Draconic Orchestra REM Review and Analysis – July 2019

Introduction

This Monday will see the North American Debut of the Draconic Orchestra REM. This is a special 10-Stone machine that will have a special roster of cards who all share a musical theme.

Generally speaking, the very first time you acquire a card, it tends to have the most value. As such rolling in debut events can somewhat lower the chances of getting dupes as every card will be new. Unfortunately, the Draconic Orchestra REM is not designed well as the four 5-star cards will comprise 62% of all rolls. As such, players will be swimming in these cards who have niche value overall and excessive dupes are not ideal.

With this in mind, I am not inclined to roll in this event outside of maybe 1 or 2 attempts as the chance of a niche dupe are just too high. Furthermore, not many of the cards truly stand out and motivate me to roll. If players are truly interested, they could utilize the Monster Exchange system but this will be a high cost venture.

Video commentary

—video coming soon—

Overview

Draconic Orchestra REM Pros & Cons – July 4, 2019
Pros
Cons
  • Music theme
  • GungHo-made
    • Should have high chance of returning regularly
  • Debut event
    • All cards are new
  • All cards have 2 unique evolutions
  • 10 Magic Stones per pull
    • Steeper Monster Exchange rates
  • No Assist Evolutions
  • Lower rarity cards are niche
  • Four 5-star cards
    • Compromises 62% of the rolls
    • Don’t really want dupes of them
Draconic Orchestra REM
 7 Star base  
 6 Star base
 5 Star base
Draconic Orchestra REM – July 4, 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 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.

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

Base Theor – A

Active: Reduce HP by 50%; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs (6 turn CD)

Leader Skill: 4x ATK for Fire Att.; Increase orb movement time by 2 seconds; 4x ATK and reduce damage taken by 25% when matching Fire+Dark [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost Skill Boost  Time Extend Dragon Killer Dragon Killer
Super Awakenings:  
Typing: Devil / Dragon
Weighted Stats (Limit Break): 1199 (1379)
HP 5698 (6449) / ATK 2555 (2938) / RCV 383 (449)

Pros
Cons
  • Double Dragon Killer Dragon Killer
    • VDP Super Awakening
  • Natural Cloud
  • Modest Leader Skill
  • Fast charging Rainbow active
  • Cannot use Dragon Killer latents
  • Out damaged by Tsubaki 3260 in solo
  • Only useful against Dragons
Theor

Active: Reduce HP by 50%; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs (6 turn CD)

Leader Skill: 2x HP & ATK for Fire Att.; Increase orb movement time by -2.5 seconds; 7.5x ATK when matching 4 or more colors up to 15x at 5 colors [4/900/1]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost Skill Boost Skill Boost
Super Awakenings:  
Typing: Devil / Dragon
Weighted Stats (Limit Break): 1299 (1494)
HP 6008 (6909) / ATK 2755 (3168) / RCV 443 (509)

Pros
Cons
  • Strong LS multipliers
    • 4x HP / 900x ATK
  • Can pair with other Rainbow leaders to offset movement penalty
  • Three SB Skill Boost
  • Three <50% awakenings in coop
  • VDP or <50% SA
  • Negative orb movement time
    • Can potentially go down to 0
    • Dual leaders = -5s

Theor’s base form can function as a Dragon Killing solution while also naturally coming with Cloud Resist. This can help open up team building compositions but faces stiff competition from Tsubaki 3260. Neither card can equip Dragon Killer latents and have similar output in coop mode. Tsubaki has the ability to gain a third Dragon Killer via Super Awakenings whereas Theor can gain VDP

In regards to base Theor’s Leader Skill, he is able to lead a reasonable team due to a relatively easy to activate multiplier but lacks personal damage outside of Dragon spawns.

On the other hand, Theor’s evolved form is the first Leader to grant negative orb movement time. Dual leaders will grant negative 5 seconds which makes it possible to go down to 0s and preventing the ability to do more than a single combo outside cascades/skyfalls.

As such, players will have to find some way to gain movement time but to compensate, his multipliers are wonderfully high. 4x HP and 900x ATK is quite spectacular and has synergy with his own active skill and awakenings. Theor is able to produce a Rainbow board with Hearts along with a 50% HP suicide. This will trigger his 3 (4 with SA) >50% awakenings for high personal damage.

With that being said, players can opt to pair Theor with other Rainbow leaders to help mitigate the movement penalty.


Base Lutina – A

Active: For 1 turn, Water orbs are more likely to appear by 10% (1 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 25% when below 80% HP; 4.5x ATK and reduce damage taken by 25% when matching 2+ Water combos [1/324/1/68.36%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Lock Resist Skill Boost Skill Boost Time Extend Time Extend Time Extend
Super Awakenings:  
Typing: Healer / Dragon
Weighted Stats (Limit Break): 1300 (1495)
HP 4373 (5029) / ATK 1968 (2263) / RCV 1408 (1619)

Pros
Cons
  • 1 turn active skill
    • Easy to inherit
    • Fulfills active skill clauses
    • Permanent Water Skyfall
  • LS has two shield components
  • LS requires 2 water combos
  • Awakenings are unremarkable
    • No offensive potential
  • Need to manage Hearts & Water orbs
Lutina

Active: For 1 turn, Water orbs are more likely to appear by 10% (1 turn CD)

Leader Skill: 3x ATK when 5 or more combos; 3x ATK on the turn a skill is used; 2.5x ATK and reduce damage taken by 25% when matching 5 orbs in L shape [1/506.25/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost Time Extend 45 45
Super Awakenings:  
Typing: Healer / Dragon
Weighted Stats (Limit Break): 1403 (1613)
HP 4873 (5604) / ATK 2068 (2378) / RCV 1508 (1734)

Pros
Cons
  • High ATK and easy Damage Reduction
  • High personal damage
  • Natural L awakening
  • Reasonable sub potential
  • 1 turn active skill
    • Easy to inherit
    • Fulfills active skill clauses
    • Permanent Water Skyfall
  • Powerful Kuroyui base
  • LS requires several components
    • L
    • 5 combos
    • Active skill used
    • Need all 3 for meaningful damage
  • Difficult to solve VDP + FUA boards
    • Resolve+Void spawns tend to be the most dangerous

Both forms of Lutina share the same 1-turn cooldown which can provide an infinite source of Water skyfalls, an active skill every turn, or act as a base for a different inherit. Either way, 1 turn cooldowns are valuable as they provide additional flexibility.

