Beach REM Review and Analysis – August 2019

Introduction

Ready for some fun in the sun? Ready to hit the beach with your new swim suit? I for one am personally forsaking the idea of having a beach body as I am getting old and grey in the hair. Regardless, the Beach REM returns to North America and comes with some new buffs/evolutions along with two brand new cards including Veroah in a bikini! With that being said, I am truly surprised that Beach Zela was not chosen as the new top-rarity card but I can see the overlap with Beach Yog’s active.

Unfortunately, this event is horribly top heavy which may make players think twice before spending Magic Stones. This is because the lower rarity cards have failed to receive meaningful buffs (or any changes for that matter). As such, if you are truly GungHo for a certain card, it may be best to utilize the Monster Exchange system instead of rolling. Furthermore, many Super Godfests feature Seasonal cards and is how I acquired most of my 8-star monsters from this event. As such, waiting for those can be another viable way to acquire these cards while also having stronger miss-rolls.

This article will summarize each card’s strengths and weaknesses to give you a better understanding of what is in store within this event.

Video commentary

—video coming soon—

Overview

Beach REM Pros & Cons – August 15, 2019
Pros
Cons
  • 5 Magic Stones per roll
    • Friendly Monster Exchange rates
  • BJ received a huge buff
  • Adds depth for Water-oriented players
  • Actually came in the Summer
  • Terribly top-heavy event
    • Low rarity cards have low value
    • Many Troll Diamonds

 

Beach REM Rarities
9-Star Base
8-Star Base  
7-Star Base B Meta B Sonia B Pandora  
6-Star Base summer urd B Chester Meimei B Lakshmi
5-Star Base B Kurone B Fuu
4-Star Base B Goemon B Navi

 

Beach REM Rankings – August 15, 2019
S
A B Meta
B B Sonia
C
B Pandora  summer urd B Goemon B Navi
D B Chester Meimei B Lakshmi B Kurone B Fuu

Order within each tier is random and not reflective of ranking.

Regardless of card’s ranking, you should almost 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.

9 Star base

Beach Veroah (New) – S

Active: Change Wood, Light orbs to Water orbs; For 1 turn, 0.25x RCV (5 turn CD)

Leader Skill: 6x ATK and 2x HP for Water Att.; Increase orb movement time by 2 seconds; 3x ATK and increase combo by 3 when matching 9 or more connected Water orbs at once [4/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Time Extend Skill Lock Resist  
Super Awakenings: 45
Typing: Devil / Balance
Weighted Stats (Limit Break): 1104 (1435)
HP 7023 (9130) / ATK 2010 (2613) / RCV 0 (0)

Pros
Cons
  • +3 combos when matching 9 connected Water orbs
    • Takes farming to new levels
  • Fast charging active
    • Generates numerous Water orbs
  • Powerful leader skill
    • 4x HP / 324x ATK
    • ATK has two parts
  • Has viable leader pairings
    • Do not have to own, can piggyback off friend
  • Orb hungry
    • Alleviated by fast charging active
  • Expensive to Monster Exchange for
  • 1% Rolling rate
  • Less ideal swipe leader for speed
    • +combos add animation time

Beach Veroah continues the trend of 5-star events featuring a 9-star rarity card who is incredibly powerful. The most prominent aspect is her ability to add +3 combos when matching 9 or more connected Water orbs.

This will trigger from a VDP  or full board swipe and with dual leaders, results in one combo becoming seven. This is ridiculous to say the least and opens new doors for farming applications as Combo Shields are no longer a problem. With that being said, there is an extra animation time tied to the bonus combos and will be slower compared to a traditional swipe. With that being said, she has far more applications compared to a farming leader as she has viable alternative pairings.

A single Beach Veroah provides 2x HP / 18x ATK but her ATK aspect has an unconditional 6x provided the card is Water. As such, players can mix and match leaders which means it is possible to not own a Beach Veroah and still take advantage of her Leader Skill.

For example, pairing Beach I&I will result in a 3x HP / 270x ATK / 25% Damage Reduction. This should provide enough Effective HP to survive any hit in the game and the possibility in surviving some Gravity + Hit combos. Furthermore, if players are only able to match 6 Water orbs, they will still enjoy (6*15) 90x ATK which may be sufficient against some floors.

Naturally, Beach Veroah teams enjoy fast charging active skills and can even hoard orbs in a corner after matching a VDP will still result in favourable damage due to the plus combo count.

Weapon Assist: Water Row Water Row Imp HP

Beach Veroah is already so powerful and unique that it would be unwise to pursue the Weapon Assist evolution as it does not provide enough merit for the average player. While the Dungeon Bonus may look tempting, it only provides a marginal bonus overall and does not justify the opportunity cost of using Beach Veroah.

