10 Magic Stone GungHo Collab Godfest Review and Analysis – January 2019


Starting on Wednesday January 16, the GungHo Collab will return to North America alongside a special 10-Stone Godfest. This differs from the original debut of the GungHo Collab as players will be able to roll various other monsters for 10 instead of 6 Magic Stones. To “compensate” for the higher price, all rolls will come out at Max Level, +297, and fully Awoken.

These collateral benefits are largely wasted and are not justification enough for the inflated price, but even after adjusting for the higher cost, are still better value compared to vanilla Godfests.

As a whole, the GungHo Collab REM portion is reasonable for the average player but none of the cards dramatically shake up the meta and are more for niche uses. With that being said, the 7-star cards have received Limit Breaking and Super Awakenings which dramatically improve their overall viability.

This article will provide a review of all the REM cards within the GungHo Collab and you can use this information to help make a decision of whether or not rolling is a good idea. Cards such as Kuroyuri  and other GungHo Collab-related events will be discussed in a separate article.

Super Godfests have historically had a 33% rolling rate so it would not be surprising if the GungHo Collab Godfest mirrored that pattern due to the 10-Magic Stone cost.

Official rolling rates and line up can be found in game during the event.

Video commentary

—video coming soon—


GungHo Collab REM
 7 Star base      
 6 Star base
 5 Star base
GungHo Collab REM Rankings – January 12, 2018

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

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

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power but only function in solo mode.

Any card that can qualify for Limit Breaking will having their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

Weapon Assist

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

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

7 Star base

GH Reeche – A

Active: Removes  lock status on orbs. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Ignores enemy damage and attribute damage absorb effects for 1 turn ( does not include combo shield and damage void ). (30 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 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   Time Extend Skill Boost Skill Lock Resist 45 45
Worth trading for via Monster Exchange? No
Super Awakenings  Skill Boost

  • Colour swapped Reeche 
    • Identical except no sub attribute
  • Powerful-multi purpose active
    • Negate Damage Absorb (Fujin )
    • Negate Attribute Absorb
    • Unlock orbs
    • 6-elemental board change
    • Can be charged in 10 turns ()
  • Provides 16x ATK / 25% Damage Reduction / +2s orb movement
  • Flexible leader pairings
  • Rainbow clause can be inconsistent
    • Dilutes damage
  • Active has 30 turn CD
    • Offset by Skill Charge 
    • Difficult to inherit
  • Rarely need all 4 components at once
  • Lower value if owning REM Reeche

GH Reeche is identical to her REM-cousin  in terms of awakenings, Active and Leader Skill; however, she lacks a sub attribute which translates into a -10% personal damage. In the grand scheme of things, this should not be an issue and being Dark tends to be more advantageous due to no natural colour weakness.

The main appeal of either Reeche is that they are able to lead a reasonably powerful Rainbow team with flexible Leader pairings. This can help provide additional utility as required but her main appeal is her Active Skill.

Reeche is able to have her Active charged up in potentially 10 turns due to two Skill Charges  which can be invaluable in dungeons with multiple Absorption spawns. Unfortunately, this means she must be used on your team and not as an inherit along with having a Rainbow team in order to trigger all 5 colour matches.

As a whole, GH Reeche can provide value to most players but is still a colour swapped version of a 7-star card.

Noir – A

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

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

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Worth trading for via Monster Exchange? No
Super Awakenings45  

  • Balance typing
    • Can use any Killer latent
    • Helps with VDP
  • Strong awakenings
    • Amazing Super Awakenings
  • Modest – strong leader potential
  • LS is orb hungry
  • Lacks an RCV multiplier
  • Active Skill is low impact
  • Does not fit on most teams

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

As a sub, Noir will be quite valuable due to her VDP dual 7 Combos 45and Balance typing. This will enable her to have high effective damage against any spawn while also functioning as one of the best VDP cards when Super Awakenings are factored in. Unfortunately, her typing/colour excludes her from many meta teams which makes it challenging to fully capitalize on her.

 Ralg – A

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

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

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

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

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

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

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

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

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

Orage – A

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

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

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist   
Worth trading for via Monster Exchange? 
Super Awakenings Skill Boost 

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

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

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

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

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

Karin – A

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

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

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45 45 
Worth trading for via Monster Exchange?  
Super Awakenings: 45  Skill Boost
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

  • 256x ATK / 43.75% damage reduction
  • Scaling multiplier
  • Flexible team building
  • Synergistic awakenings
  • Powerful Super Awakenings
  • Weapon Assist form grants Skill Boost Skill Boost
  • Has value on Valkyrie Ciel  teams
  • Rainbow reliant
    • Damage reduction tied to rainbow
    • Damage is less concentrated
  • Feels like a watered down Edward 
    • Similar LS, Active, and awakening
  • Lower merit as a sub due to Skill Charge  and long cooldown
  • 3,048 base HP (3,505 with Limit Break)

Karin is nearly a carbon copy of the current Edward  from the Full Metal Alchemist Collab in that they share a similar Active and Leader skill along with identical awakenings. Unfortunately, Karin is inferior as her Leader Skill is significantly weaker overall.