This flexibility can be valuable for her evolved form as she can be used as a reasonable sub, especially in solo mode. Lutina sports double 7 Combo 45 and L along with a VDP via Super Awakenings. This enables her to gain potent personal damage against Void spawns while lowering the need to bring an Orb Unlocker.

As a leader, evolved Lutina has the potential for massive damage and she can use any L-match to trigger that component. Unfortunately, she must always have an L and an active skill used each turn along with 5 combos to deal meaningful damage. This is offset by her 1 turn active, but the forced L will make it harder to VDP and FUA . This combination of Damage Void and Resolve is becoming more common in harder content as it is a way for GungHo to make things more challenging.

In her Base form, Lutina is able to tap into an impressive 68.36% Damage Reduction shield (split into two components), but must be below 80% HP and have 2 Water combos. These two components may not always be available and she has no Effective Health otherwise. This can make stalling more dangerous along with the fact that she must deal damage to activate her shield.

If I had to make one Lutina, I would pursue her evolved form as it provides much more value as a sub.


Base Eva – A

Active: Change far right column to Heal orbs; Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, and Dark orbs (8 turn CD)

Leader Skill: 3x ATK & RCV for Wood Att.; Increase orb movement time by 2 seconds; 5x ATK and reduce damage taken by 25% when matching 4 or more colors [1/225/9/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Time Extend
Super Awakenings: God Killer Dragon Killer Devil killer
Typing: Balance / Dragon
Weighted Stats (Limit Break): 1200 (1380)
HP 5483 (6305) / ATK 2260 (2599) / RCV 601 (691)

Pros
Cons
  • Wood version of Rikuu
    • Massive RCV
    • Bonus movement time
    • Damage Reduction with 4 or more colours
  • Active solves Rainbow boards for Resolve
  • Inconsistent damage on 6×5
    • 10c better suited for 7×6
    • Killers only useful against specific spawns
  • No subattribute
    • Subs must cover all colours while also being Wood
Eva

Active: Change far right column to Heal orbs; Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, and Dark orbs (8 turn CD)

Leader Skill: 6x ATK when matching 5 or more colors (4+heal); 3x ATK and reduce damage taken by 50% when matching 5 or more connected Heal orbs [1/324/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend God Killer Dragon Killer Devil killer
Super Awakenings: God Killer Dragon Killer Devil killer
Typing: Balance / Dragon
Weighted Stats (Limit Break): 1300 (1495)
HP 5583 (6420) / ATK 2560 (691) / RCV 691 (795)

Pros
Cons
  • Strong multipliers
    • 324x ATK
    • 75% Damage Reduction
  • High personal damage against certain spawns via Killers
  • FUA
  • Active solves Rainbow boards for Resolve
  • Requires 5 Hearts for Damage Reduction/Damage
  • No personal damage when Killers do not take effect
  • Difficult time stalling

Base Eva will primarily be used as a 7×6 sub due to her 10c having low consistency on regular boards along with her leadership potential being nothing special. She is a Wood version of Rikuu so she will have a difficult time stalling through floors that can deal more damage than her maximum HP. This is because the Damage Reduction is tied to activation which means the spawn is probably dead.

On the other hand, Eva’s evolved form is stronger overall in most cases as both a leader and sub. As a leader, she boasts strong multipliers through 324x ATK and 75% Damage Reduction but must match 5 connected Hearts. This is a significant improvement over Heart Cross leaders but the main caveat will be actually having sufficient hearts present. Furthermore, being forced to have Hearts to trigger Damage/Damage Reduction also means stalling may be problematic.

One interesting aspect for Eva is her active as it will provide a column of Heart orbs (fulfills leader skill) and a full rainbow board. This is a huge step up from traditional Rainbow boards as they run the risk of not having enough Hearts for FUA .

Moving beyond her leadership potential, Evolved Eva has potent sub usage as a Killer stick along with her natural FUA. This can ease team building requirements as most Killer cards lack additional utility.


Base Mariel – S

Active: For 4 turns, recover 30% of max HP; Change all orbs to Fire, Water, Wood, and Light orbs (12 turn CD)

Leader Skill: 1.5x all stats for Light Att.; Increase orb movement time by 2 seconds; 7x ATK and reduce damage taken by 25% when 6 or more combos [2.25/110.25/2.25/43.65%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist TPA TPA TPA  
Super Awakenings: 45
Typing: God / Dragon
Weighted Stats (Limit Break): 1299 (1494)
HP 5005 (5756) / ATK 2643 (3039) / RCV 810 (931)

Pros
Cons
  • Easy to use Leader Skill
    • Nice introduction leader
  • Multi turn healing active with board changer
  • Damage output is low
  • Evolved form is much stronger
  • Cannot loop/system healing from two Mariel
Mariel

Active: For 4 turns, recover 30% of max HP; Change all orbs to Fire, Water, Wood, and Light orbs (12 turn CD)