8 Star base

Beach Yog – A

Active: Change all orbs to Water & Heart orbs. Recover 40% of max HP. Bind recovery for 4 turns (13 turn CD)

Leader Skill: 6x ATK when above 80% HP; 3x ATK & RCV when below 79% HP; 3x ATK and reduce damage taken by 25% when matching 2+ Water combos [1/324/9/43.75%]

Awakenings: Time Extend Skill Lock Resist Bind Immune Bind Immune Skill Boost Skill Boost Multiplayer Bonus 45 
Super Awakenings: 45
Typing: Devil / Dragon
Weighted Stats (Limit Break): 1207 (1388)
HP 6668 (7668) / ATK 2315 (2662) / RCV 233 (268)

Pros
Cons
  • Multi-component active
    • Water/Heart Board
    • 40% Heal
    • 4 turn Bind recovery
  • Powerful Leader Skill
    • High ATK
    • Damage reduction
    • RCV when low HP
  • Beneficial awakenings
  • Bikini
  • HP clause can be challenging
    to manage in certain dungeons

Beach Yog will make all of your bikini/dragon fantasies come true and baffles me that this exists while Biknin Zela can only be found in our hearts.

Beach Yog shares the same Leader Skill requirements as her REM cousin  but comes with an additional 7 Combo 45 and FUA  awakenings. This is a significant power boost overall as both leaders will be contributing 2x more damage along with eliminating Resolve spawns with ease.

For the most part, Yog is revered as a premier farming leader as she is both easy to activate and able to dish out impressive amounts of damage. Granted there are many other teams capable of farming content, Yog is quite well rounded due to her ability to counter most mechanics while also being easy to play.

While the HP clause can be problematic in some scenarios, Beach Yog is able to both easily heal up via the boosted RCV aspect or her own base active, just be aware that you have to be above 80% before matching orbs to tap into the full multiplier. Amusingly, even if <80% HP, Beach Yog is still able to deal 81x ATK with double water matches which may be enough for some content.

One thing that may become more relevant is using Beach Yog’ active in lieu of a Water Zela and having SFUA somewhere on the team. A bicolour with Hearts can be easily matched into two 3×3 Boxes which can solve both Resolve and Void mechanics. Unfortunately, Beach Yog will deal significantly less damage compared to a hypothetical Zela but can be something to think about.


Beach Barbara & Julie – S

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Removes lock status on orbs. Change all orbs to Fire & Water orbs. (15 turn CD)

Leader Skill: 4x ATK and 2x HP for Fire, Water Att.; Increase orb movement time by 2 seconds; 4x ATK and 2x RCV when matching Water+Fire [4/256/4]

Awakenings:   Skill Lock Resist God Killer Dragon Killer Devil killer Machine Killer Healer Killer 37
Super Awakenings: physical killer Balance killer
Typing: Dragon / Machine
Weighted Stats (Limit Break): 1200 (1560)
HP 5017 (6522) / ATK 2706 (3518) / RCV 474 (616)

Pros
Cons
  • 6 (7) Killer awakenings
    • Potentially high effective damage against most spawns
  • Powerful active skill
  • Built-in movement time
  • Can use Fire or Water subs
  • 4x HP with dual leaders enables her to survive almost any attack
  • 4x RCV when matching Fire+Water
    • Can utilize Heart Orb Enhance +heartawakenings to solve RCV without Fire/Water
    • Lowers need for Kuroyuri Loop
  • 256x ATK with no combo clause
  • 1560 weighted stats
  • Pretty
  • Requires Fire and Water orbs for 4x RCV
  • Vulnerable to Gravity + Hit combo

Beach Barbara & Julie (BJ) was one of the best leaders upon her initial debut but slowly lost traction as newer and flashier toys came out. Thankfully, she has been completely revitalized with her new evolution which grants her a sizable leader skill upgrade. She is now able to lead a 4x HP/RCV and 256x ATK team and has a relatively easy activation requirement of a Water and Fire combo. This is important as it makes VDP + FUA easier as players do not have to worry about hitting a specific combo count.

This is massive compared to her previous 4/144/1 leader skill and opens up some new sub compositions due to the 4x RCV. Previously, BJ relied on Mel for healing but is now able to drop her as 4x healing is massive. With that being said, players must be aware that the 4x RCV only takes effect when matching Fire + Water. This prevents healing while stalling so one may still choose to use Mel. Furthermore, this 4x RCV lowers the need to bring a Kuroyuri loop which frees up two sub and active slots.

Looking at her awakenings, Beach Barbara & Julie boasts 7 Killers via Super Awakenings which grants her sizable personal damage provided the opposing spawn is dual typing.

