GungHo Collab Godfest Featuring Dark Evolutions Review & Analysis – May 2019

Introduction

The GungHo Collab is finally making a return to North America after several months. Following the trend in January, the 6 and 7-star cards will be available during a Super Godfest. What makes this Godfest more exciting is the debut of the Dark evolutions which grant significantly more power to four of the 7* GungHo cards.

Due to the Super Godfest, the total chance of acquiring something of value is higher, but each roll will cost 10 Magic Stones. Thankfully, all cards come out +297, max Awoken, and max Level along with the rolling rates being around 33% to acquire a 6/7* GFE or 7* GungHo Collab card.

This article will outline the strengths and weaknesses of the GungHo cards to give players an idea of what each card has to offer and whether or not it is worth their Magic Stones.

Video commentary

—Video coming soon—

Overview

GungHo Collab Super Godfest Pros & Cons – May 29, 2019
Pros
Cons
  • Super Godfest
    • Around 33% for GFE/Top rarity card
  • All rolls come with lucrative benefits
    • +297
    • Max Awoken
    • Max level
  • New Dark evolutions
  • Skill leveling dungeon is available
    • Note that Dark evos have a different active
  • 7* GFE should have a 1.5% roll chance
  • Strong chance no 5* GH Collab cards
  • 10 Magic Stones per pull
  • No Monster Exchange available
  • Mostly older 5* Pantheon cards as filler
GungHo Collab Lineup
 7 Star base  
 6 Star base
 5 Star base
GungHo Collab Rankings – May 29, 2019
S
A  
B    
C     
D  

Order within each tier is random and not reflective of ranking

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

Limit Breaking

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

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

You can read more about Super Awakenings HERE.

Monster Exchange

The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.

Unfortunately, the GungHo Collab characters will be appearing during a Super Godfest which means they can only be rolled and not exchanged.

Weapon Assists

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

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

7 Star base

GH Reeche – B

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. [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune   Time Extend Skill Boost Skill Lock Resist 45 45
Super Awakenings  Skill Boost
Typing: Devil / Balance
Weighted Stats (Limit Break): 1099 (1264)
HP 4395 (5054) / ATK 2450 (2818) / RCV 510 (586)

Pros
Cons
  • 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
  • Does not have Reeche’s Weapon Assist

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.

Unfortunately, GungHo Reeche lacks the powerful Weapon Assist her REM-cousin enjoys. Furthermore, Reeche is seldom chosen as a leader due to the inconsistencies faced with Rainbow activation along with lower Effective HP.


Noir – B

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

Leader Skill: 2x HP for Dark Att.; 2x ATK when 6 or more combos; 4x ATK when matching 2 Dark combos, up to 6x at 3 Dark combos [4/144/1]

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Super Awakenings45  
Typing: Balance
Weighted Stats (Limit Break): 1005 (1156)
HP 4850 (5578) / ATK 1756 (2019) / RCV 509 (585)

Pros
Cons
  • Balance typing
    • Can use any Killer latent
    • Helps with VDP
  • Strong awakenings
    • Potent VDP potential
  • Modest leader potential
  • LS is orb hungry
  • Lacks an RCV multiplier
  • Active Skill is low impact
  • Competes with many other high value Dark cards

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 Beach Barbara & Julie , 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 somewhat blurred among the plethora of powerful Dark options. While she does have high VDP potential and can become a triple 7 Combo 45card with Balance typing, her lackluster active and lack of any other utility may hold her back.

8 turns is not exceptionally long, but feels cumbersome due to the fact that it has low value overall.

As a whole, Noir can be a potent Damage stick but is nothing special in today’s meta.