Leader Skill: 2x HP for Water, Light Att.; 4x ATK when 6 or more combos; 5x ATK when matching 5 or more connected non Light, or Water orbs [4/400/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend 45
Super Awakenings: 45
Typing: God / Dragon
Weighted Stats (Limit Break): 1399 (1609)
HP 5505 (6331) / ATK 2743 (3154) / RCV 900 (1035)

Pros
Cons
  • Powerful leader
    • 4x HP / 400x ATK
    • Only requires 6 combos
    • No burst should be needed
  • Strong sub pool
    • Can use Bride Zela
    • Mel for RCV
  • Match-5 clause can be any element (except Water/Light), even if you don’t own
  • Multi turn healing active with board changer
  • Powerful VDP option
  • Match 5 may become problematic with VDP
    • SFUA + VDP solves this
  • Match 5 lowers combo count
  • Active cannot loop healing
    • Board changer does not produce Hearts

Base Mariel should only be considered if new to the game and having difficulty team building/orb matching as her TE and survivability can be a blessing. With that being said, she should be only viewed as a transitional leader and be converted to her evolved form when possible as it is superior in every way.

Evolved Mariel is a stellar leader as she is able to create a 4x HP / 400x ATK team that has to match 6 combos and a 5-match of not Water or Light. This includes hazards and elements not present on your team.

For the most part, this should be reasonably easy to do and the only major hurdle will be when VDP is required as the match-5 cannot be Light or Water. With that being said, Mariel can fully take advantage of Brize Zela + SFUA to both kill Resolve spawns and fulfill the match-5 via 9 Heart orbs. In all honesty, any leader who can take advantage of Zela will stronger as she is simply the best sub for mono colour teams.

One other potential hurdle will be healing as Mariel provides no RCV multiplier and her own base active cannot be looped with dual leaders. As such, running Enhanced Heart orbs +heart cards such as Mel can alleviate this problem. In terms of other sub options, it tends to be best to focus on Light as Mariel is a solid source of damage while also having prowess against Void spawns. As such, light orb/board changers are welcome, especially those who generate Hearts. Furthermore, the 400x ATK combined with Mariel’s high personal damage means players should not require a supplemental burst active.

Furthermore, Mariel can function as a potent VDP sub on Light-based teams.


Base Phenom – S

Active: Reduce unable to match orbs effect by 5 turns; Change bottom row to Dark orbs (6 turn CD)

Leader Skill: 1.5x all stats for Dark Att.; Increase orb movement time by 2 seconds; 7x ATK and reduce damage taken by 25% when matching 6 or more connected Dark orbs [2.25/110.25/2.25/43.65%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Dark row Dark row Dark row 45
Super Awakenings:  
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1199 (1379)
HP 5525 (6354) / ATK 2763 (3177) / RCV 283 (325)

Pros
Cons
  • Unique active
    • Allows players to match orbs that were restricted
    • Creates a row of Dark orbs
  • Unconditional HP/RCV
  • Reasonable offensive capabilities
  • Requires 6 Dark orbs
  • Damage is on the lower end
  • Slower to clear content due to orb hungry
Phenom

Active: Reduce unable to match orbs effect by 5 turns; Change bottom row to Dark orbs (6 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; Increase combo by 1 when matching 3 or more colors; 4x ATK when matching 4 or more connected Dark orbs up to 8x at 8 orbs [4/256/1/]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Jammer Resist Poison resist Blind Resist
Super Awakenings:  
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1299 (1494)
HP 5925 (6814) / ATK 3063 (3522) / RCV 283 (325)

Pros
Cons
  • Unique active
    • Allows players to match orbs that were restricted
    • Creates a row of Dark orbs
  • Unique Leader Skill
    • Provides + Combo on 3-colour matches
    • ATK is not tied to colour matching
    • 4x HP
  • Access to Eir and Kuroyuri loop to solve RCV
  • 40% Hazard Resist with dual Leaders
  • Can also cover Cloud + Tape
  • Requires 8 Dark orbs for max Damage
  • 64x ATK with 4 Dark orbs
  • Low/no personal damage
  • Requires Rainbow coverage for bonus combos
    • May limit sub options

Phenom is a phenomenal card who comes with unique abilities. Firstly, her active skill is able to cancel out mechanics that cause players to be unable to match specific orbs (eg. Evolved Gaia in 3P Arena 2). While these spawns are stallable, it gives players the ability to simply sweep the floor without further hassle. Furthermore, it will also produce a row of Dark orbs and comes on a short 6 turn cooldown.

Phenom’s base form is able to lead a reasonable Dark blob team but may struggle with more durable spawns or combo shields. As such, I would pursue her evolved form as it offers something more spicy.

Evolved Phenom brings a useful twist on + combo Leader Skills. Dual leaders are able to add 2 combos when 3 or more colours are matched but this is not connected to her ATK mutliplier. This is important as she still retains the ability to use bicolour boards for VDP /burst. As such, players can overcome combo shields/generic floors with greater ease. Furthermore, using something like Eschamali Eschamali can produce enough Dark for full activation, Skyfalls, and enough leftover colours for +2 combos.

Unfortunately, her primary source of damage is matching 4-8 Dark orbs on a scaling multiplier. This may be problematic as she lacks output unless blobbing while also trading personal damage for Hazard Resist. Thankfully, this is heavily offset by her tremendous durability and ability to negate most mechanics.