Killer awakenings provide 3x personal damage against their respective spawn but become monstrous when facing spawns where they can overlap. As such, the majority of spawns in challenging content will have double or triple typing which translates into 9 or 27x ATK. This high personal multiplier helps shore up the previous “low” ATK multiplier of 144x but with 256x, things should be dying with relative ease.

As a whole, Beach Barbara & Julie is a tremendously powerful leader with even gentler team building requirements. With this in mind, she can be worth Monster Exchanging for provided players lack a top tier leader and can put together a potent team for her.


Beach Fujin – S

Active: Ignores enemy damage absorb effects for 1 turn ( does not include combo shield, attribute absorb, and damage void ). Reduces cooldown of other skills by 1 turn (19 turn CD)

Leader Skill: 4x ATK and 1.5x HP for Attacker type; Increase orb movement time by 3 seconds; 3.5x ATK and reduce damage taken by 25% when 6 or more combos [2.25/196/1/43.75%]

Awakenings: Time Extend Time Extend Time Extend Skill Boost Skill Boost Skill Lock Resist 45 45 
Super Awakenings: 45  
Typing: God / Attacker
Weighted Stats (Limit Break): 1002 (1303)
HP 3118 (4053) / ATK 2405 (3126) / RCV 630 (819)

Pros
Cons
  • Fujin  active
    • Damage Absorb Void
    • Counters Sopdet, Vishnu, Hera Dragon, etc.
  • Has strong merits as a sub, leader, and inherit
  • Gains access to a third 7c 45 via SA
  • Best version of Fujin
  • Fujin-style actives tend to have diminishing returns with dupes
  • Not naturally Bind Immune

Beach Fujin is hands down the strongest incarnation of Fujin  due to her superior awakenings and massive weighted stats that are achieved through Limit Breaking. This enables her to function as both an inherit along with a stellar sub or leader due to her new and improved Leader Skill.

Through her Super Awakenings, Beach Fujin can gain access to a third 7 Combo 45 which propels her personal damage to 8x. This is quite wonderful and her ample Time Extends Time Extend will help players hit the required amount of combos. Furthermore, we now have access to more Weapon Assists that grant Full Bind Immunity with cards such as Reeche Hat being a stellar option. This shores up her largest weakness without requiring the immunity via Super Awakenings.

While the main appeal of Fujin is her active skill, it does have diminishing returns when owning duplicates as it is rare one would need to have more than 2 in a single dungeon. This also means her new leadership potential is potentially marred as one of those actives may go to waste.

With that being said, Beach Fujin is a powerful leader despite the Attacker clause due to having access to Zela . The 2.25/196/1/43.75% multipliers are more than enough for current content when factoring in both your leaders and most of your subs will have triple 7 Combo 45. This potentially be a solution for players who own Zela but lack a powerful leader to use her with.


Beach Eschamali – B

Active: Change Wood, Heart, Jammer, Poison & Mortal Poison orbs to Water orbs. Increase skyfall chance of Water orbs by 15% for 4 turns (10 turn CD)

Leader Skill: 3.5x ATK and 2x HP for God, Machine type; 5x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [4/306.25/1]

Awakenings: blue + orb blue + orb blue + orb blue + orb blue + orb blue + orb blue + orb  Skill Lock Resist
Super Awakenings:  45  
Typing: God / Machine
Weighted Stats (Limit Break): 999 (1299)
HP 4505 (5856) / ATK 2055 (2672) / RCV 413 (537)

Pros
Cons
  • Multi component active
    • Double orb changer
    • Removes hazards
    • Water skyfalls
  • Two girls in swimsuits
  • Overflooding board with
    Water can prevent combos
  • Lacks awakening diversity
  • LS is 5o1e
    • Inconsistent

Beach Eschamali has not changed much from last year outside of her heavily revamped Leader Skill. She is now able to lead a 4x HP 306.25x ATK team which sounds amazing on paper but comes with the 5 Orb, 1 Enhanced (5o1e) clause. In my opinion, this is one of the worst types of Leader Skills as it is orb hungry, may reduce combo count, inconsistent, must be a 5-match, and vulnerable to enemy orb changers.

Being forced to match exactly 5 orbs with one being enhanced is a fairly narrow window for success and is not triggered by FUA or VDP . Furthermore, the enhanced part is critical as your day can be ruined by enemy orb changers (especially to Jammer/Poison) or if you lack any orbs on the board and use an orb changer. This will result in newly created orbs lacking the Enhanced status and thus not triggering your Leader Skill. If it had been a match-5, Beach Eschamali could have been a respectable leader.