Ralg – B

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: 3x ATK and reduce damage taken by 25% when matching 6 or more connected Fire orbs; 5x ATK on the turn a skill is used; Increase orb movement time by 2 seconds [1/225/1/43.75%]

Awakenings:  Skill Boost Skill Lock Resist Fire Row Fire Row Fire Row Fire Row Fire Row Fire Row
Super Awakenings:  Fire Row 
Typing: Balance / Dragon
Weighted Stats (Limit Break): 1056 (1214)
HP 5105 (5871) / ATK 2061 (2370) / RCV 400 (460)

Pros
Cons
  • 7 turn cooldown
  • Multi component active
    • Button damage potential
    • Fire row
    • Orb unlock
  • Strong Fire farming potential
    • Easy 225x ATK / 43.75% damage reduction
  • Orb hungry as a traditional leader
    • Damage is heavily tied to Rows Fire Row
    • Damage Reduction tied to matching 6 Fire
    • Primarily a farming leader
  • Must use active skill for damage
    • Cannot save orbs from a double row maker
  • 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 strong, but we are starting to see many 5-match leaders achieve this with less effort. With that being said, Ralg’s numerous Row Fire Row awakenings help push his damage higher.

For the most part, Ralg will be relegated to a Farming leader role as his active skill clause paired with a match-6 Fire for Damage Reduction will be unusable for longer/harder content.

One interesting aspect of Ralg’s active is that it can potentially solve 2 floors as he generates a row of Fire while also dealing a modest amount of Button damage (Button damage is probably around 400k).

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 valued as all content has already been cleared.


Orage – B

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]; 6x ATK for Water Att.; 1.5x ATK when matching 2+ Water combos; 2x ATK when matching 6 or more connected Water orbs [1/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist   
Super Awakenings Skill Boost 
Typing: Attacker / Machine
Weighted Stats (Limit Break): 1006 (1157)
HP 4638 (5334) / ATK 2602 (2992) / RCV 67 (77)

Pros
Cons
  • 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
  • Can be used as a farming leader
  • No Skyfalls
  • LS is orb hungry for full activation
    • Requires 2 Water Combos + 6 connected Water
  • No defensive multiplier
  • Many double row makers exist
    • Lowers value of active
  • 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 in a couple of 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. On the bright side, Orage comes with 3 Skill Boosts Skill Boost (6 with dual leaders) which can greatly ease team building restrictions.

Secondly, 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. With that being said, numerous double row makers now exist which can nearly replicate this pattern along with two being farmable from Collab event dungeons.


Karin – S

Active: For 3 turns, 2x ATK for Light, Dark Att.; For 3 turns, reduce damage taken by 50% (13 turn CD)

Leader Skill: 4x ATK and 1.5x HP for Light Att.; Increase orb movement time by 2 seconds; 4x ATK and 2x RCV when matching 5 or more connected orbs [2.25/256/4/]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Skill Boost Skill Boost 45 Dragon Killer Devil killer
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1007 (1158)
HP 3048 (3505) / ATK 2645 (3042) / RCV 521 (599)
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

Pros
Cons
  • Strong LS multipliers
    • Easy to activate
    • 2.25x HP
    • 4x RCV
  • Scaling multiplier
  • Flexible team building
  • Higher personal damage against key end game spawns
  • 3 Skill Boosts Skill Boost
    • Actives will be ready in time
  • Weapon Assist form grants Skill Boost Skill Boost
  • No Damage Reduction in LS
    • Reliant on active
    • Vulnerable to Gravity + hit
  • Lower effective HP

Karin’s new Dark form is tremendously powerful due to the fact that she is able to build a highly flexible team along with strong multipliers for AA2 and Arena 5.

For the most part, the efficacy of a card is judged by their ability to clear those two dungeons as they are considered the hardest along with having lucrative rewards. In order to succeed, a given leader has to have an easy to activate Leader Skill, strong subs choices, the ability to counter Voids and Resolves, along with high Effective HP.

Karin is able to fulfill all those roles with her Effective HP being on the lower end. Thankfully, her base active can somewhat alleviate this problem as it provides burst and Damage Reduction.

Karin is able to fully activate with any match-5 which means FUA or VDP patters fulfill this clause along with passively having 2.25x HP and 4x RCV. The HP is enough to survive most hits (will require help from the giant preemptives in AA2) but the 4x RCV removes any need to run Enhanced Heart Orb +heart subs. In addition to this, Karin can run any Light sub which adds flexibility and options when countering challenging mechanics.