Having leaders/subs naturally come with Hazard Resist can greatly aid in achieving 100% Resistance as fewer Weapon Assists are needed. This opens up more options for inheritance as players can then address other mechanics. The Resists play a major part in Phenom’s durability as dual leaders provide 40% Resist against Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist while also covering Tape and Cloud via Super Awakenings. Furthermore, achieving 100% Resistance against everything becomes quite feasible with Phenom and aids her into becoming an incredibly consistent leader. Furthermore, with 4x HP and access to Kuroyuri or Eir , Phenom will be hard to kill.

Taking this into consideration along with being able to heavily stack high damage subs makes Phenom a Phenomenal leader as she has wonderful consistency.


6 star base

Base Arend – C

Active: For 1 turn, 2x ATK for Fire Att.; Change Heal orbs to Fire orbs (6 turn CD)

Leader Skill: 3x ATK & RCV for Dragon type; 3x ATK when 4 or more combos up to 5x at 8 combos [1/225/9]

Awakenings: Skill Boost Skill Boost Time Extend  45
Super Awakenings:   
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1000 (1150)
HP 4258 (4897) / ATK 2103 (2418) / RCV 463 (532)

Pros
Cons
  • High personal damage on 7×6 via SA
  • Provides Team HP
  • Unconditional 9x RCV
  • Fast charging burst active
  • Restricted to Dragon types
  • No Effective HP multiplier
  • Requires 8 Combos for LS
    • Somewhat implies 7×6 pairing
Arend

Active: For 1 turn, 2x ATK for Fire Att.; Change Heal orbs to Fire orbs (6 turn CD)

Leader Skill: 3x ATK & RCV for Dragon type; 3x ATK when 4 or more combos up to 5x at 8 combos [1/225/9]

Awakenings: Skill Boost Skill Lock Resist Time Extend Time Extend Time Extend 
Super Awakenings:   
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1000 (1150)
HP 4258 (4897) / ATK 2103 (2418) / RCV 463 (532)

Pros
Cons
  • Fast charging burst active
  • Theoretical high damage
  • <50% with 10c is hard to do
    • Requires 7×6
    • Anti synergy with bonus RCV LS
  • LS requires Dragon typing

Both forms of Arend are underwhelming as they only have the potential to do meaningful damage when hitting 10 combos . This is not practical on a 6×5 board and implies a 7×6 leader should be used. With that in mind, one can pair their own Arend with a 7×6 card but there are better pairings along with the lack of an Effective HP multiplier and Dragon typing.

One interesting point to mention is that the evolved form has anti synergy with himself as a leader due to the bonus RCV and >50% awakenings.


Base Tilly – B

Active: For 99 turns, Heal orbs are more likely to appear by 7%; For 1 turn, 2x RCV (11 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 50% HP; 3x ATK when matching 1 Heal combos, up to 4x at 2 Heal combos [1/256/1/57.75%]

Awakenings: Skill Boost Skill Boost
Super Awakenings: Healer Killer physical killer Balance killer
Typing: Dragon / Physical
Weighted Stats (Limit Break): 1001 (1151)
HP 6083 (6995) / ATK 1913 (2200) / RCV 33 (38)

Pros
Cons
  • First 99 turn Heal Skyfall
  • 5 >80%
    • 7.6x personal damage
    • Can use Killer SA + Latents
  • LS has some potential
  • LS is orb hungry
    • Requires 2 Heart combos
    • Must be above 50% HP
    • Cannot self activate
  • No built in self heal
  • No Damage Reduction in active
  • >80% is the most unreliable Damage awakening
Tilly

Active: For 99 turns, Heal orbs are more likely to appear by 7%; For 1 turn, 2x RCV (11 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 50% HP; 3x ATK when matching 1 Heal combos, up to 4x at 2 Heal combos [1/256/1/57.75%]

Awakenings: Bind Immune Bind Immune Skill Boost  Healer Killer physical killer Balance killer
Super Awakenings: Healer Killer physical killer Balance killer
Typing: Dragon / Physical
Weighted Stats (Limit Break): 1001 (1151)
HP 6083 (6995) / ATK 1913 (2200) / RCV 33 (38)

Pros
Cons
  • First 99 turn Heal Skyfall
  • 3 unique Killers
    • High personal damage when they overlap
    • Access to same 3 via SA
    • Can augment via Latents
  • LS is orb hungry
    • Requires 2 Heart combos
    • Must be above 50% HP
    • Cannot self activate
  • No built in self heal
  • No Damage Reduction in active
  • Active does grant activation

Tilly is the first (and only) card in NA to possess a 99 turn Heart Skyfall buff. This can be a solution to no RCV dungeons or as a means to help provide additional healing throughout a longer dungeon.

Furthermore, it can help her own two Heart activation Leader Skill as it may provide a steady stream of Heart orbs. With that being said, her full kit is lacking as she only offers damage via her Killer awakenings and her active does not provide instant activation. Furthermore, she must remain above 50% to tap into her damage and Damage Mitigation.

All of this makes it challenging to fully utilize her as a leader. With that being said, her evolved form has potential as a sub when facing double type spawns for her Killers. Her base form does own five >80% awakenings which grants her higher damage against single type spawns, but is more unreliable due to the HP clause.