In regards to her sub potential, the 7 Enhanced Orbs blue + orb provide a significant boost to Water teams with the Skyfalls helping ensure future turns have ample Water orbs. With that being said, she lacks awakening diversity which may be problematic as she is mostly a pretty Damage Stick. With that being said, she can excel in shorter dungeons where the Water Skyfalls have a greater effect.


7 star base

Beach Idunn & Idunna (New) – A

Active: Reduce unable to match orbs effect by 5 turns; Change all orbs to Water, and Light orbs (13 turn CD)

Leader Skill: 1.5x HP for Water Att.; 5x ATK when 5 or more combos; 3x ATK and reduce damage taken by 25% when matching 6 or more connected Water orbs [2.25/225/1/43.75%]

Awakenings:  Skill Boost Skill Boost Skill Lock Resist Jammer Resist Poison resist Blind Resist
Super Awakenings: 45 Skill Boost

Pros
Cons
  • Twins double your fun
  • Cancels out Unable to Match Orbs
  • Bicolour board
  • 20% Jammer, Poiso, & Blind Resist
  • Strong VDP damage
  • Potential Beach Veroah pairing
  • Modestly orb hungry

Beach I&I is a brand new card within the Beach Rare Egg Machine who can also be purchased directly with real life money and also comes with an orb skin. This is interesting as she does provide a sizable amount of value due to the unique active skill and leadership potential.

Beach I&I’s active is able to produce a bicolour Light and Water board (great for VDP and combos) but will also cancel out the inability to match certain orbs by 5 turns (eg. Evolved Gaia preventing Fire, Water, or Wood from being matched). This is still a relatively unique mechanic on an active skill and may be a foreshadowing to future bosses featuring this ability.

The idea is that players are now able to reduce the number of turns that certain orbs cannot be matched by 5 turns which translates into less stalling and less danger overall. Regardless, it only adds a single turn to the cooldown (non-Heart Bicolours tend to be 12 turns) and has the potential for a massive benefit.

As a leader, Beach I&I can be favourably paired with Beach Veroah to add a Damage Reduction component but to also let players benefit from her unique Leader Skill without owning her. While matching 6-9 Water orbs is not always possible, the 3x HP should be enough to tank incoming hits while waiting for a better board or actives.

Orb Skin


B Meta Beach Metatron – A

Active: Recover RCV x8 HP. Bind recovery for 3 turns.  (4 turn CD)

Leader Skill: 3.5x ATK and 2x HP for Healer, God type; 4x ATK on the turn a skill is used [4/196/1]

Awakenings: Auto heal Bind Immune Bind Immune Skill Boost Skill Boost Bind Clear awakening Skill Lock Resist Skill Lock Resist 
Super Awakenings:   

Pros
Cons
  • Can be called Wetatron
  • Powerful Leader Skill
    • 4x HP
    • 196x ATK
    • No Combo/Colour clause
  • Covers Cloud/Tape via Super Awakenings
  • No Offensive awakenings
  • Must use an active every turn for full LS
  • Low value active skill
  • Low/no value as a sub

Beach Metatron has gained significantly more relevance compared to last year due to the sizable buff to her Leader Skill. This is because she can grants 4x HP and 196x ATK to God and Healer types when an active skill is used.

This is important because it does not have a combo count or colour clause which makes it easier to VDP + SFUA/FUA and deal the full multiplier and less likely to encounter an orb troll situation on normal boards.

Unfortunately, Beach Metatron is not without faults as the active skill clause is less ideal. This is because it automatically reduces the number of actives you can use in a dungeon as one will be completely dedicated to fulfilling the Leader Skill. This is not always a deal breaker but should be kept in mind. Thankfully, cards like Lutina and Aerith can be used and provide valuable awakenings and stats.

Furthermore, Beach Metatron herself has no offensive awakenings which means 1/3 of your team will not be providing much damage. For the most part, raw damage should not be an issue due to triple 7 combo cards but may be an issue for less developed accounts.


B Sonia Beach Sonia – B

Active: Change all orbs to Water & Wood orbs. Reduces cooldown of other skills by 2 turns. (14 turn CD)

Leader Skill: 2.5x ATK & RCV for Dragon, Attacker type; 4x ATK and reduce damage taken by 25% when 6 or more combos [1/100/6.25/43.75%]

Awakenings: Wood Row TPA TPA Bind Clear awakening Skill Boost Skill Boost Time Extend  Wood Row
Super Awakenings:   

Pros
Cons
  • 2 turn haste with bicolour
    • Valuable for certain Ranking Dungeons
    • Wonderful for Training Arena 2
  • No meta team uses only Wood and Water
  • Challenging to use outside of a niche Ranking Dungeon inherit
    • Becoming less seen nowadays

Beach Sonia will be primarily used as a niche inherit in certain Ranking Dungeons for her bicolour board paired with 2 turns haste. The idea with this is to use several cards with this style of active skill on a 7×6 board in order to hasten up a specific card to use their base active on a future floor.