In terms of her awakenings, Dark Karin boasts both Dragon Dragon Killer and Devil Devil killer Killer which grants her 3x personal damage against those respective spawns (9x vs both). While Killers tend to fall flat compared to 7 Combos 45 due to typing restrictions, the fact that the final encounters in AA2 and A5 tend to feature at least one of these evens it out. Furthermore, Karin teams will often have high damage subs for the earlier floors so damage should not be an issue.

Karin

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

Leader Skill: 4x ATK when 4 or more combos up to 8x at 8 combos; 2x ATK and reduce damage taken by 25% when matching 4 or more colors [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45 45 
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1007 (1158)
HP 3048 (3505) / ATK 2645 (3042) / RCV 521 (599)
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

Pros
Cons
  • 256x ATK / 43.75% damage reduction
  • Scaling multiplier
  • Flexible team building
  • Synergistic awakenings
  • Weapon Assist form grants Skill Boost Skill Boost
  • 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)

Base Karin is nearly a similar to pre-buff 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. Another point to consider her Dark form is vastly superior as a lead and should be pursued in the vast majority of situations.

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.

Weapon Assist Skill Boost Imp ATK Imp ATK

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. Furthermore, players are able to purchase Amen for 750,000 MP making it available all the time.


Zeta – S

Active: Reduce HP by 50%; Deal 200x Water damage to an enemy; Create 6 Water, Dark, Heal orbs (8 turn CD)

Leader Skill: 2x HP for Water Att.; 4x ATK when below 80% HP; 3.5x ATK and reduce damage taken by 25% when matching Water+Dark [4/196/1/43.75%]

Awakenings: Bind Immune Bind Immune Time Extend Skill Boost Skill Lock Resist  
Super Awakenings:  45  
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1057 (1216)
HP 4860 (5589) / ATK 2683 (3085) / RCV 106 (122)
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Pros
Cons
  • One of the strongest leaders in the game
    • Massive effective HP
    • Huge personal damage
    • Not combo reliant
      • Easier to VDP + FUA
  • Synergistic active
  • A team full of Zeta can solve most dungeons
  • L grants more damage and Orb Unlock
  • Team ideally has numerous Zeta dupes
  • Water + Dark can have minor orb troll
  • Must be below 50% to truly shine

Dark Zeta is considered one of the most powerful leaders in the game due to the fact that he has a massive amount of Effective HP, high damage potential, and the ability to form VDP + FUA as he is not reliant on combos to activate.

At this point in time, many challenging encounters feature both Damage Void and Resolve meaning players will have to form a 3×3 Box and column of Hearts. These two patterns will often result in a lower combo board and if the Leader Skill relies on 7 or more combos, they may not fully activate.

As such, Zeta’s Leader Skill only requires players to be below 80% HP along with matching Water and Dark orbs. Furthermore, if players are below 50%, Zeta will have 8x personal damage (equivalent to three 7 Combos 45) plus the VDP from Super awakenings. Thus, Zetas are able to deal tremendous amounts of damage to Void spawns without worrying about 7 combos.

It is his ability to not rely on combos that gives him an edge over Dark Metatron as he can more easily activate those patterns all the time. While Dark Metatron can utilize + Combo counts, that is often less efficient overall.

With that being said, Zeta is not without faults as his ideal teams often rely on numerous duplicates of himself for massive damage which forces him to remain below 50% HP to tap into the <50% despite the Leader Skill activating when below 80%.

In addition, being forced to use Dark and Water orbs means there is a chance at some orb troll along with having a more restrictive orb changer pool. Thankfully, Zeta’s base active solves both of these problems on an 8-turn cooldown as he produces 4 Water, Dark, and Heart orbs along with a -50% HP cut.

All in all, there is no reason why players should not be pursuing this form as it is vastly superior compared to his base or Weapon Assist evolutions.

Zeta

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
Super Awakenings:  45  
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Pros
Cons
  • 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
  • Make his dark form

Base 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.

Regardless, his Dark form is infinitely stronger and there is no reason to keep this form as dupes of the Dark form are preferred subs.