Base Enola – A

Active: Create square of Wood orbs with center at 2nd row from top and 2nd column from left (13 turn CD)

Leader Skill: 6x ATK when matching 5 or more connected Wood orbs up to 10x at 9 orbs; 2x ATK and reduce damage taken by 25% when matching 4 or more colors [1/400/1/43.75%]

Awakenings: Skill Boost Skill Boost Time Extend Time Extend Time Extend Time Extend
Super Awakenings:   
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1001 (1151)
HP 4175 (4801) / ATK 2555 (2938) / RCV 220 (253)

Pros
Cons
  • Instantly creates a 3×3 Wood Box
  • Comes with VDP and SFUA naturally
  • 4 TE Time Extend
  • Many other strong Wood VDP options exist
Enola

Active: Create square of Wood orbs with center at 2nd row from top and 2nd column from left (13 turn CD)

Leader Skill: 6x ATK when matching 5 or more connected Wood orbs up to 10x at 9 orbs; 2x ATK and reduce damage taken by 25% when matching 4 or more colors [1/400/1/43.75%]

Awakenings: Skill Boost Skill Boost Skill Boost Time Extend   Skill Lock Resist
Super Awakenings:   
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1001 (1151)
HP 4175 (4801) / ATK 2555 (2938) / RCV 220 (253)

Pros
Cons
  • Instantly creates a 3×3 Wood Box
  • Comes with 2 VDP + 2/3 >80%
    • High personal damage when >80% HP
  • 3 SB Skill Boost
  • >80% can be unreliable
  • Many other strong Wood VDP options exist

Enola joins the numerous ranks of strong Wood VDP cards but stands apart due to her instant 3×3 Box generating active. being able to always make 9 Wood orbs in the correct pattern can be a blessing for farming teams or can be used to recorrect poor board changers or as a means to gain extra Wood orbs. Either way, it has merits and having strong personal damage is a bonus.

Both forms bring something different to the table with her base form coming naturally with SFUA this may sound strange at first, but SFUA has become quite powerful with VDP and + Combo bicolours as it enables players to easily kill Resolve Void spawns. With that being said, Yoh comes with SFUA and many players have inherited his Weapon Assist. As such, it may be a sub option for other leaders like Raizer or Zela Kitty when other options are unavailable.

On other hand, her evolved form owns 3 Skill Boosts, double VDP, and three >80% awakenings. This translates into 21.1x personal damage with no hard combo count. This can be amazing when paired with her instant Box active on teams that do not require a specific amount of combos to function. Of course, the majority of this damage is lost upon dropping below 80% so she requires careful planning to succeed.

Sadly, both forms face steep competition overall as Wood has some of the best VDP cards in the game.


Base Ruddy – B

Active: Change Heal orbs to Dark orbs; For 3 turns, recover 30% of max HP (7 turn CD)

Leader Skill: 2x HP for Dragon type; 5x ATK when below 80% HP; 3.5x ATK when matching 4 or more colors [4/306.25/1]

Awakenings: Skill Boost Skill Lock Resist Time Extend  
Super Awakenings:
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1001 (1151)
HP 2183 (4531) / ATK 2183 (2510) / RCV 513 (590)

Pros
Cons
  • Potential Kuroyuri replacement
  • Comes with Orb changer
  • Has strong personal damage on L-teams
  • Shorter active CD
    • Easier to charge up
  • Active consumes Hearts
    • Cannot FUA
  • Mostly restricted to L-teams
  • Semi reliant on owning 2
    • Occupies 2 active skill slots
  • LS is rainbow with HP requirement
    • Counter intuitive to Healing
Ruddy

Active: Change Heal orbs to Dark orbs; For 3 turns, recover 30% of max HP (7 turn CD)

Leader Skill:2x HP for Dragon type; 5x ATK when below 80% HP; 3.5x ATK when matching 4 or more colors [4/306.25/1]

Awakenings: Skill Boost Skill Boost Skill Lock Resist 45 45 
Super Awakenings:
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1001 (1151)
HP 2183 (4531) / ATK 2183 (2510) / RCV 513 (590)

Pros
Cons
  • Potential Kuroyuri replacement
  • Comes with Orb changer
  • Shorter active CD
    • Easier to charge up
  • Fits on combo-oriented teams
    • More flexible
  • Active consumes Hearts
    • Cannot FUA
  • Semi reliant on owning 2
    • Occupies 2 active skill slots
  • LS is rainbow with low HP requirement
    • Counter intuitive to Healing

Ruddy can act as a more offensive alternative to Kuroyuri . This is because players are able to enjoy 30% of their maximum health as healing for 6/7 turns when using two Ruddys. This strategy tends to work best on teams with high HP and no RCV multipliers.

Furthermore, Ruddy provides offensive awakenings along with Dark orb generation when their active is used while also having a shorter cooldown. This can help teams that are lacking orb changers but one has to be aware that Ruddy will consume Heart orbs when being used which makes it impossible to FUA that turn.

As a whole, these type of healing alternatives can be powerful but players have to be mindful that they will have less actives available due to the fact that 2/6 actives are occupied. This may or may not be a problem and I personally prefer to use Enhanced Heal Orbs +heart as it does not take up active skills.

In regards to which evolution one should pick, choose the form that has the most synergy for the team being used.

As a leader, both feel awkward as they require players to be below 80% HP but their auto healing active will prevent that on numerous occasions.


5 star base

The 5-star cards are interesting due to the fact that their base forms have significantly more weighted stats but are compensated by fewer awakening. Neither forms have a viable Leader Skill but both forms share the same Active.