Edward is able to provide 57.75% Damage Reduction as opposed to Karin’s 43.75% while also being unconditional while above 50% HP instead of Karin’s Rainbow clause. This is a significant difference in overall survivability and even activation consistency.

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

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

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

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

With that being said, Karin has merit on Valkyrie Ciel  teams as she is able to function as both a damaging sub and VDP  option.

Weapon Assist

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

 Zeta – B

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

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

Awakenings:   Time Extend Skill Lock Resist 45 Water Row Water Row Water Row Water Row
Worth trading for via Monster Exchange?  
Super Awakenings:  45  
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

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

    • MH card is easier to roll

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

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

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

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

Weapon Assist

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

 Elena – A

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

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

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Skill Lock Resist God Killer Dragon Killer Devil killer
Worth trading for via Monster Exchange?  
Super Awakenings:  God Killer Dragon Killer Devil killer
Weapon Assist Awakenings: TPA Auto heal Imp ATK

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

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

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

Secondly, her Killer awakenings are strong as they cover what is arguably the three most popular typings, it is rare that all 3 will take effect. This means that she will usually have only 3-9x personal damage which makes options like Tsubaki 3260 or No.6  better choices. With that being said, her Super Awakenings can help bridge the gap as one will be able to choose which type they wish to be more efficient against.

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

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

Weapon Assist

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

 Raizer – A

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

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

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Time Extend Skill Lock Resist  
Worth trading for via Monster Exchange?  
Super Awakenings:    
Weapon Assist Awakenings: Time Extend  

  • Easy to activate damage
    • Unconditional 225x ATK
  • Damage reduction when above 80%
  • Self damaging active
  • Syngeristic awakenings
  • 3 Skill Boosts Skill Boost
  • 3 <50%  = 8x personal damage
  • Different play style
    • Have to manage HP
    • Have to manage RCV
  • Lower value as a sub
  • Lackluster Weapon Evo
  • Competes with Osiris 
  • Weaker compared to Dark Metatron 

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

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

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

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

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

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

Weapon Assist

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

6 star base

Belial – C

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

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

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

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

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

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

Mercury – A

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

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

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

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

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

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

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

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

 Shust – A

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

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

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

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

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

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

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

Artemis  – C

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

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

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

  • Double Evolution Material Killers 44
  • Niche or little applications

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

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

Tsukuyomi – C

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

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

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

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

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

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

 Joker – C

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

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

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

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

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

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

5 star base

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

Helen – D

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

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

Konohanasakuya – D

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

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

 Tenfufa – C

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

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

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

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

Atalanta  – D

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

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

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

Orpheus – C

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

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

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

Delphyne – C

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

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

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

10-Stone GungHo Godfest

This time around, the GungHo Collab REM cards will be featured in a special 10 Magic Stone Godfest which will feature various REM cards alongside them. From the released posting from GungHo North America, it appears there will not be any 5 or 6-star GH cards featured based on the Skill Leveling Dungeon information posted. The posted line up for the Skill Leveling dungeon includes the 7-star GH cards, 6/7* GFE, and various Pantheon cards. Of course, I could be wrong but the 5/6* GH cards are average overall.

Once again, the decision of whether or not to roll should be based on your own personal goals/needs as everyone plays Puzzle and Dragons for different reasons. With that being said, if the chance of rolling any 6/7* GFE or GH 7* card is less than 33%, it would mean this is a weaker Super Godfest compared to the previous ones.

The official GHNA posting can be found HERE.


The GungHo Collab REM has an interesting array of cards but is not game changing overall. Some of the cards can add some depth to your overall Monster Box but may not be worth the 10-stone cost in this special Godfest. It is my belief that this Godfest will feature approximately 33% chance at 6/7* GFE and GH 7* cards but that remains to be seen.

Let me know what you think about the GungHo Collab and this special Godfest in the comments below.

Happy Puzzling!

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57 thoughts on “10 Magic Stone GungHo Collab Godfest Review and Analysis – January 2019”

  1. Karin is also a viable sub for Valkyrie considering there isn’t a lot for Valkyrie to pick from. She could be another powerhouse hitter if the player lacks an ideal. Not sure if she’s worth trading for just for simply a sub spot on Valkyrie but if one lacks a spot in their team then she may be worth looking in to since she does have some kind of leadership potential aside from just being a good healer sub for valk.


