Hello Kitty Collab REM Review & Analysis – June 2019


The Hello Kitty Collab is one of the oldest events in Puzzle and Dragons and few players actually saw it the first time around. This seems a little strange as it is a popular franchise but has been absent for several years.

This time around, the cards have been buffed to try and keep abreast with the 2019 meta but the main attraction is the new 7-star, Zela Kitty . Zela Kitty is able to lead an amazingly powerful team as she is able to fully utilize Zela and SFUA (more about SFUA can be read HERE). As such, many players may find the most merit simply trading for Zela Kitty and ignoring the other cute cards.

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

Video commentary

—Hello Kitty Video—


Hello Kitty Collab Pros & Cons – June 6, 2019
  • Zela Kitty
    • Five 6* GFE as trade fodder
  • Overwhelming cuteness
  • 5* cards have very low value
    • Rolling will mostly result in sadness
  • Zela Kitty is 1.5% chance
Hello Kitty Collab REM
 7 Star base
 6 Star base
 5 Star base
Hello Kitty REM Rankings – June 6, 2019

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 have 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.

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 at this point in time (will change in future) 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.

My approach to Collab rolling

Rolling any Rare Egg Machine is a gamble and it becomes a matter of maximizing your rate of returns in an event.

This translates into rolling when the bottom rarity has high value as those will be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they will significantly advance my progress. As such, I tend to look most closely at the 5-star pool to determine if it is worth rolling in.

This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt.

7 Star base

Zela Kitty is available through the Monster Exchange system at a 5:1 trading ratio with 6-star GFE as the Trade Fodder. This may be the best course of action due to the fact that the Collab features low usability 5-star cards.

Zela Kitty – S

Active: Unlock all orbs; Change all orbs to Wood, and Heal orbs; For 1 turn, bypass att. absorb shield effects (16 turn CD)

Leader Skill: 2x all stats for Wood Att.; 6x ATK when 6 or more combos; Increase combo by 1 when matching 9 or more connected Wood orbs at once [4/144/4]

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

Typing: Devil / Healer
Weighted Stats (Limit Break): 1006 (1258)
HP 4000 (5000) / ATK 1904 (2380) / RCV 676 (845)

  • 4x HP/RCV
    • Can survive any preemptive & easily heal
  • Can efficiently use Zela
    • Arguably the best sub in a vacuum
  • Bonus Combo count when matching VDP
  • Can VDP + SFUA and hit 7c
  • 144x ATK almost always available
    • Hard not to hit 6 combos
  • Cute
  • No Damage Reduction
    • Dies to Gravity + Hit
  • “Low” 144x ATK
    • Offset by triple 7c  45subs

Zela Kitty is the shining star of the Hello Kitty Collab as she is able to lead a tremendously powerful team due to the fact that she can overcome Resolve + Damage Void with ease. Furthermore, she has tremendous stalling potential and survivability through 4x HP/RCV.

At this point in time, many spawns feature Resolve and Damage Void. As such, players have to find a way to incorporate a 3×3 Box and an FUA . For many teams, this can prove troublesome as their primary VDP card may not have sufficient damage if 7 Combos 45 are not achieved or no Leader Skill is not activated. As such, many teams tend to struggle with these spawns with millions of HP but Zela Kitty is an exception.

Firstly, she is able to bolster Combo count by 2 (with dual leaders) when matching 9 or more connected Wood orbs. This means a VDP will fulfill this requirement and helps ensure VDP cards who rely on 7 Combos hit their maximum damage.

With that being said, Zela takes this one step further with her +2 Combo active, bicolour Wood + Heart board, and ability to abuse SFUA .

SFUA is often a lackluster awakening but shines bright on Zela due to the fact that players can use her active and assuming the board has 12-18 Hearts, 7 combos with SFUA + VDP is possible. This is further bolstered to 9 combos with Zela Kitty as a leader which is truly ridiculous and magical at the same time.

As such, Zela Kitty is able to trivialize Resolve + Void spawns as she has access to arguably the best sub and does not have to worry about hitting insufficient combos. This will provide a great deal of consistency when playing through content such as Arena 5.