Base Cruz – C

Active: Unlock all orbs; Change Jammer, Poison, Mortal Poison, Bomb orbs to Fire orbs; Enhance all orbs (7 turn CD)

Leader Skill: 2x HP & RCV for Fire Att.; Increase orb movement time by 2 seconds; 8x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [4/64/4]

Awakenings: Skill Boost Skill Lock Resist 45 Dragon Killer 37
Super Awakenings: 45
Typing: Dragon / Healer
Weighted Stats (Limit Break): 1204 (1385)
HP 3815 (4387) / ATK 1105 (1271) / RCV 1805 (2076)

Pros
Cons
  • 2,076 RCV at 110
  • Offensive awakenings
  • Low Base ATK
    • Cannot truly take advantage of the offensive awakenings
  • Two different Killers
    • Harder to stack damage
  • High RCV < Enhance Hearts +heart
  • 6 base awakenings
Cruz

Active: Unlock all orbs; Change Jammer, Poison, Mortal Poison, Bomb orbs to Fire orbs; Enhance all orbs (7 turn CD)

Leader Skill: 2x HP & RCV for Fire Att.; Increase orb movement time by 2 seconds; 8x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [4/64/4]

Awakenings: Skill Boost Skill Lock Resist +heart +heart +heart Bind Immune Bind Immune Time Extend Time Extend
Super Awakenings: 45
Typing: Dragon / Healer
Weighted Stats (Limit Break): 904 (1040)
HP 4115 (4732) / ATK 1205 (1386) / RCV 755 (868)

Pros
Cons
  • Solid Healing solution
    • Alternative to Hestia
  • Multi use active
    • Board Unlock
    • Hazard removal
    • Fire orb enhance
  • Cute
  • Active becomes redundant with L  + Resist Wepeons
  • No/low offensive capabilities
  • Primarily a healing solution
    • Brings less utility for fully developed boxes

Cruz’s base form could have been a reasonable damage solution but her low base ATK holds her back along with most of her weighted stats going into RCV. This is not a bad thing, but Enhanced Heart Orbs +heart are a much more efficient solution which ironically her evolved form has. One could use her base form, but stronger options exist, especially since her Killers are different and harder to stack.

On the other hand, Cruz’s evolved form boasts solid RCV along with three Enhanced Heal orbs and can be used as a possible alternative to Hestia . For the most part, she will be a healing stick and possible Cloud protector via Super Awakenings, but brings little else to the team.

While her active does provide several useful components, well developed boxes will naturally counter these mechanics via L and Resist Weapon Assists . This is not to say she is a poor card as she can shine under the right circumstances, it is just that Cruz does not provide enough overall.


Base Dolq – C

Active: Delay enemies for 2 turns; For 1 turn, 3x orb move time (10 turn CD)

Leader Skill: 2x HP & ATK for Water Att.; 6x ATK when below 50% HP; 4x ATK when below 80% HP [4/144/1]

Awakenings: Skill Boost Skill Boost Skill Boost
Super Awakenings:
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1204 (1385)
HP 5018 (5771) / ATK 3513 (4040) / RCV 0 (0)

Pros
Cons
  • High base ATK
    • Possible Button base
  • 3 Skill Boosts Skill Boost
  • Movement time memes?
  • 4 awakenings
  • 0 RCV
  • Niche uses
  • Active does not do much
Dolq

Active: Delay enemies for 2 turns; For 1 turn, 3x orb move time (10 turn CD)

Leader Skill: 2x HP & ATK for Water Att.; 6x ATK when below 50% HP; 4x ATK when below 80% HP [4/144/1]

Awakenings: Skill Boost Skill Lock Resist 45 Jammer Resist Poison resist Blind Resist
Super Awakenings:
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 904 (1040)
HP 3418 (3931) / ATK 2813 (3235) / RCV 0 (0)

Pros
Cons
  • Budget Dark Zeta pairing
  • Awakenings are all over the place
    • Does not have a focus to excel at
    • Jack of all Trades, Master of None

Dolq’s base form has an impressive 4,040 ATK before Plus Eggs which make him a potential solo Button base (Coop Boost Multiplayer Bonus cards tend to be stronger in multiplayer) but his 4 awakenings make it hard to justify using in most other scenarios. Granted the 3 Skill Boosts may be helpful but a single VDP (2 with SA) will probably not be enough along with him having a lackluster active and no other utility.

On the other hand, Dolq’s evolved form can be categorized as a Jack of all Trades, Master of None as he does a little bit of everything but does not excel in any category. This is problematic as I feel Collabs/Seasonal events should have cards that fulfill a specific role and Dolq just doesn’t do that. While 20% Resist against all types of Hazards is useful, it is best done via Weapon Assists as many powerful awakenings can only be found on a base card.

One small possible consolation is that Dolq has a similar Leader Skill to Dark Zeta and can be a budget pairing should one not own him.


Base Laude – C

Active: For 2 turns, increase combo count by 2 (13 turn CD)

Leader Skill: 3x ATK and 2x RCV for Dragon type; 3x ATK and reduce damage taken by 25% when 6 or more combos [1/81/4/43.75%]

Awakenings: Skill Lock Resist God Killer Machine Killer Healer Killer physical killer Skill Boost
Super Awakenings: 45 
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1204 (1385)
HP 5604 (6445) / ATK 2608 (2999) / RCV 368 (423)

Pros
Cons
  • 4 unique Killers
  • Balance typing
    • Can take any Killer Latent
  • VDP via SA
  • +2 combos for 2 turns
  • All Killers are different
    • Harder to line up for maximum damage
Laude

Active: For 2 turns, increase combo count by 2 (13 turn CD)

Leader Skill: 3x ATK and 2x RCV for Dragon type; 3x ATK and reduce damage taken by 25% when 6 or more combos [1/81/4/43.75%]

Awakenings: Skill Boost Skill Boost Time Extend Time Extend 45 Skill Lock Resist Skill Boost
Super Awakenings: 45 
Typing: Dragon / Balance
Weighted Stats (Limit Break): 904 (1040)
HP 4204 (4835) / ATK 2003 (2303) / RCV 251 (289)

Pros
Cons
  • 3 SB Skill Boost
  • +2 combos for 2 turns
  • Jack of All Trades, Master of None

Laude’s Base form is able to provide 4 unique Killers, Balance typing, and can gain VDP via Super Awakenings. This can be helpful if players are lacking a VDP option, but having a wide spread of Killers makes it harder to line up damage.