Weapon Assist Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

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. Furthermore, Dark Zeta wants dupes of himself on his team so this Weapon Assist should essentially never be made.


Elena

Active: For 99 turns, Fire orbs are more likely to appear by 7%; For 2 turns, recover 50% of max HP (12 turn CD)

Leader Skill: 1.5x HP for Fire Att.; 4x ATK when matching 2+ Fire combos; 4x ATK and reduce damage taken by 35% when above 80% HP [2.25/256/1/57.65%]

Awakenings: Bind Immune Bind Immune Skill Boost  Time Extend Skill Lock Resist
Super Awakenings:  God Killer Dragon Killer Devil killer
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1057 (1216)
HP 4860 (5589) / ATK 2683 (3085) / RCV 106 (122)
Weapon Assist Awakenings: TPA Auto heal Imp ATK

Pros
Cons
  • 99 turn Fire Skyfall buff
  • Challenging to remain above 80%
  • Auto heal takes effect after matching orbs
    • Does not heal in time for damage
  • Requires 2 Fire combos to activate

I am not impressed with Dark Elena due to the fact that she brings little to the table in terms of lead, sub, and inheritance potential.

As a leader, she must remain above 80% HP while only enjoying a 57.65% Damage Reduction shield. This means 99% gravities will push her under along with most attacks. This means she will no longer have her damage output and despite the fact that she can auto heal, the healing takes effect after matching orbs. This means players will not be above 80% at the time of matching and thus not deal meaningful damage. To compound this further, Elena requires 2 Fire combos which is modestly orb hungry.

As a sub, she offers little overall as the >80% provides only 1.5x ATK and has a small window of opportunity. While she does provide modest VDP potential, stronger and less conditional options exist.

Finally, as an inherit, she has some potential due to the 99 turn Fire skyfall. This +7% chance is small overall but can help provide a small additional source of Fire orbs. This is naturally best on Mono-Fire teams but 12 turn cooldown may prevent it from being ready early on in the dungeon.

Elena

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: 4x ATK when matching 2 Fire combos, up to 8x at 3 Fire combos; 2x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Skill Lock Resist God Killer Dragon Killer Devil killer
Super Awakenings:  God Killer Dragon Killer Devil killer
Weapon Assist Awakenings: TPA Auto heal Imp ATK

Pros
Cons
  • 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’s base form 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.

If trying to choose between either Dark or Base form, I would prefer to keep Elena in her base form as I feel it has more value unless you need the 99 turn Fire skyfall.

Weapon Assist TPA Auto heal Imp ATK

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 – S

Active: Reduce HP by 50%; Deal 60x Wood damage to all enemies; For 2 turns, bypass damage absorb shield effects (17 turn CD)

Leader Skill: 4x ATK for Wood Att.; 1.5x HP for Dark Att.; 4x ATK and reduce damage taken by 25% when 6 or more combos [2.25/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist 45 45 Devil killer Machine Killer
Super Awakenings:    
Typing: Physical / Attacker
Weighted Stats (Limit Break): 1008 (1159)
HP 5864 (6744) / ATK 2110 (2426) / RCV 0 (0)
Weapon Assist Awakenings: Time Extend  

Pros
Cons
  • 2 turn Fujin active
    • 17 turn cooldown (Fujin is 19)
    • Wonderful in A5
  • Powerful Leader
  • Easy to activate Damage Reduction
  • Does not have to run full Wood/Dark
  • Can use Zela
  • Effective HP varies with subs
  • Dual Fujin Actives on leaders is redundant
    • Long CD to inherit over

The new and improved Raizer is able to lead a powerful team along with being our only card to have 2 turns of Damage Absorb Void. This active enables players to ignore one of the worst designed mechanics in Puzzle and Dragons for two turns. Generally speaking, 2 turns is excessive as players will often one-shot the given spawn, but in the case of a flubbed match or Arena 5, it is wonderful.

In Arena 5, there is a 50% chance to encounter a given spawn on Floor 12 and 13 with each floor having one Absorption spawn. Thus, there is a 25% chance to find back-to-back Absorption spawns and having 2 turns of negation greatly hastens clear times. With that being said, Durga (Floor 13) is not a dangerous spawn and I often use her to restall actives if necessary.