With that being said, Zela Kitty is not without faults and her two main weaknesses is her “low” 144x ATK multiplier and no Damage Reduction built into her Leader Skill. 144x ATK is mostly offset by the inclusion of Zela, but no Damage Reduction leaves her vulnerable to Gravity + Hit move sets.

Overall, Zela Kitty is a top tier leader and is worth Monster Exchanging for provided you can field a strong team.

6 Star base

No 6-star cards will be available via the Monster Exchange system.

TAMADRApurin A La Mode – B

Active: For 1 turn, 3x ATK for Light Att.; Change Heal orbs to Light orbs (13 turn CD)

Leader Skill: 4x ATK and 2x HP and 0.5x RCV for all Att.; 3x ATK when matching 3 or more colors up to 5x at 5 colors [4/400/0.25]

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

Typing: Physical
Weighted Stats (Limit Break): 999 (1249)
HP 5503 (6879) / ATK 2053 (2566) / RCV 116 (145)

  • 4x HP + 400x ATK
  • 40% Blind Resistance Blind Resist
  • 1/4 RCV can be mitigated via Kuroyrui system
  • 0.25x RCV
    • Horribly hard to heal up
  • Rainbow leader
  • Low value as a sub

TAMADRApurin A La Mode is a returning card to the Hello Kitty Collab and has adorable art along with their signature 0.25x RCV.

0.25x RCV translates into 1/4 of your team’s healing potential which will make them horribly inconsistent in end game content as healing will by nearly impossible. Furthermore, they have no Damage Reduction component to soften Gravities and their Rainbow clause can make their 400x ATK drop down to 144x with 3 colours. Furthermore, it makes it difficult to VDP as orb changers are limited.

With that being said, a Kuroyuri system can be used to mitigate the abysmal RCV. Of course, doing so will result in 2 less active slots which may complicate things overall.

This is not to say that TAMADRApurin A La Mode cannot be used, it will just require more planning/effort to clear harder level content along with a somewhat dependency on Kuroyuri systems.

Beyond their leadership potential, their ability to be used as a sub is mediocre overall outside of teams having issues hitting 100% Blind Resistance Blind Resist.

Princess Valkitty Heart – B

Active: Delay enemies for 1 turns; Unlock all orbs (7 turn CD)

Leader Skill: 2x HP & ATK for Healer type; Increase orb movement time by 3 seconds; 7.5x ATK on the turn a skill is used [4/225/1/]

Awakenings: Light Row Bind Immune Bind Immune  Skill Lock Resist Light Row Light Row Light Row
Super Awakenings:  
Typing: Healer
Weighted Stats (Limit Break): 1001 (1251)
HP 2880 (3600) / ATK 1335 (1669) / RCV 1340 (1675)

  • Strong full multipliers
  • Is a cute princess
  • Active Skill clause is problematic
    • No a 1-turn Light Healer exists
    • Almost all her damage is tied here
  • Lacks personal damage
  • Valkyrie Ciel is a stronger leader
  • Low sub potential

Princess Valkitty Heart has strong multipliers on paper, but will be challenging to fully take advantage of. This is because the vast majority of her damage is tied to an active skill being used (4x without). This is problematic as she will hit like a wet noodle in longer dungeons as it will be challenging to cycle actives each floor. Perhaps players could conserve actives and abuse the 4x HP for stalling, but that is inefficient overall.

To make matters worse, Princess Valkitty has essentially no personal damage which means 1/3 of your team will be dealing significantly less damage. By comparison, Valkyrie Ciel feels significantly stronger as she also offers 4x HP but 144x ATK for Healers.

Despite the lower ATK multiplier, Valkyrie Ciel has significantly higher personal damage along with no active skill clause. Furthermore, many players may have chosen Ciel as their free exchange upon her debut which invalidates the need to run Valkitty as a leader.

Perhaps Valkitty can have some merits in shorter dungeons where an active can be used every turn.