This set up is able to yield the highest consistent score due to the fact that solving a bicolour on 7×6 is quite simple and yields a high combo count. Unfortunately (or fortunately) GungHo has not released any Ranking Dungeon in recent months that abuse this strategy so it is uncertain whether or not this will have applications moving forward. Furthermore, Christmas Sonia 2512 is available for 300,000 MP so many players may have already fulfilled their bicolour + 2 Haste needs.

With that being said, the new Training Arena 2 is a wonderful place to use bicolour double Haste actives when using Amen as a leader. Training Arena 2 will most likely remain the best place to level cards for the foreseeable future and these types of actives make it significantly easier.


B Pandora Beach Pandora – C

Active: Change  Wood orbs to Dark orbs, Light orbs to Heart orbs. Enhance Heart orbs. +6% per orb. (8 turn CD)

Leader Skill: 1.5x all stats for Devil type; Increase orb movement time by 2 seconds; 4x ATK when matching 4 or more connected Water or Dark orbs up to 8x at 8 orbs [2.25/144/2.25]

Awakenings: Dark row TPA TPA Skill Lock Resist Skill Boost Dark row Time Extend Skill Boost Healer Killer
Super Awakenings: 
Healer Killer  

Pros
Cons
  • Double Healer Killer Healer Killer
  • Low damage output unless facing Healers
  • Easily overlooked as a sub
  • Requires Super Awakening for second Healer Killer

Beach Pandora will almost only be used as a niche sub when facing Healer type spawns due to her personal 9x damage through her two Healer Killer awakenings Healer Killer which can be further bolstered via her dual TPA TPA.

Sadly, outside of this situation, Beach Pandora will have little merit. Furthermore, the fact that her second Healer Killer is tied behind a Super Awakening makes this a reasonably high investment project for what amounts to an average card for their specific niche.

 Beach Artemis  – C

Active: Ignores  enemy attribute damage absorb effects for 1 turn ( does not include combo shield, damage absorb shield, and damage void ). Change Fire & Heart orbs to Water orbs. (16 turn CD)

Leader Skill: 1.5x all stats for Devil type; Increase orb movement time by 2 seconds; 4x ATK when matching 4 or more connected Water or Dark orbs up to 8x at 8 orbs [4/100/1]

Awakenings: TPA TPA Skill Boost Water Row Skill Lock Resist Water Row Blind Resist Poison resist 
Super Awakenings:  TPA 

Pros
Cons
  • Colour Absorb Void
  • Niche applications
  • More Colour Absorb Voids now exist
  • Awakenings are less relevant
  • Many players acquired Slepnir 

Beach Artemis has now become a less special card due to the fact that more Colour Absorb Void cards now exist combined with the fact that it is a niche ability overall.

Presently speaking, Colour Absorb Voids are relatively unneeded due to the fact that they can be reasonably well circumnavigated along with their relative scarcity in farming-heavy dungeons. Furthermore, many of these spawns can be stalled or delayed in some fashion which further lowers the need.

Taking this into consideration, Beach Artemis is a middling card and the fact that she has none of the premier offensive awakenings makes it hard to justify using her as a sub.


Beach Tachibana – B

Active: +2 combo count for 1 turn. Change all orbs to Fire, Water & Wood & Light & Heart orbs. (12 turn CD)

Leader Skill: [Board becomes 7×6]; 1.5x HP & ATK for God, Attacker type; 5x ATK and reduce damage taken by 25% when matching Fire, Water, Wood, Light at once [2.25/56.25/1/43.75%]

Awakenings: 45 45 Time Extend Skill Lock Resist Skill Boost Skill Boost Jammer Resist Blind Resist
Super Awakenings: 45  

Pros
Cons
  • Triple 7 Combo 45
  • Useful base active
    • Board change
    • +2 Combo count
  • Team HP 
  • 20% Jammer Jammer Resist & Blind Blind Resist Resist
  • Not naturally bind immune
  • Board changer produces 5 elements
    • Harder to concentrate damage/VDP/FUA
  • Lower weighted stats
    • Somewhat offset by Limit Breaking

Beach Tachibana was originally one of the stronger cards in the Beach REM due to her ability to gain triple 7 Combo 45This grants her 8x personal damage against any spawn when hitting 7 or more combos. At the time, this was game-changing as few cards had access to this but has become significantly more common in 2019.