Beyond his unique active, Dark Raizer is able to lead a powerful team simply because Wood tends to be an exceptionally powerful element due to Zela . Zela is arguably the best sub in the game due to her awakenings, active, and weighted stats and any team that can efficiently use her will be considered strong.

Despite the fact that Raizer’s Leader Skill wants Wood/Dark cards, having some without Dark is okay as it will only lower the HP and not damage. While it may sound alarming to lower the HP, his easy to activate 43.75% Damage Reduction will still be available and if playing through Arena 5, the Effective HP requirements are quite low.

With that being said, one sizable downside is Raizer teams may not having enough effective HP to tank Goemon in AA2 along with having both leaders with a Fujin active being redundant.

Overall, Dark Raizer is a powerful leader who has an easy to activate Damage and Damage Reduction component who does not have to exclusively use Wood/Dark cards.

Raizer

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: 5x ATK and reduce damage taken by 35% when above 80% HP; 10x ATK when below 79% HP; 1.5x HP & ATK for Wood Att. [2.25/225/1/57.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Time Extend Skill Lock Resist  
Super Awakenings:    
Weapon Assist Awakenings: Time Extend  

Pros
Cons
  • 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
  • Competes with Osiris 
  • Weaker compared to Dark
    Metatron & Dark Raizer

Base 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 plenty 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. Furthermore, his Dark form is significantly stronger as a leader along with possessing a two turn Damage Absorption Void.

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. With that being said, Raizer may be used in some longer Ranking Dungeons as he does not have to juggle HP like Zeus Verse .

Weapon Assist Time Extend  

Raizer’s  Weapon Assist will mostly be used for the two Team HP  awakenings  in order to bolster health by 10%. While the HP is nice and may enable teams to overcome certain damage thresholds, Resists Blind Resist Jammer Resist Poison resist tend to be superior in today’s meta as they can completely negate lethal mechanics.


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. [4/144/1]

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

Pros
Cons
  • 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 

Pros
Cons
  • High 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 or Ranking dungeon subs; 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 – B

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
Super Awakenings:  

Pros
Cons
  • 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. Another thing to consider is that using Shust after a mono colour board can result in a 4 combo set up which may be helpful for teams that rely on Rows (makes 2 Rows) or those that need two combos of a single colour.

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
Super Awakenings: Devil killer  

Pros
Cons
  • Double Evolution Material Killers 44
  • Double Devil Killer Devil killer in solo
  • Some merit in Training Arena
  • Niche or little applications

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

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.

With that being said, Artemis may have some merit in Training Arena as she has 9x damage against several spawns. While the Evolution spawns in Training Arena can be negated through Guard Break or 100% DEF Breaks, having a high damage card may be useful.

Tsukuyomi – B

Active: For 1 turn, increase orb move time by 2 seconds; For 1 turn, 2x RCV; For 1 turn, 2x ATK for Light Att. (8 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs; 2x ATK when matching 3 or more colors up to 5x at 5 colors [1/225/1/43.75%]

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

Pros
Cons
  • Reasonable leader skill
    • Easy to activate
    • Scaling component
  • Requires all 5 colours to fully activate
  • Stronger leaders exist
  • No built in orb movement
  • Low value as a sub

Tsukuyomi has been significantly improved since the last GungHo Collab as she is able to function as a reasonable leader due to her 225x ATK and easy to activate 43.75% Damage Reduction.

Unfortunately, she is far from top tier as she is a Rainbow leader which means inconsistent damage along with not eclipsing current options. The main crux of Rainbow leaders is that they are restricted in terms of the actives they can use along with having a tougher time utilizing VDP and concentrating their damage.

Regardless, I can see Tsukuyomi being a strong introductory leader for newer accounts as she will force players to match quickly due to no additional orb movement time.

