At this point in time, there are not too many things to spend Monster Points on and while the 750,000 price tag is quite steep, Kuroyuri is a powerful card to own. Unfortunately, players require two of her to fully capitalize on her unique abilities.
This article will explain how Kuroyuri works and why can be beneficial to purchase for your Monster Box for the limited duration of the GungHo Collab event.
–video coming soon–
Monster Point system
The Monster Point system has been around for a couple of years and over time has become more user friendly in the sense that players are able to acquire MP more easily. The Monster Point Shop can be accessed via Shop -> Purchase Monster.
In the past, the only way to acquire Monster Points was to sell Rare Egg Machine (REM) cards. This was both costly and impractical for the average player and is arguably the worst way to acquire MP.
Presently, we are able to acquire Monster Points via Monthly Quests, Rogue Descend farming for PreDRAs, and generous gifts from GungHo. As such, it is not unreasonable for players to rack up a hefty amount without ever selling a REM card. Furthermore, some players have been able to acquire various MP cards via Ranking Dungeon rewards.
Kuroyuri is only available during GungHo Collab events and will be removed from the Monster Point Shop on Sunday, January 27th. Despite the fact that she will be available again in the future, being able to have a card now at the height of their power is invaluable.
Generally speaking, Puzzle and Dragons experiences Powercreep (the increase in potency of newer cards compared to older ones) at varying rates and being able to use a card when they are at their peak helps ensure one is able to progress through current content more easily. For the most part, many cards go through ups and downs in terms of viability and right now, Kuroyuri is arguably as strong as she will be.
As such, if you are able to benefit from Kuroyuri’s presence right now and have a dedicated place to use her, it is worth spending the Monster Points during this event. Unfortunately, one technically needs two Kuroyuri (1.5 million MP) to fully benefit from her kit.
Active: Heal for 40% of max HP every turn for 6 turns. Reduces cooldown of other skills by 1 turn. (12 turn cooldown)
Leader Skill: All attribute cards ATK x3, 25% all damage reduction when attacking with Dark and Fire combos at the same time. ATK x3 when simultaneously clearing 3 connected Heart orbs. All attribute cards ATK x2 on the turn a skill is used. (Multiple skills will not stack)
Kuroyuri has quickly become an incredible card to own assuming one is able to purchase two of her. This is because she is able to provide a 40% HP heal every turn for 6 turns along with a single turn of Haste on only a 12 turn cooldown. This means that two Kuroyuri (often referred to as a Kuroyuri System) are able to loop indefinitely to have a permanent 40% heal every single turn.
Naturally, this has the most application on teams with 4x HP as this can essentially solve all healing issues when one is able to restore a massive amount of health each turn. Furthermore, these types of teams are arguably the strongest in the game due to the fact that they can tank all incoming preemptives without a shield. Of course, the main struggle will be restoring their HP as they lack an RCV multiplier. While on can use numerous Enhanced Heal Orb awakenings, using a Kuroyuri System can provide more consistency as it is not Heart orb reliant.
A Kuroyuri System can lead to pseudo immortal Beach Barbara & Julie and Sherias Roots teams as one will be restoring 60,000+ HP in solo mode. Furthermore, due to the Haste component, Kuroyuri can be inherited onto any 1-turn cooldown card if her typing/colours are inappropriate. At this point in time, Halloween Myne is the strongest 1-turn card to inherit Kuroyuri over as she provides Team HP awakenings which directly improve the total healing provided.
While one does not need to own Kuroyuri to succeed, she greatly improves high HP teams and at this point in time, GungHo does not have a direct counter to this healing method outside of Dispells which are almost never seen.
Of course, Kuroyuri is not without faults as she is only valuable in high HP teams (4x) along with not working in coop unless all parties have the System.
Viability compared to other MP options
At this point in time, I feel that only Odin Dragon is a more universally beneficial Monster Point card to purchase (full article can be found HERE). This is because he provides a full Bind and Awoken Bind clear, high weighted stats, useful awakenings, and only costs 300,000 Monster Points. Furthermore, he can be used across a wide variety of teams and is relevant in most dungeons.
Kuroyuri is an incredibly powerful card to own as she is able to form a System that heals 40% Max HP every turn. This can create semi-immortal high HP teams as they will be restoring over 60,000 HP (assuming 150,000 HP) every single turn without relying on Heart orbs. This has more consistency compared to Enhanced Heart Orb awakenings but requires 2 Active Skill slots to function.
At this point in time, GungHo has not released any consistent/commonly seen counters to this Healing mechanic while also pushing the meta towards high HP teams. As such, Kuroyuri is well positioned to do well moving forward and purchasing her now is solid investment for your high HP teams.
Let me know what you think about Kuroyrui and whether or not you plan on purchasing her in the comments below.
|Mantastic Social Media|
If you enjoy my content, please consider turning off AdBlocker for this website =)