As such, cards now need to come with a wider array of utility and not just be a damage stick to succeed in today’s meta. With this in mind, Beach Tachibana can still function well if players can overcome the vulnerability to binds. This is best solved via Weapon Assists that provide Bind Immunity with Light Cecil’s Crystal Charm being the best option as it provides 40% Resistance to Jammers Together, this can provide a meaningful amount of Resistance. Of course, this is quite luxurious but efficient if possible.

With that being said, one possible drawback of Beach Tachibana is her active skill. Being able to produce a board of 5 elements is only good for Rainbow teams as it will often not leave enough orbs to deal meaningful damage or match patterns such as VDP or FUA . Furthermore, her cooldown is a lengthy 12 turns which may make it harder to inherit over.

Overall, Beach Tachibana is a solid damage stick who’s bind vulnerability must be taken into consideration.


6 star base

All cards in the 4-6 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 unless more information is needed.

summer urd Beach Urd – C

Active: Change all orbs to Fire, Water & Heart orbs. (9 turn CD)

Pros
Cons
  • Wonderful board changer for BJ 
  • Can choose an evolution with glasses
  • Usually outclassed by Weapon Assist Weld 

Beach Urd comes with the useful tri colour board changer of Fire, Water, and Heart orbs. This gives her strong value on Beach Barbara & Julie  teams as an inherit. Sadly, Weapon Assist Weld  tends to be the superior choice due to the fact that he is able to contribute some awakenings along having 1 turn delay on an 11 turn cooldown.


B Chester Beach Chester – D

Active: Reduce 10% of all enemies’ HP. Ignore enemy element and defense. Change Jammer & Poison orbs to Heart orbs. (8 turn CD)

Awakenings: TPA Skill Lock Resist Time Extend Skill Lock Resist Skill Lock Resist Skill Lock Resist TPA TPA
Super Awakenings: TPA

Pros
Cons
  • 4 SBR Skill Lock Resist
  • Ugly
  • Rarely used as a sub
  • Lackluster base active

Beach Chester comes with 80% SBR Skill Lock Resist on his own which can make him useful on rare occasions where players are lacking Skill Bind coverage. With that being said, I do not foresee him being used in the vast majority of situations. Furthermore, he is not husbando material.


Meimei Beach Meimei – D

Active: Change all orbs to Water, Wood & Light orbs (8 turn CD)

Pros
Cons
  • Two different evolutions
    • Changes main attribute
  • Vanilla tri colour board changer
  • Vanilla tri colour board changers
    tend to have low value

Beach Meimei comes with a tri colour board changer with no secondary effects. This can be nice in the sense that she has an 8-turn cooldown, but her colours produced do not help any particular team outside of Yusuke  who already comes with a stronger board changer along with not creating Hearts.

If Hearts were present, it can be more usable as it at least allows for an FUA to be made.


B Lakshmi Beach Lakshmi – D

Active:  damage equal to ATK x50 to 1 enemy, and drain 100% of the damage you dealt. Affected by enemy element and defense. Randomly spawn 5 Heart orbs from non Water & Heart orbs (8 turn CD)

Pros
Cons
  • Plays volleyball?
  • Outdated as a leader
  • Nearly pointless as an inherit
  • No viable sub potential

Beach Lakshmi may have had a tiny amount of relevance upon her initial release but has quickly been outclassed by most other cards. This is unfortunate as she has no real purpose at the moment due to the fact that she has low weighted stats, a poor base active skill, and no relevant awakenings to use as a sub. At least she plays Volleyball but Beach Tachibana does it better.


5 star cards

B Kurone Kurone – D

Active: Change Fire, Light, Poison & Mortal Poison orbs to Heart orbs. Bind recovery for 3 turns. (7 turn CD)

Awakenings: +heart Skill Lock Resist Bind Clear awakening Dark row Auto heal Auto heal Auto heal Auto heal Skill Boost

Pros
Cons
  • 4 Auto heals?
  • Horrible weighted stats
  • Will almost never use

B Fuu Fuu – D

Active: Change Wood, Dark, Poison, Mortal Poison orbs to Heal orbs; Reduce binds by 3 turns (7 turn CD)

Awakenings: +heart Skill Lock Resist Bind Clear awakening Light Row  Auto heal Auto heal Auto heal Auto heal Skill Boost

Pros
Cons
  • You will F-UU when rolling her
  • Pretty garbage overall
  • Will almost never use
  • Uglier than Kurone

Both Fuu and Kurone can be evaluated together and both fail to put the Can in Garbage Can. Their act will almost never be your first third choice for a Bind Clear and their abysmal weighted stats and lack of viable awakenings make them tough to justify using.