Umikiki Yamalala – B

Active: Change all orbs to Water, Wood, Light, and Dark orbs; For 1 turn, increase combo count by 1 (9 turn CD)

Leader Skill: [Board becomes 7×6]; 1.5x all stats for Water, Light Att.; 6x ATK when matching Water, Wood, Light, Dark at once [2.25/81/2.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend TPA 45 45
Super Awakenings:  TPA
Typing: Healer / Attacker
Weighted Stats (Limit Break): 908 (1135)
HP 2879 (3599) / ATK 2006 (2508) / RCV 657 (821)

  • Modest 7×6 leader
  • Synergistic board changer
  • Modest sub potential
  • Stronger 7×6 leader exist
    • Rainbow clause
  • Don’t need to own 7×6 to benefit
  • Must use Water or Light cards
  • Active does not produce Hearts

UmiKiki & YamaLala joins the ranks of reasonable 7×6 leaders but the main issues are that 7×6 is not needed at this point in time along with players not needing to own 7×6 to take advantage of the larger board.

Players only require a single leader to have 7×6 to benefit from the 12 additional orbs and it is best to simply choose the strongest one available which is often Diablos due to no colour/typing restriction.

As such, UmiKiki & YamaLala may be harder to justify using as they offer a similar Effective HP and ATK but must use Light or Water cards along with having a Rainbow requirement. Generally speaking, Rainbow requirements are problematic as they are less able to concentrate their damage along with having a harder time using board/orb changers which also makes VDP and FUA harder as well. Of course, a Rainbow leader has a lower chance of orb troll on 7×6, but you are still essentially playing with a small handicap.

With this in mind, players would probably have less motivation to choose UmiKiki & YamaLala as a lead from friends. With that being said, if one plans to play coop with themselves, they may be the only 7×6 leader available which makes them the default choice.

As a sub, they have modest potential due to their higher than average personal damage with a TPA and being able to gain a Cloud Resist can be useful in certain dungeons.

Noah Kirimi-chan – A

Active: Reduce HP by 50%; Unlock all orbs; Change 2nd row from bottom and bottom row to Water orbs (13 turn CD)

Leader Skill: 2x HP for Water Att.; Reduce damage taken by 25% when below 50% HP; 8x ATK when matching 4 or more connected Water orbs up to 16x at 8 orbs [4/256/1/43.75]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend
Super Awakenings:  
Typing: Physical / God
Weighted Stats (Limit Break): 907 (1134)
HP 6040 (7550) / ATK 1475 (1844) / RCV 26 (32)

  • Active generates exactly 12 connected Water orbs
    • Triggers Combo Orb
  • 4x HP + Damage Reduction when below 50%
  • LS synergizes with VDP
  • Can easily VDP + FUA
  • Has high personal damage when <50% HP
  • Cannot survive Gravity -> Hit when above 50%
  • Modestly orb hungry
    • Low ATK without many Water orbs
  • Personal damage tied to <50% HP

Noah Kirimi-chan is the final 6-star card in the Hello Kitty Collab and is the strongest leader for this rarity. Their full multipliers are quite impressive but has some caveats.

Firstly, their 4x HP is unconditional which enables them to survive any preemptive when at full HP while their Damage Reduction takes effect when <50% HP. This is an interesting mechanic as they will almost have 4x Effective HP when just below 50% which may in turn keep them alive for prolonged periods of time. Furthermore, players can easily manipulate their HP via Mel along with Noah Kirimi-chan’s active reducing HP by 50%.

Despite the fact that their leader skill does not care about their HP, their own personal damage is tied to being below 50%. As such, Noah Kirimi-chan teams should ideally be sitting just below 50% HP which may be challenging overall. Thankfully, using triple 7c 45 cards can offset this burden. Unfortunately, their ATK multiplier can be wildly inconsistent due to the fact that it scales from 64-256x based on 4-8 connected Water orbs.

This can result in insufficient damage on many floors, even if below 50% HP which in turn forces stalling or active skill usage. With that being said, the 4x HP and additional Damage Reduction when low can greatly ease this. Furthermore, their Leader and Active skill has perfect synergy with VDP as the full 256x ATK will be achieved while also having an easy time incorporating FUA due to no combo restriction. This is important as Noah Kirimi-chan will be the primary source of VDP damage and is able to reach high levels when below 50% HP.

