Samurai Series 3 Review + Thoughts on 10 Magic Stone Samurai Super Godfest

Introduction

Continuing the trend of 10 Magic Stone Godfests is a special event that also acts as the debut for the Samurai Series 3. These new cards are the first 7-star pantheons to be released which will begin to pave the way for even rarer non-Godfest Exclusive (GFE) cards.

This may feel frustrating as a whole as new and powerful cards are being released while older pantheon cards sit idle in developed boxes. Regardless of how one may feel towards new high rarity cards, this is an impressive event overall due to the higher total rates for both GFE and the Samurai Series 3.

All cards in this Godfest will come out at 7-star, max level, max awoken, and +297. For the most part, these collateral benefits are largely wasteful as only new players gain meaningful value as all those perks are easily farmable. Despite the doubled Magic Stone cost, it is still a better event to roll in compared to regular Godfests.

Official GungHo posting can be found HERE.

Video commentary

–video coming soon–

Samurai Series 3

The Samurai Series 3 all feature identical Leader Skills (except for specific colour activations) that yield 6x ATK and 25% Damage Reduction when matching 2 specific colours. This would have been underwhelming but all of the Samurai Series 3 cards are able to boost Rank Experience by 1.5x.

This 1.5x bonus puts them on par with Ganesha 3071 and behind Saline  (1.8x) but having a modest ATK multiplier and Damage Reduction can greatly aid in Rank Farming/Leader Swapping. Furthermore, all Samurai Series 3 cards have 2-3 Skill Boosts Skill Boost along with shorter Active Skills. Unfortunately, requiring 2 specific colours prevents mono-colour board swiping but being able to swap your desired leader in earlier while possibly having stronger base actives can be invaluable. While highly developed Monster Boxes may not find as much value for Rank Farming from the Samurai Series 3 (due to owning the ideal Saline set ups), most players can benefit from them as subs.

Each card from the Samurai Series 3 has different awakenings and actives which enables them to be used in various situations.

Just be aware that none of the Samurai Series 3 cards have Limit Break/Super Awakenings and have their weighted stats just above 1,000.

 Takeda Shingen

Active: Change all orbs to Fire, Wood & Heart orbs. Change Fire, Wood & Heart orbs into locked orbs. (9 turn CD)
Leader Skill: Get x1.5 experience after a battle. All attribute cards ATK x6, 25% all damage reduction when attacking with Fire and Wood combos at the same time.
Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend     
Typing: God / Physical
Weighted Stats: 1004
HP 
6003 / ATK 1998 / RCV 13

Pros
Cons
  • Grants 1.5x Rank EXP
  • High base HP
  • +15% Team HP 
  • FUA 
  • Tri elemental board locks orbs
    • Counters Spinners
  • Has no personal damage
  • Cannot correct a poor board change
  • Few teams to use on
  • 12 base RCV

Takeda Shingen will primarily act as a HP buffing FUA  card but his main problem will be finding an ideal team to use him on. This is because mono-Fire is not too prevalent along with his active not having as much synergy at this point in time. Hestia  is somewhat similar in that she provides team utility, but her Enhanced Heal Orbs +heart can help high HP teams heal up.

One favourable place I can foresee Takeda Shingen being used is on Madoo  teams as the additional +15% HP can help survive incoming attacks while also negating his small RCV.

On the other hand, if one is able to capitalize on the Verdandi  style board, the locking mechanic can help counter Spinner Orbs. Unfortunately, this also means one cannot use another active (unless it unlocks orbs) to fix a poorly distributed board.


 Uesugi Kenshin

Active: Inflict Water damage equal to ATK x200 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense. Ignores enemy damage absorb effects for 1 turn (15 turn CD)
Leader Skill: Get x1.5 experience after a battle. All attribute cards ATK x6, 25% all damage reduction when attacking with Water and Fire combos at the same time.
Awakenings: Skill Boost Skill Boost Skill Boost Skill Lock Resist Time Extend God Killer God Killer God Killer 
Typing: God / Dragon
Weighted Stats: 1004
HP 
5115 / ATK 2415 / RCV 28

Pros
Cons
  • Grants 1.5x Rank EXP
  • 3 Skill Boosts Skill Boost
  • 3 God Killers God Killer
  • Fastest charging Fujin  style active
  • Only effective against Gods
  • Setting HP to 1 can be a liability
    • Danger to preemptives or HP-sensitive teams

Uesugi Kenshin is the strongest Water God Killer card available and gives players more options for dealing with these types of spawns. While 27x personal damage is impressive, he has less overall flexibility as he is only effective against a narrow range of spawns.

In addition to his God Killer prowess, Uesugi Kenshin features the fastest charging Fujin  style active skill in the game while also coming with 3 Skill Boosts Skill BoostThis ensures one is able to use his active right away and can help trivialize problematic spawns in a timely manner. Unfortunately, there is a negative effect tied to his active to justify the lower cooldown: resetting HP to 1.