    1. As a whole, Valkyrie is reasonable but trading in for an alright sub is not worth it. Karin will most not likely be able to trigger her Skill charge you will be left with a 15 turn cd and thus be a damaging card


  2. Spent on 60 stones to get Sherias Roots on the second roll & stopped at my first Madoo on the fourth. Will roll later when I clean up my Monster Box.


      1. BTW, The Hino I Got Completes my collection of Japanese Gods 1 with Viper Orochi, Susano, Yomi & Amaterasu & Haku completes my collection of Chinese Girls Collection with Leilan, Karin, Meimei & Sakuya


  3. Hey Mantastic! Not sure if this has already been noted, but I was just looking at GH Reech and it looks like the awakenings are not the same. 😦
    Importantly, there’s only 1 skill charge and the 7Cs are Water Rows.
    This makes the card a pretty massive downgrade.



  4. I couldn’t disagree more with what you said about Raizer’s equip evolution.

    “Only 2 HP awakenings” happens to be the most you can get on any equip evolution currently. From what I can recall only Amatsu and Zazel (from JP’s Yokai watch collab) have two HP awakenings.

    Having two means a 10% increase in HP which can make a huge difference on teams without an HP multiplier such as Edward. Moreover than TE is also very nice to have. The only downside of see of his equip is that his active is generally inferior to Amatsu’s unless you’re running a wood team, and definitely inferior to Zazel (has a 20 CD fujin active).

    If I rolled Raizer, I wouldn’t hesitate to convert him as he’d find a nice place on my Edward and Sinon teams, wheras as a sub he’s quite awkward and his leaderskill isn’t comparable to the value I could get from his equip.

    I honestly don’t see how “only two HP awakenings” is a bad thing?


    1. Just remember to use the skill on the card he is equipped on before his actives comes up (quite short CD) if you have him on Edward team. Damaging 50% HP to self on Ed team is a bit counter intuitive.

      In the long run, I think a more useful skill is better than 10% more HP unless you calculated your team just needs that 10% HP to survive a really strong hit.

      Liked by 1 person

    2. We have numerous cards that give 5% Team HP with much better actives

      Maybe it may make a difference i some scenarios where you have enough HP to tank a specific hit but running the risk of such a low CD inherit that will cripple essentially any team that needs it is a big problem imo

      Maybe on Sinon teams it can have value as an inherit as the active is no longer a liability

      Liked by 1 person

  5. I got Mercury last time the machine was a around and she’s a pretty nice Zela sub to have since I lack Vishnu. +HP awakens synergize with Zela’s playstyle and dragon kills will help punch through Red Dragons that may stop other non Zela members from contributing a lot.


  6. Rolled 10 times. Bastet, Archdemon Lucifer, Sherias Roots, Haku (first one.. shockingly), Karin Shindou, Tachibana, SALINE, DARK REECHE, Cronus, Lugh.
    Made me happy


  7. Your review of Helen couldn’t be any more accurate. I’m still glad I got her as my free roll last time the event came around, shes my second favorite box cheerleader.


  8. Yo Mantastic, thank you for the content. Long time reader, first time poster. Rolled this round and ended up getting Nohime (1st one!), (3rd) Anubis, (2nd) Haku, (2nd) Tsukuyomi, and (1st) Sakuya. Glad I listened to your advice and blew all my stored gems on DBDC previously. Hopefully I’ll get another pull or two and end up with something new. Still hoping for 1st Metatron, 1st cotton, or 1st ney – they evade me!


  9. Pulled Karin suindou on my account with ed, youske, anubis and sherias roots. No need for another leader. Also have ideal and light net for light subs. Even if shes my only Karin would weapon assist still not be advised?


  10. Question: of the two farmable Gungho Collab Exchange monsters, which do you like? I already have regular Reeche if that matters.


  11. Holy cow!! I just bought 2 Kuroyuri but my only 4x ho team was dmeta. and then decided to roll on the super godfest and rolled sherias, so happy!!


  12. Blew the free stones on this one since I have no self-discipline:

    Black Reeche
    Blue Reeche (dupe)
    Sherias Roots
    Gilgamesh (dupe, sold)
    Aw, Liu Bei (sold, can’t win em all)
    Tusukyomi (eh, didn’t have one believe it or not)

    Can’t complain, I don’t think.


  13. It’s strange how we didn’t get a free pull for this event.

    4th Tachibana
    3th Allatu
    4th Allatu
    2nd Cronus
    Veroah (!)
    Zeta (!)

    Dupes aside, I think I did pretty well. I’ll save the free 88 stones for later.


  14. If I just wanted Izanagi for a Dmeta team, his percent is like 2.3%. I’m much better off waiting for his pantheon be featured on the 5 stone rolls right?


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