In essence, Noah Kirimi-chan plays like a weaker Dark Zeta due to a more orb hungry leader skill and less consistent Damage Reduction.

5 star base

All 5-star base cards have low weighted stats which may make it challenging to use as a sub. On the bright side, they are adorable and make for wonderful Box Cheerleaders.

Gudetama (Base) – A

Active: Unlock all orbs; Change top row to Light orbs (6 turn CD)

Leader Skill: 5x ATK when HP is full; 4x ATK when above 50% HP; 2x ATK and reduce damage taken by 25% when matching 5 or more connected Light orbs [1/100/1/43.75%]

Awakenings: Bind Immune Bind Immune  Skill Lock Resist Time Extend Light Row Light Row Light Row

gudetama with bacon

Active: Unlock all orbs; Change top row to Light orbs (6 turn CD)

Leader Skill: 5x ATK when HP is full; 4x ATK when above 50% HP; 2.5x ATK and reduce damage taken by 25% when matching 5 or more connected Light orbs [1/156.25/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Light Row Light Row Light Row Light Row
Super Awakenings: Light Row

 gudetama omelette rice

Active: Unlock all orbs; Change top row to Light orbs (6 turn CD)

Leader Skill: 2x ATK & RCV for Light Att.; 2x ATK on the turn a skill is used; 3x ATK and reduce damage taken by 25% when matching 5 Light orbs in L shape [1/144/1/43.75%]

Awakenings: Bind Immune Bind Immune Blind Resist Blind Resist Blind Resist Skill Boost Skill Lock Resist God Killer physical killer
Super Awakenings: Dragon Killer Healer Killer

gudetama pancake

Active: Unlock all orbs; Change top row to Light orbs (6 turn CD)

Leader Skill: 2x HP for Light Att.; 2.5x ATK on the turn a skill is used; 5x ATK when matching 6 or more connected Light orbs [4/156.25/1/]

Awakenings: Bind Immune Bind Immune Jammer Resist Jammer Resist Jammer Resist Skill Boost Skill Lock Resist Dragon Killer Devil killer
Super Awakenings: physical killer Devil killer

gudetama rolled omelette

Active: Unlock all orbs; Change top row to Light orbs (6 turn CD)

Leader Skill: 2x ATK for Light Att.; 2x ATK on the turn a skill is used; 3.5x ATK and reduce damage taken by 25% when matching 2+ Light combos [1/196/1/43.75%]

Awakenings: Bind Immune Bind Immune Poison resist Poison resist Poison resist Skill Boost Skill Lock Resist Devil killer Healer Killer
Super Awakenings: 37 God Killer

Oden Gudetama

Active: Reduce binds and awoken skill binds by 5 turns; Change top row to Light orbs (10 turn CD)

Leader Skill: 4x ATK for Light Att.; 2x HP & RCV for Wood Att.; 3x ATK when matching Light+Wood [4/144/4]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend Time Extend 45 45
Super Awakenings: God Killer Devil killer

  • Many evolutions to choose from
  • Oden Gudetama is the best form
    • Comes with a useful active
    • Strongest leader
    • No Combo count requirement
  • Comes with Orb Skin
    • Pretty amazing Orb Skin
  • Can be directly purchased via IAP bundle
  • Adorable
  • No Damage Reduction
    • Vulnerable to Gravity + Hit
  • Restrictive team building
    • Cards must have Wood and Light attributes
  • 144x ATK is “low”
  • Almost same rolling rate as 6* cards

Gudetama has 6 distinct forms but their Oden Gudetama form is their strongest. This is because they are able to lead a powerful 4/144/4 team while also having useful awakenings and active.