Having your HP reset to 1 can be either a blessing or curse depending on the type of team one is running so caution must be exercised for the next floor preemptive or if activation range is negated (eg. Edward  teams).

As a whole, Uesugi Kenshin is a specialized sub that can provide great value for a given team if his shortcomings can be worked around.


Date Masamune

Active: Inflict Wood damage equal to ATK x100 to 1 enemy in exchange for reducing HP by 50%. Affected by enemy element and defense. +2 combo count for 1 turn. (8 turn CD)
Leader Skill: Get x1.5 experience after a battle. All attribute cards ATK x6, 25% all damage reduction when attacking with Wood and Dark combos at the same time.
Awakenings: Skill Boost Skill Boost    Skill Lock Resist Skill Lock Resist Time Extend 
Typing: God / Attacker
Weighted Stats: 1003
HP 
3410 / ATK 2753 / RCV 335

Pros
Cons
  • 1.5x Rank EXP
  • 50% HP nuke
    • Helps low HP teams
  • +2 Combo count
    • Lowest CD available
  • 3 <50%  = 8x ATK
  • Restricted to teams that want to be low HP
  • Must be below 50% to have personal damage
  • 100x ATK is too low for Buttoning

Date Masamune functions as a potent damaging card when below 50% HP as he will enjoy 8x personal damage. As such, he has synergy on low HP teams such as Raizer , Sinon , and Dark Metatron  with his active skill having ideal synergy.

Furthermore, his +2 Combo Count is the fastest charging one available as it also reduces your HP by 50%. Of course this should not be a problem for the above listed teams and the additional combos help ensure VDP  needs are met.

Just be aware the one has to be below 50% HP for Date Masamune to take effect for his own personal damage.


Toyotomi Hideyoshi

Active: Change all orbs to Water & Light orbs. Change Water & Light orbs into locked orbs. (8 turn CD)
Leader Skill: Get x1.5 experience after a battle. All attribute cards ATK x6, 25% all damage reduction when attacking with Light and Water combos at the same time.
Awakenings: Skill Boost Skill Boost 45 45 45 Skill Lock Resist Skill Lock Resist Time Extend 
Typing: God / Balance
Weighted Stats: 1003
HP 
3410 / ATK 2753 / RCV 335

Pros
Cons
  • 1.5x Rank EXP
  • Triple 7 Combo 45
  • Can use any Killer latent
  • Can be used on a variety of teams
  • Locks board
    • Counters Spinners
  • Light is already saturated with strong 7c cards

Toyotomi Hideyoshi is another triple 7 Combo 45 Light card but is able to fit on a wide variety of teams due to her high damage output. To help them stand out, they are able to use any Killer Latent to better customize their damage output for the team at hand. The main hurdle any damaging Light card faces is the existence of Ideal  who has 1,486 weighted stats along with +10% Team HP  (15% with Super Awakening).

From the board changer, Toyotomi is an ideal fit on Yusuke  teams and can counter spinner orbs due to the locking ability. This will enable Yusuke to easily combo amidst spinners. With that beind said, one must be aware that they cannot alter this locked board unless using an orb unlocker which counters the whole idea of locking the board.

Outside of Yusuke teams, Toyotomi can naturally be used on any combo-based team but one potential use would be on Dark Metatron  teams due to her God typing. Granted the board changer is not ideal, she can act as a damage stick for players who lack other options.


 Tokugawa Ieyasu

Active: No skyfall combos for 3 turns. Inflict Poison damage equal to ATK x50 to all enemies every turn. Ignore enemy element and defense. (3 turn CD)
Leader Skill: Get x1.5 experience after a battle. All attribute cards ATK x6, 25% all damage reduction when attacking with Dark and Light combos at the same time.
Awakenings: Skill Boost Skill Boost Skill Boost Skill Lock Resist Time Extend    
Typing: God / Balance
Weighted Stats: 1003
HP 
4885 / ATK 1808 / RCV 460

Pros
Cons
  • 1.5x Rank EXP
  • Triple VDP 
    • 15.625x ATK
  • Balance typing
    • Can use any Killer latent
  • 3 Skill Boosts Skill Boost
  • 3 turn cooldown
  • No Skyfalls can act as damage control
  • Damage is tied to VDP

Tokugawa Ieyasu is the final card in the Samurai Series 3 pantheon and comes with a unique and powerful kit.

He carries 3 Skill Boosts along with a fast 3-turn active skill. These help ensure other actives are charged in time while also allowing him to carry a valuable inherit with ease. Furthermore, he boasts 3 VDP  which translates into a massive 15.625x personal damage. This will easily obliterate any Void spawn as he is also able to take any Killer Latent.

