased attack” buff, but I couldn’t find anything about it online. Can you share what that is, since my main farming lead is Shishio Makoto and it’s full of L-attack awakenings. Thanks in advance!

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      1. The “L-increased attack” buff is the ability to take away drop-lock orbs. One L, you can get rid of the drop-lock orbs (doesn’t matter it’s 10 turns, or 99 turns).
        Unfortunately, the buff does not increase the attack multiplier (still 1.5).

        Will likely be available to NA in the next update.

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  3. I have most of them by this point, save for Julie and the Floof (barring the newest release)..and that’s all I want..the Floof, lol.

    Merry Christmas Mantastic!

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  4. I was going to trade or spend stones to roll Planar, but I got my first one from the 2 stone one roll package. Free roll produced another Meri. Officially done depending if I only need a certain number of Planars.

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  5. Hi Mantastic,
    Thank you for your helpful review. I ended up with Uruka, who found a new home on my Reeche team, and Meridionalis. The latter will probably end up as an assist on my Mega Ryune team.

    I was wondering how you feel about the rainbow tickets prizes and which ones are worth the trouble. I’d be particularly interested in hearing your thoughts about Satsuki, since chasing her may come at the cost of the extra attempts I would need to finish up the up the last 10 or so 6th year anniversary quest dungeons.

    Thank you!

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    1. Satsuki is absolutely amazing as a collection piece… and that’s about it.
      Especially if you’re capable of clearing 6th year anniversary quest dungeons. =P

      On the side note, I found drop rate for “team of 4 or less” is better than Mythical level (and more exp.).

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      1. I have about 10 anniversary dungeons left, and I’m pretty sure I will not be able to clear all of them. I tried the “team of 4 or less” like you suggested and that has been working out great 🙂 Thanks!

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    2. Satsuki is mostly a collection/trophy prize so it really is up to you on how much you value that. The current meta does not have a home for her and it is unlikely GH will buff her in the future since she is farmable but who knows where we will be in 1 year

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      1. Uses for xmas ilmina and normal ilmina are different though, xmas is a better leader and sub for most content, while normal ilmina is for ranking dungeons and farming.

        Liked by 1 person

          1. Ilmina is primarily used as a leader in rankings for the high atk 7×6 that is much easier to activate compared to Christmas Ilmina

            Imo, regular Ilmina is more luxurious as she is mostly used for speed farming or rankings

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  6. I sold my Mel a long time ago. Good thing I rolled her freely. Got Sheena for 2 $, also nice.
    Revo I&I and Mel…now I need ateam for both.^^

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  7. Free roll: 2nd Mel
    $1.99 roll: Runelis
    Rest of stones:
    Meridionalis
    Cherun
    2nd Romia

    I think it’s worth farming more stones for another roll. I really wanted Ilmina or Planar (got 2 Urukas from Voice Godfest), but nevertheless I’m grateful I got at least one 7*. Is there a need for a second Mel?

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    1. You can use Zeus Mercury. Only downside is you have to run a whaledor + sub with 3 extra SB since Mercury has only 1 SB as opposed to Dios and M. noah/toshiro who have 2.

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        1. Slightly unrelated, but I recently rolled a planar, which is great for my dmeta team, except I was previously using wedding Scheat as my FUA. I really enjoyed having both cloud (sawakening on Scheat) and tape resist (Eir) and I was wondering if you would consider cloud resist worth losing the half second planar could give.

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          1. Planar is superior statwise and general offensive damage (7c) and imo, clouds are a rare occurance. If you are playing a dungeon with clouds, feel free to swap scheat back in

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