Each Oden Gudetama brings 4x personal damage to any spawn with the ability to gain either a God God Killer or Devil Killer Devil killer to push themselves to 12x against those respective spawns. Furthermore, their active skill is able to function as a Bind and Awoken Bind clear where the secondary effect is able to generate 6 Light orbs on a reasonable 10 turn cooldown. This is important as it can charge up modestly quick and will always have at least one aspect being valuable. This is valuable as many Bind and Awoken Bind clears have middling secondary effects and the additional orbs are never wasted. Of course it does run the risk of overriding Wood orbs needed for activation, but players can be mindful of their usage.

As a leader, they function like a less hard hitting Shirou in that they provide 4x HP/RCV but must use cards of two particular elements. This dramatically cuts down on their sub pool but a single sub or two could be just Light if desperate. This will lower the HP and RCV but both aspects should be high enough overall, just make sure you have enough HP to survive the largest reasonable hit/preemptive. With that being said, there are several viable subs such as Green Cotton , Athena Non , and Sylvie .

One other valuable aspect about Oden Gudetama is the fact that their Leader Skill does not require any combos means they have an easier time incorporating VDP + FUA into a given board. This is valuable in higher tier content where many end spawns feature Void + Resolve. Unfortunately, Odin Gudetama features a “low” 144x ATK which may place pressure on damage output. For the most part, damage should not be an issue due to subs that can have high personal damage, but it can place constraints on VDP potential and may require players to use a supplemental burst.

Orb Skin

Pierdra Badtz-Maru – C

Active: Replace all orbs (6 turn CD)

Leader Skill: Increase orb movement time by 3 seconds; 6x ATK and reduce damage taken by 25% when 5 or more combos [1/36/1/43.75]

Awakenings: Dark row Dark row Blind Resist Blind Resist Bind Immune Bind Immune Skill Boost
Super Awakenings: 45

  • Spanking jokes
  • Fast charging Board Refresh
  • Board Refresh is extremely niche

Pierdra Badtz-Maru was initially praised for their full Board Refresh active as it can remove Locked Orbs and Hazards. At the time, this was somewhat game-changing as we had no viable way to deal with Locked Orbs (especially Locked Hazards) but is now somewhat obsolete.

At this point in time, we have many Unlock actives along with L awakenings so the actual need for a full Board Refresh has diminished.

With that being said, Pierdra Badtz-Maru’s active can be used for Refresh cheesing but simply having their active called “Spanking” brings joy overall.

Lilith Kuromi – C

Active: For 3 turns, reduce enemies’ defense by 100%; Charge allies’ skill by 2 turns (14 turn CD)

Leader Skill: Increase orb movement time by 3 seconds; 5x ATK and reduce damage taken by 25% when 4 or more combos [1/25/1/43.75%]

Awakenings: Dark row Dark row Poison resist Poison resist Time Extend Time Extend Skill Boost
Super Awakenings:  45

  • 2 turns Haste
  • 100% DEF Break
    • Lasts 3 turns
    • Some merit in Training Arena
  • DEF Break is seldom needed
  • Feels outdated overall

Lilith Kuromi is able to provide 3 turns of 100% DEF Break which can be useful for high DEF spawns but may have some merit in Training Arena.

In Training Arena, many spawns have high DEF and being able to ignore it can be invaluable and having a 3 turn Void helps cushion against errors.

Sadly, things like Guard Break or high multipliers are simply more efficient as you do not need to dedicate an active skill slot. As such, using Lilith Kuromi is seldom a first choice and she may end up being a Box Cheerleader.

Angel Cinnamon – D

Active: Change Fire, Water orbs to Heal orbs; For 1 turn, 2x RCV (7 turn CD)

Leader Skill: 4x ATK when 3 or more combos up to 7x at 6 combos; 1.5x HP for Healer type; Increase orb movement time by 3 seconds [2.25/49/1]

Awakenings: +light orb Auto heal Skill Boost Skill Boost 45 Bind Immune Bind Immune
Super Awakenings: 45 37 Dragon Killer

  • Cute
  • Does not accomplish much

Angel Cinnamon is a cute Box Cheerleader as she is a horribly outdated card.

Her active skill is able to produce a large number of Hearts on a short cooldown, but that does not provide much merit overall and the 2x RCV only lasts for a single turn.