4 star rolls

B Goemon Beach Goemon – C

Active: Change all orbs to Fire orbs. Deal 200000 Fire damage to all enemies in exchange for reducing HP to 1. Affected by enemy element and defense. (15 turn CD)

Leader Skill: Physical & Dragon type cards ATK x1.2. All attribute cards ATK x5 when HP is less than 20%. ATK x2.5 when HP is less than 50%. [1/36/1]

Awakenings: Skill Boost Skill Boost Fire Row Fire Row Machine Killer
Super Awakenings:

Pros
Cons
  • Gains relevant offensive awakenings
  • Full Fire Board
  • Resets HP to 1
    • Helps trigger certain active/leader skills
  • Machine Goemon tends to be superior

Beach Goemon used to be heralded as a wonderful 4-star card from the Beach REM. Unfortunately, newer options have emerged with Machine Goemon  being an incredibly powerful and farmable option that should be used if one has access to him.

With that being said, Beach Goemon can act as a budget alternative for those who are unable to acquire Machine Goemon as he now offers several offensive awakenings. Furthermore, the reset-to-1 HP active can be useful for triggering certain active/leader skills.


B Navi Beach Navi – C

Active: Increase skyfall chance of Heart orbs by 15% for 3 turns (5 turn CD)

Awakenings: Water Row Water Row Water Row +heart +heart +heart Skill Boost Skill Boost Multiplayer Bonus
Super Awakenings:

Pros
Cons
  • Poor weighted stats helped via Coop Boost Multiplayer Bonus
  • 2 Skill Boosts Skill Boost
  • 3 Enhanced Heal Orb awakenings +heart
    • Helps solve healing issues
    • Low weighted stats even in coop
    • Niche uses overall

Beach Navi used to be a desirable 4-star card upon her initial debut due to her lower weighted stats being offset by the Coop Boost Multiplayer Bonus awakening. Unfortunately, her stats are not spectacular (even in coop) in this day and age which makes it challenging to justify using her.

With that being said, Beach Navi can be used as a healing solution for high HP-low RCV teams due to the Enhanced Heart Orbs +heart.

Conclusion

The Beach REM returns with a splash for the top rarity cards but has left the 4-6 stars washed out in the tide. This results in a top-heavy event with a low chance of acquiring something of merit in the bottom rarity pools. As such, it may be best for players to either use the Mosnter Exchange system or wait for a Seasonal Super Godfest where the 8-star cards would be featured.

To reiterate, there are strong cards at the top rarity but are drowned out by a sea of lackluster low rarity cards.

Let me know what you think about the Beach REM in the comments below.

Happy Puzzling!

Mantastic Icon Mantastic Social Media Mantastic Icon
FB icon Facebook twitter Twitter YT YouTube
Twitch Twitch discord Discord download Patreon

If you enjoy my content, please consider turning off AdBlocker for this website. If you wish to support me directly, please consider clicking the beautiful image down below.

55 thoughts on “Beach REM Review and Analysis – August 2019”

  1. Wasn’t Uruka in this event? Hmmm…
    I am greatful, that I have traded Fujin, I still love her. Maybe she will be used as a leader, but I have other girls to play with.
    Also I am out of stones. Yuna, Lightning, Aerith (as a stone inherit) and Cecil (as a light stone) were tooooooooo tempting.
    But somehow is the damage of Yuna and Lightning low. Even with all these new light cards I can say that the dark force is still strong in me(y box).
    Maybe yolo for the blue version of blue card I&I (2x BI&I with original I&I should already be 6 subs).

    Like

      1. Kurone and Goemon…no I&I. But hey, I like the cheap cheap from the FF board.^^
        BTW after getting Goemon I was able to get to Goemon Alt Arena 1. My best run till now. o.O

        Like

  2. Why would they remove myr? She was an 8 star last time so I feel like she should count towards the monster exchange this time at least

    Like

    1. You can buy her for 500k MP. I rolled one, but I do not know when. But I was never into her.
      I can remember Sumire System which opened A1 a long time ago. My only heart cross I ever played.

      Like

  3. Great reviews as always thank you!

    Correction on B&J’s atk multiplier – you have it as 225x in the first paragraph!
    I rolled an Urd – someone on Reddit said it will be useful in an upcoming ranking; can you shed some light on this?
    I’m considering trying my luck in this – what are some upcoming events that one may save rolls for? I’m tracking the heroine Collab and possibly 7 stone SGF but that may be later in the fall.

    Thanks!

    Like

    1. Thank you for the BJ spot!

      As for Urd, I believe it may be for the tricolour and a card with FUA but I could be wrong

      Any GH-specific event like DBDC and there should be a 7-stone SGF soon

      For this event, the bottom rarity is so weak overall that Monster Exchanging may be the way to go

      Like

  4. I’m quite torn over what to do with this event. I can get Veroah if I trade in, but that means giving up all my yogs (3), fujin and eschmali. Or I can get B&J if I trade in two trade fodders (gremory and dantalion) along with two yogs. What should I do?