Generally speaking, VDP cards are expected to deal the full health bar of an encounter and requires them to have large amounts of personal damage. While 4 Killers can lead to massive spikes, the fact that Laude has 4 different types makes it harder to find ideal targets. This can be partially offset via Killer latents, but it tends to be best to excel in a particular area instead of trying to do a bit of everything.

This notion is heavily applied to Laude’s evolved form as he does a little bit of everything but is not specialized in any one aspect. With that being said, his +2 Combos for two turns can be situationally helpful when encountering back-to-back combo shields. Furthermore, his high availability means he should be quite easy to obtain as the alternatives are locked behind high rarity Collab cards.


Base Lotta – A

Active: Change all orbs to Water, Wood, Light, and Dark orbs; For 1 turn, 100x Light counterattack (12 turn CD)

Leader Skill:4x ATK and 2x HP for Light Att.; Increase orb movement time by 2 seconds; 2x ATK & RCV when matching 4 or more colors [4/64/4]

Awakenings: Skill Boost Skill Boost Machine Killer Machine Killer Healer Killer Healer Killer
Super Awakenings:  45 
Typing: Dragon / Physical
Weighted Stats (Limit Break): 1204 (1385)
HP 8827 (10151) / ATK 1408 (1619) / RCV 120 (138)

Pros
Cons
  • Double Machine Machine Killer and Healer Killer Healer Killer
    • Can take Machine or Healer Killer latents
  • High base HP
  • Unique active
    • Comically large Counterattack
  • Counterattack is primarily used for Button builds
Lotta

Active: Change all orbs to Water, Wood, Light, and Dark orbs; For 1 turn, 100x Light counterattack (12 turn CD)

Leader Skill:4x ATK and 2x HP for Light Att.; Increase orb movement time by 2 seconds; 2x ATK & RCV when matching 4 or more colors [4/64/4]

Awakenings: Skill Boost Skill Boost Skill Boost 45 Time Extend
Super Awakenings:  45 
Typing: Dragon / Physical
Weighted Stats (Limit Break): 904 (1040)
HP 5527 (6356) / ATK 1758 (2022) / RCV 0 (0)

Pros
Cons
  • Three Skill Boosts Skill Boost
    • Easier to use active
  • Team HP converts into more total HP for larger counterattack
  • Will not take a whole Lotta rolls to acquire
  • Niche uses overall

Lotta is a wonderful example of a card who has a unique niche she can fulfill. In her base form, she can function as a potent Machine and Healer Killing option as she has two of each Killer along with the option to take Machine and Healer Killer latents.

With that being said, it is her active that is truly unique.

At this point in time, Counterattacks are seldom utilized as they serve little purpose outside of niche scenarios where players can execute a Resolve spawn after triggering a survivable execution (eg. Zeus + Hera). Perhaps this can be used in some farming builds and the occasional Ranking Dungeon, but it is harder to truly abuse.

As such, the 100x Counterattack from Lotta can be used as a Button alternative vs 99% Gravity encounters. For example, if a team has 50,000 HP, a 99% Gravity will deal 49,500 damage which then translates into a 4,950,000 damage Counterattack. This is larger compared to any Button available and may open up new options for farming-oriented players. Thus, teams who want to utilize this strategy should try and have as much health as possible to abuse higher damage Counterattacks.

With that being said, this is niche overall and may not have practical applications for the average player. On the bright side, it will not take a whole Lotta rolls to acquire Lotta as the 62% chance for any of the four 5-star cards works in her favour.

Conclusion

The Draconic Orchestra event is primarily top heavy with niche value at the bottom and overtly common 5-star rarity. With only 4 situational cards at this rarity, players will be swimming in these dupes if taking a chance on this machine.

While it is useful to have 1 of each card, the risk of dupes greatly rises once several 5-stars have been acquired. As such, I would do a few rolls to have a bit more Box diversity and then Monster Exchange if they are appealing and the cost is not too high.

Let me know what you think about the Draconic Orchestra event in the comments below along with your own personal approach to this event.

Happy Puzzling!

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56 thoughts on “Draconic Orchestra REM Review and Analysis – July 2019”

    1. I have Zela Kitty, but only one green Zela and no I do not have Dark Karin. Just Yog.
      I would be trading cards like Zeus giga, Madoo (have a dupe), Rex and Valkyrie.

      Like

      1. It would allow you to utilize Bride Zela better and I presume you can fill out the rest of her team

        From your trade fodder, Rex may be worth holding onto for Zela Kitty if possible

        What would your full team look like?

        Like

  1. Insightful review as always, thank you!

    Rolled Lotta Lotta and Eva on my free and $2 roll. I think that’s it for me – it would’ve been nice to get Phenom for the AS but I’m not too fussed about it!

    Like

  2. Rolled the piano guy on my free roll. I am thinking it could be useful on a Fatalis team.
    I might just do the free roll. FF seems more enticing to me

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  3. So I’ve been out of town and I hadn’t really read up on these cards. For some reason I thought the whole thing was rainbow since it was 10 stones each. My free role was Mariel! I wasn’t immediately super psyched because again, I hadn’t read up on these cards. But wow, I actually pulled a chase card!
    What latents do you recommend for her?
    I pulled twice more- Lotta Lotta and that green 6 star chick. Thinking I’m going to quit now while I am ahead.

    Like

    1. You are def ahead =P

      As for latents, I would say Devil mostly because many spawns in a5 are devil and healer/machine are less common. Sprinkle in SDR as you please

      Like

  4. Traded for Phenom and Mariel. Got rid of extra Halloween Cottons, Madoo,Halloween Verndandi, Saras, Dracoblade, New Year’s Artemis, and Zela.