Hello Kitty & Tyrannos – C

Active: For 1 turn, 1.5x ATK for Balanced type; Change far left column to Fire orbs (6 turn CD)

Leader Skill: 4x ATK & RCV for Fire Att.; Increase orb movement time by 3 seconds [1/16/16]

Awakenings: Skill Boost Enhnaced Fire Orb Enhnaced Fire Orb TPA TPA Skill Lock Resist Time Extend TPA TPA
Super Awakenings:  

  • Hello Kitty is riding Tyrannos
  • 4 TPA
  • Low weighted stats
    • Requires 110 for 1,039
    • High investment

Hello Kitty & Tyrannos’s main appeal is the fact that Hello Kitty is riding Tyrannos. Jokes aside, the 4 TPA may have some merit, on certain teams, but the fact that she needs 110 for 1,039 weighted stats is a high investment.

Many cards are already able to achieve those weighted stats by level 99 so having to Limit Break and give even more monster EXP is a costly venture. As such, it may be hard to justify investing in her as her TPA TPA value can be replicated elsewhere for less resources.

Kerokerokeroppi & Plesios – C

Active: Deal 5x ATK damage to an enemy and recover the same amount as HP (3 turn CD)

Leader Skill: 4x ATK & RCV for Water Att.; Increase orb movement time by 3 seconds [1/16/16]

Awakenings: Skill Boost blue + orb blue + orb TPA TPA Skill Lock Resist Time Extend TPA TPA
Super Awakenings:  

  • Kerokerokeroppi is riding Plesios
  • 4 TPA TPA
  • 3 turn base CD
    • Easy to inherit over
  • Low weighted stats
    • Requires 110 for 1,040
    • High investment

Kerokerokeroppi & Plesios is another adorable card within the Hello Kitty Collab and suffers from the same fate as the other 5-stars: low weighted stats.

Having only 1,040 at level 110 is disappointing and they could have had some merit if these stats were achieved at level 99 instead. Unfortunately, this is not the case and it will be hard to justify the investment in Kerokerokeroppi & Plesios over other cards.

My Melody & Brachys – C

Active: Delay enemies for 1 turns; Enhance all orbs (10 turn CD)

Leader Skill: 4x ATK & RCV for Wood Att.; Increase orb movement time by 3 seconds [1/16/16]

Awakenings: Skill Boost Enhanced Wood Orb Enhanced Wood Orb TPA TPA Skill Lock Resist Time Extend TPA TPA
Super Awakenings:  

  • My Melody is riding Brachys
  • 4 TPA
  • Low weighted stats
    • Requires 110 for 1,040
    • High investment

My Melody & Brachys is almost a colour swapped version of Hello Kitty & Tyrannos’s and Kerokerokeroppi & Plesios as she offers 4 TPA but has terribly low weighted stats that requires 110 to be semi meaningful.

As such, it may be hard to justify investing in My Melody as stronger options may exist and Wood lacking a premier TPA-oriented leader.

Ra Pochacco – C

Active: Deal 77777 fixed damage to all enemies; Create 3 Fire, Water, Wood, Light, Dark orbs over any orb (13 turn CD)

Leader Skill: 2x HP & RCV for Fire, Light Att.; Increase orb movement time by 5 seconds; 7x ATK when matching 5 or more colors [4/49/4]

Awakenings: Skill Boost Skill Lock Resist Time Extend Multiplayer Bonus
Super Awakenings:  

  • Interesting twist on Rainbow active
  • 77,777 True Damage
  • Low uses overall
  • Board changers tend to be stronger
    • No risk of leaving 1 Hazard
    • 13 turn cooldown

Ra Pochacco is the final card within the Hello Kitty Collab and sadly does not bring much to the table.

Their active is able to generate 3 Fire, Water, Wood, Light, and Dark orbs which can guarantee Rainbow activation but may not always be the best option along with having a 13 turn cooldown (Light Kali Kali has 7 turns). Furthermore, it runs the risk of leaving 1 Hazard orb behind and I would prefer using a true board changer instead.