 Joker – C

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

Leader Skill:3x ATK and 1.5x HP for Dark Att.; 3x ATK when 4 or more combos up to 5x at 8 combos [2.25/225/1]

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

Pros
Cons
  • Modest Leader Skill
  • Possible Fatalis sub
  • Personal damage comes from L 
  • Low personal damage otherwise
  • Mediocre active

Joker is somewhat like Tsukuyomi in that he is modest leader as he is purely combo oriented with gentle team building requirements. Unfortunately, his multipliers and personal damage are nothing special unless used for his L’s .

In the past few months, we have seen an increase L usage through leaders such as Fatalis who boast powerful multipliers and reward the L-game play.

As such, Joker may find some value as a Fatalis sub if damage if lacking but one must be aware that he mostly offers damage and no other utility through awakenings. With that being said, his active may be situationally helpful as the 50% heal will restore a sizable amount of health along with the +1 combo count possibly helping for combo shields.

With that being said, I personally prefer utility-oriented cards on Fatalis teams as damage output is rarely a primary concern.


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. Furthermore, they may not even be featured in the Super Godfest.

Helen – D

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

Pros
Cons
  • 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)

Pros
Cons
  • 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:   

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

Tenfufa can act as a budget 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

Pros
Cons
  • 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

Pros
Cons
  • 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:   

Pros
Cons
  • 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

Conclusion

The GungHo Collab card make a return with various buffs along with new and powerful evolutions for some 7* cards. Of the four Dark evolutions, three make for powerful leaders and the fact that they occur alongside a Super Godfest gives a high chance to roll something of value (around 33% for GFE/7* GH). Furthermore, the collateral benefits of this event are quite strong as all cards come out max Level, max Awoken, and +297.

As a whole, I would say this Super Godfest has more value compared to a regular Super Godfest due to the fact that the GungHo Collab 7* Dark evolutions are so powerful.

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

Happy Puzzling!

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21 thoughts on “GungHo Collab Godfest Featuring Dark Evolutions Review & Analysis – May 2019”

  1. Do we know if we are getting hello kitty? I have 2 zela so probably easier to make a good team for her than getting 3-4 zeta as ftp XD.

    Like

    1. We will probably be getting hello kitty as we had the first run, but that’s no guarantee.

      I rolled two packs and did not get a zeta, but I did get a duper raizer and karin, and my first elena… as always, trying to chase something specific in a godfest is generally a very expensive proposition, not practical for a ftp player 🙂 Being able to trade for zela kitty will be a huge deal.

      Like

  2. Thanks for writing this article! I currently have 1.3M MP (200k short for kuroyuri system) and I’m wondering whether I should sell some monsters or wait for the collab to return. I’m thinking of selling Veroah (75k) + Fujin (50k) + Ea (15k) (all are duped) + two Paolumus (15k each) (I have 5 lmao) + Verdandi (15k) + Lugh (15k).

    Also, are cards like Oichi and Nene still viable leaders with TPA subs or has the meta moved on? Just curious.

    Like

    1. I strongly advise against selling 6/7* GFE such as Veroah as they are invaluable for trade fodder

      Challenge 7 in June quests offers a 6-yr tama and you may have some more lying around in your box

      As for Oichi/Nene, they are mostly just inherits now

      Like

    2. Sell your Paolumus, I think 1 is sufficient enough. Maybe 2, but personally I don’t run 2 Paolumus weapon assists in a team. Then, if you have to, sell duplicate pantheons. Some 6* 10-stone collab cards are pretty meh, they’re 50k MP each so it’s worth considering.

      Like

  3. First of all any Leo leads out there?

    It has been quite a dry spell from friending one

    Second, anything in the monster exchange worth looking at… got about 12 rainbow medals and some of the limited time monsters are looking quite spicy.

    Finally is there any effective way to farm mp right now for a Kuroyuri (I’m at 500k so I could potentially sell some stuff)

    Like

  4. I planned on saving 50 stones, but ended up spending them too.

    3rd Michael
    1st Sara (!)
    2nd Zeta (!)
    2nd Andromeda
    1st Karin Shindou (!)
    3rd Raphael
    3rd Perseus
    3rd Zeta (!)
    2nd Karin

    I think it turned out great. Now I’m off to make a Zeta team.

    Like

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