Unfortunately, because all of his offensive awakenings are tied to VDP, he will have lackluster damage outside of these special matches.

One other interesting aspect to Tokugawa is that the No Skyfall component of his active skill can be looped permanently all by himself. This can act as an alternative to the No Skyfall badge but will mostly be used for either damage control or preventing a specific colour from matching.


Samurai Super Godfest

The Samurai Super Godfest occurred in JP and did have a 38.25% chance to roll any GFE or Samurai Series 3 card. As such, this may be an ideal time to roll the Rare Egg Machine as the chances of acquiring something of value. Of course the featured line up will feature numerous Pantheon cards and a full line up can be found under the Skill Leveling Dungeon information HERE.

Generally speaking, players should be ideally rolling in Godfests where high value cards are featured at an increased rate. Furthermore, being able to acquire new GFE is ideal as they may help open up new doors for your Monster Box

With that being said, JP will be having their 7th year anniversary in 22 days but there will be a stream on January 30th which may release/tease new information that may alter our inclination to roll. As such, if you are truly GungHo on rolling in this Godfest, at least wait until the 30th to see if something significantly better comes out in JP.

This continuous chase of JP can be a frustrating aspect, but the gap for some events/content is narrowing and we can use this knowledge to make more informed decisions.

Conclusion

The Samurai Series 3 are a powerful new addition to the available Pantheons but being 7-star bases will be a foreshadowing for new cards having higher rarities and lower rolling rates.

As a whole, the Samurai Super Godfest is promising as it will feature a higher rate for GFE and the new 7-star pantheon but there is a JP stream on the 30th which may release/tease new information. As such, if you are inclined to roll in this Godfest, one should wait for the JP stream to make a more informed decision.

Let me know what you think about the Samurai Series 3 pantheon along with the Samurai Super Godfest in the comments below.

Happy Puzzling!

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17 thoughts on “Samurai Series 3 Review + Thoughts on 10 Magic Stone Samurai Super Godfest”

  1. It’s a cruel twist of fate that I rolled my third Saline in this godfest. Will I ever get a Dmeta? Cotton? Fujin? Madoo? Macha? Egyptian 2? ANY of the top tier collab monsters like BJ or Yusuke or Jhoira?

    Nope.

    There is only Saline.

    Now I can only hope for 3 more to make a full team.

    Like

    1. If it makes you feel any better, I started this summer. In that short span of time, I have acquired:
      3 Hakus
      3 Allatus
      4 Lughs
      3 DMetas
      I’m still missing most GFEs, but DMeta seems to be the one who likes showing up in my rolls repeatedly 😦

      Like

      1. I’m also pretty terrible at hitting 7c, so having that many dupes of arguably the strongest 7c lead in the game and not a single Yomi is just fabulous

        Like

  2. Rolled bunch of 5 stars, and Just got my 31st kushinadahimes in my box, in general, it made me want to rip the creator’s dick off… but I’m gonna wait for Isis and sakuya to catch up, coz they r on their 20th train already, so that I can save the trip and do it all at once.

    Like

    1. I currently run Raizer, whom I feel was either neglected by the US server, or just wasn’t really rolled that much during the first Gungho Collab. Things have improved since its returned and it seems easier to find partners, which for, I am grateful.

      My current setup is Raizer, Raizer, Sanosuke (very happy to finally have a reason to have dusted him off), Sinon, Saber Alter. Despite 2 off colors, the HP comes in over 70k. So far, the trade off seems worth it to me. This brings me to Osirus, despite him being on color, he lacks all skill boosts! I did a huge double take when I realized this, and silently shed a tear. Haha. I just personally feel that voids most of his value when building the low hp bonus teams. That said, OP, good call on bringing him up! There aren’t a lot of options thus far with that awakening mechanic, and I’m grateful someone out here is trying to spread knowledge regarding this playstyle, as I think it is both fun and refreshing. If only I can roll a Rochel next time she comes back!

      P.S. I love this team for farming the new collab/godfest skillup dungeons, as each button kills a floor.

      Like

  3. Mantastic, I was hoping to roll a new samurai in the fest, and luckily, I did. I got the blue one, which I am happy with…my question is, though most of the pantheon is niche (yet powerful, if one can utilize), how would you personally order them in strength (imagining you own an optimal box to utilize each one)?

    I personally would go (roughly) blue and or purple, yellow, green, red.

    Thanks for your consistent content production. It really is a boon for the U.S. community.

    Like

    1. They all fulfill different roles but I feel the purple one has the most overall value as he can fulfill a valuable niche.

      3 SB + 3 VDP + Balance typing along with a 3 turn CD can help in hard, short challenges, esp in farming set ups

      After that, they are all kind of similar outside of the Fire card who I feel is the weakest of the bunch

      Like

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