With that being said, Ra Pochacco may have some niche value on newer accounts as it can Button through a high DEF floor and ensure activation for the next.


The Hello Kitty Collab is a top-heavy affair with the 5-star cards having minimal value. While Gudetama is a 5-star, their Orb Skin means they will have nearly the same rolling rates as a 6-star meaning the vast majority of rolls will end in sadness.

For the most part, players should utilize the Monster Exchange system to acquire Zela Kitty assuming they are able to field a respectable team.

Let me know what you think about the Hello Kitty Collab in the comments below and if you plan on rolling.

Happy Puzzling!

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60 thoughts on “Hello Kitty Collab REM Review & Analysis – June 2019”

  1. Gudetama should be S tier because Oden Gudetama is a play on words involving a popular Japanese food and Odin’s name pronunciation


  2. Yoh x zela? get shield, 2xhprcv and 12*16=192 muliplier seems pretty good. Yoh doesnt really do any dmg under 7 combos anyways so it seems kinda strong


  3. Hello Mantastic,

    Do you think Zela kitty is worth Traiding for:
    Blue Odin
    Red Odin
    Cotton (dublicate)
    Typhon ?


      1. I have Zela, vraska, cotton, odin dra and a lot of others, What should i have in my box that is worth training for Kitty, can you give me some examples ? Thx a lot, i appreciate it!


        1. My main logic for Monster Exchanging is to acquire a leader who will be able to clear significantly more content compared to what you currently can as I presume trade fodder is limited

          Thus, what is your current best team?


          1. I have a lots of good leaders like Yusuke, B&J, Dmeta (But i have so many problems to play this style), Reeche, anubis, roots, Lajoa, Yog for example. but i m still struggling to close endgame content.


            1. My team will look like: Kitty, Zela, eir, GCotton, Runelis

              I have also to put on : Vraska, Odin Dra or Droiddragon, witch combination would be the best in you opinion?


  4. Is Zela Kitty good when you have only 1 Zela? It looks somehow stupid when you can bring only 1 Zela.
    In some cases SMeimei could be a replacement (I have 3), but when you need heart orbs…
    Oh I forgot Vraska. She looks ok.
    So what about Zela Kitty, Zela, Vraska, XXX (maybe Cotton or Odin Dragon) and for more flexibility DroidDragon?

    By thr way: is Hello Kittys Ribbon worth it?


    1. Less worthwhile with 1 Zela but using Wood Cotton, Odin Dragon, Wood Ney, Vraska can still work

      As for the Ribbon, do you have Puu Weapon Assist as that is the only other evo material killer option


  5. Well, I have 3 Zela for some bizarre reason and I think the cards are cute so I guess I should go in on this. I have exactly 5 things to trade (2x Macha, Cotton, Fujin, and a pompompurin I got from the cheapo $1 machine) so I figure I either get Zela Kitty directly or a couple trade fodders so I can keep the useful GFE cards.


    1. UPDATE: Got two 6* from I think 18 pulls total, so about average. Think I will trade both, Macha dupe, Blodin, and…I guess Fujin for Zela Kitty. I have Suou and plenty of Fujin actives anyway, it’ll just be a good excuse to finish skilling up Panera. Forgot I had Blodin tbh, I’ve had him forever and he did good early game but he just seems outclassed now.


    2. The rolling rates within Hello Kitty are pretty bad for 6* so rolling just for more trade fodder there may be a losing prospect

      If considering a trade, wait til the end of the event to also minimize the emotional attachment and make a decision then


  6. We need a dungeon where various spawns have Cute Resistance, and at 100% they just melt and disappear. This collab would be unstoppable.