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  5. Is Mariel worth trading for or should I wait to see if I can use the high rarity godfest exclusives for future cards? I already have a good Fatalis team but I was wondering if I should invest in another endgame leader while the machine is here. Also, Phenom or Mariel (assuming you have ideal subs for both)?

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  6. Alright so I’m currently pissed that I didn’t get zela from the godfest for my zela kitty team, so the team is pretty weak since my subs are odin dragon, eir, sr bastet and bride rushana, no explosive damage without vdp. So currently I have 2 dark metatrons, akuma, just sitting in my box, and Im thinking of trading for phenom, the fodders are ideal, 2 haloween verdandi, sara and theor, no dupicates,

    So Mantastic, should I trade for Phenom? My team would be phenom, dmeta, dmeta, akuma, eir, but Im hestiating because of ideal, I already have bride zela so should I hold on to ideal? I’m kind of stuck so I’ll be waiting for your reply, or any reply really

    Like

    1. I am no mantastic, and I largely believe that having fun is the most important part playing the game…. so if you’re in love with Phenom or her play style, why not?

      But as for myself, I would not trade for Phenom… since Dmeta is actually a stronger leader. And if you’re looking for easy “vdp + resolve” leader, Mariel might be a better choice, due to the fact that you already have Bride Zela.

      Last but not least, there are new DBDC cards being released in JP server right now. You can certainly hold on to those trade folders until the end of this Draconic Orchestra rem, see what’s new, before making your final decision. =)

      Like

      1. I am also a Kitty team user. In regard of your Kitty team… (in my opinion)

        Odin Drag and Eir are overlapping, and I would drop Eir.
        Bride Rushana is great for VDP, but redundant with two Kitty leader, I would drop her too.

        So with the two opening spots, I would add:
        – Fujin or Raizer (Dark) for damage absorb
        – Green Cotton, Reinc. Michael, Cronus for trip 7c.
        – Ney and Vraska for 3-color board that includes heart
        – Dragon Knight -Rex or King Brachys for resistants

        Like

    2. Why not use Dark Metatron as a leader? You have Akuma and Eir which are several of her key cards

      Also, you phenom team is lacking sub colours so you won’t get the combo bonus

      Like

  7. I rolled Lutina and exchanged for Mariel!
    I am very excited because Mariel is my first good light leader and I have Mel to compensate for the RCV.

    I unfortunately do not have Skuld so Lutina is just sitting in my box playing her harp.

    I do have a question:, should I exchange for Phenom? I have a few monsters I don’t want or need (like Athena-Non and Echidna-Sara).
    Is she worth the hype? I have the kuro loop, Eir, and veroah as potential subs for a Phenom team.

    Like

    1. Lutina can also act as arguably the best 1-turn cd base for future teams so that may become something one day

      As for exchanging, your team is lacking sub colours so much harder to +combo. Aside from mariel, who else do you have that is able to tackle end game content?

      Like

      1. I have Dmeta, NYartemis, Fatalis, B&J, and Oden Gudetama. The last two are arguable on their ability to clear end game content, but I am hoping for a B&J buff this year with PAD Island.

        Regarding Dark subs with more colors, I have Tokugawa Ieyasu as a great Dark/Light triple VDP with 3 SB. I also have Lucifer (the light/dark with the instant FUA active).

        I also have Uruka and Blonia as potential Dark/Water subs.
        So I guess I have more colors to choose from if I really needed all the colors for the Phenom build.
        The only crucial sub I am missing for Phenom is Hiei (for dark skyfalls).
        Given the context of my box, do you think it is still worth it?

        Like

        1. You already own Dark Metatron who is arguably a better leader compared to Phenom (esp when we get her Limit Break+SA) it may not be as worthwhile

          Both teams want Eir so that can fulfill Wood but trying to have as many sub colours helps, but is not mandatory

          My thought process for trading for a leader is it comes in a colour I don’t have and surpasses other options

          Like

  8. Would Trade a Veroah, 2 Ciels, DracoBlade & Madoo for a Phenom or wait for Another Monster Hunter for a Fatalia or FF Collab to trade for Cloud?

    Like

    1. If you can replace veroah with another fodder then the trade would be worth it as veroah is a good sub for phenom, but yeah phenom is very consistent and deals with the new mechanic, so go for it

      Like

  9. Hey Mantastic, one thing I haven’t seen anywhere is the mention of Evo Serket as a Phenomenal sub for Phenom teams. She completely covers the rest of the Jammer + Poison hazards, covers the red attribute, and has a low enough CD to easily inherit over.

    Like

    1. That works for sure, but then half your team would have no/low damage output which may be an issue. Also, she is not bind immune so she can be bound and lose protection along with very low weighted stats

      Like

  10. Exidentaly rolled twice. Got this Lotta and a Phenom. A now kind of effect, but how to build for Phenom?
    As a row leader or as a idc use the strongest subs you have leader?

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      1. I try it with Phenom^Tokagero/Hiei^Avidya Saber/Revo Tsuko^Uroboros Tattoo/Eir^Lumu Smasher l/Akuma. VNey and Sensui arealso great.

        Like

      2. What are the name of the materials to ultimate evolve the 7 star monster,and I’m talking about the rainbow monster material not the elemental ghosts

        Like

  11. I’m being honest I didn’t choose this profile pic or name and I am not that person with the same profile. Can someone please tell me why I look like that other commentor

    Like

  12. Off topic question: which final fantasy character would be prioritized not Noctis because he was nerfed for no reason you don’t have to answer.

    Like

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