  7. What are people using for subs if you don’t have any Zela(thanks north america for voting for cotton instead of her)?


  8. “….the vast majority of rolls will end in sadness.”
    Bah! Rolls like 15 times with no Zela Kitty
    Okay, sadness ensued. At least the cards are cute….? I should listen to Mantastic-sensei 😭


  9. Should I exchange for Zela Kitty? I have 3 Zela, Dark Raizer, and Eir. I have dupe Blodins, dupe Rodin, Fenrir Viz, Matcha, and Raijin to trade


    1. Sounds like a reasonable change. I keep using my ROdin but if you are not using them I would. Sounds like you have a decent team for her


  10. Need advice on what to trade!!! I have 5 Cottons, 3 Ilms, and 3 Red Odins. I was thinking trading 3 Cottons, 1 Ilm, and 1 Red Odin, leaving me with 2 of each, but am struggling, given that Cotton is generally more valuable. Thoughts?


    1. First advice is don’t nuke your monster box for one card.
      If you really want to trade, I personnally will trade 2 Rodin (maybe 3 but keep at least one card of each even if Rodin has not been buffed yet in JP), one ilm and 1 or 2 cottons but keep in mind cotton is a very versatile card and can be use anywhere.


  11. I’m a bit confused about the Zela aspect – the form shown above in the graphics is not the one with the SFUA (her base form). The base form, on the other hand, lacks triple 7c.
    Does this mean we need two Zelas, one evolved, the other base, in order to make this team work?
    That is what I was thinking, until I wandered further off into the twilight zone. When I checked out the “ideal” (I know, I know) team on AppMedia, they displayed two evolved Zelas. ????? Am I living on another planet or does every evolved Zela except mine have SFUA? Utter confusion. If you could clear this up, I would be very grateful.


  12. Greeting.
    Hope all is well with you Mantastic, and thank you for the awesome review as always. =)

    Taking your advice, I have exchanged for Zela Kitty for my both accounts and have been smashing through Scheherazade Descended (2p and 3p co-op) like never before!

    I used to hate encountering bosses that require VDP and particular the ones with resolve mechanic.
    But with Zela Kitty Team, I simply disconnect on the boss floor (to get the VDP super awakening back), and I essentially get 4 tries at one-shot Scheherazade! (I put two Zela’s on the team)
    Even with my poor puzzling skill, this is still super easy to accomplish! Loving the Kitty!


  13. I have 2 zela and didnt roll zeta or raizer, so thinking I should exchange for zelakitty. My exchange pool is 3 ryunne, 2 paimon, gremory, raijin, fujin, fennrir viz, cotton(cotton and viz are only ones Ive ever used regularly with bcotton replacing viz).
    Thinking 2 ryunne 1 paimon gremory(no fatalis) raijin is the way to go, but could see viz or fujin over raijin, reluctant to use fujin and raijin as they arent megad yet, and fujin is best void active fit I have for zelakitty(zinogre would be my other option but thats slow w/o rainbow). Thoughts, things I missed?


  14. Hi Mantastic,
    Thanks for always making detailed reviews! The content is really helpful!!
    HelloKitty Collab will end soon, so Help needed please!!
    I have GCotton, GNey, Yoh, 1 Base Zela, 1 evoluted Zela and OdinDra, solooks like I can justify to trade for ZelaKitty.
    In the trading folder, I have 1 dupe Rodin, 1 Dupe Raijin, 1 Goddess Hello Kitty and 1 Base Cotton (already have 1 LCotton and 1 GCotton). I have no issue giving up these 4. But for the last one, my options are: the only Viz, the remaining Reijin, and the only Macha. I feel I might not want to trade my Mega Paimon or Mega Typhon, even though I’ve never used them…


    1. It does sound like you have a solid team for her but at the same time, you do own Yoh who can lead a similarly effective team

      If set on trading, I would hold off on Raijin as she has yet to receive a mega awoken

      From the remaining pool, if you own Lii or other Leader swaps, Macha has less value so she could be the first to go. If not, Viz if you dislike jammers or do not need God Killing but if you never use Paimon or Typhon they can be parted with


      1. Thanks for the detailed response! I actually found more friends are using ZelaKitty than Yoh…So thought it will be easier to find pairs with ZelaKitty. I do have Lii and other DBDC triple and/or double God killers, so Macha, Viz, Paimon and Typhon can wait till the next trade~
        Thanks again for your advice!


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