    Like

  5. You’re right about how bad the odds are of achieving a 7-, 8-, or 9-star card. By my calculations you have an 80 percent chance of achieving one of those rare cards if you spend 50 stones and roll 10 times. By contrast, your odds of rolling a top card in the FF event was around 92 percent for the same 50 stones and 10 rolls.

    I’m surprised at your Meimei rating. She may be useful on my Cloud team (all light and wood) as she as the right type (balanced) and gives me lots of wood and light cards to create damage. Of course, I’ll have to give her an assist to make her unbindable, so there’s that.

    Like

    1. With Meimei she makes a tricolour with no hearts. This means no FUA/SFUA and possibly not enough orbs for your main VDP colour. Can’t be used on Rainbow teams so I feel it is outclassed by almost everything

      Also, if you give her bind immune via assist, you lose out on other resists and she has poor weighted stats as well

      Like

  6. Thanks for the review!

    I was so excited to see a diamond roll… only to find out it’s Chester… ugh

    Under what conditions would beach Veroah be worth the trade? Do you have a good team template for her?

    Like

    1. RIP Chester

      As for Beach Veroah, you will need to have sufficient orb changers to make it work. With that in mind, dupes of herself are amazing and in theory, 3+friend are enough for a system

      Of course, you can always match 9 and hoard orbs to possibly save actives

      Like

  7. Excellent review as always. Thank you for all of the hard work you put into your articles. The 4x RCV on the new evo for Beach Barbara & Julie can be put to good use. Anyone else notice that leg? Ouch!

    Like

      1. He is just talking about the left leg of the green haired cutie from BJ. But nothing painful. Just a bit streching. I can do it also.

        Like

  8. Lol any point to this fujin to those that have uruka? just seems weaker imo.
    The beach i&i looks tempting but too bad cant trade for her.
    Great guide as usual!

    Like

  9. If I already has OdinDra, 2x Kuroyuri, and 2 million+ mp, would buying Beach Myr make sense? She seems like a passable lead, but I’m more curious because of her heritable CtW active, which is long-lasting and can act as a counter to spinners and dungeons with short move times like Moby Dick. Also, do you think mp offerings will continue to be mediocre? Thanks!

    Like

    1. It is hard to say for MP offerings as GH may give us another survey but no guarantee

      As for inheritable CtW, it can have uses for sure but how often do you find yourself needing this ability?

      Like

  10. 12 Rolled on my main got three 6stars dupes and 9 silvers… however, my secondary pulled 2 yogs, b&j, Fuji and I&I out of 6 rolls. Difference between IAP and non-IAP in the pad world…..

    Like

  11. Bought Beach I&I and traded 2 Beach Eschmail, 2 regular Veronahs, and one Reiche for Beach Veronah. I traded for the second Beach Eschmali to make room.

    Like

  12. I’m so glad my PAD Bae (Beach Fujin) got upgraded. I was on a semi break from PAD the last few months but now I’m back in! I should have her up all the time.

    352424446

    Like

  13. I really want to trade for Beach Fujin because of her active skill, but I already have Raizer (Dark). Also, I would have to lose my 1 Kanna, 1 Morrigu, 1 Kamimusubi, and 1 Gremory to trade for Fujin.

    Fujin would be very useful for my Zeta (Dark) team, and may be used as a sub for my Karin (Dark) team… but is it still worth losing Kami for Beach Fujin?

    Like

    1. This seems like a questionable idea all around. If i’m understanding you correctly, you’re losing a lot of cards for which you don’t have dupes. And you’re getting rid of a lot of cards that don’t have mega awoken forms yet that may turn out to be amazing leads or subs in the future, specifically Kamimusubi, Morrigu, and Kanna.

      As you’ve said, you already have Raizer to get rid of damage absorbs. Raizer’s active is generally better than Fujin’s: it has a shorter cd and it lasts for an additional turn. If you need to deal with damage absorbs on your Zeta team, you could potentially add Raizer as an assist on a water card with a short cd, e.g. Revo Isis or Lutina.

      And as for your DKarin team, Fujin and DRaizer are both off-color so neither is a particularly strong option. You would be better off with an assist here as well.

      If part of your reason for wanting Fujin is the time extends, there are other ways to get around that including Mut from the MP store, Honoka Shindou (a rainbow medal trade-in from Gungho collab) has an assist that grants an extra second, and Enoch (a farmable whose active adds a lot matching time).

      Like

    2. From your listed examples, Dark Zeta can benefit from it and Raizer fulfills a different role due to colours etc

      With that being said, losing any non-dupe GFE is a potentially costly venture

      On the other hand, you are already in possession of a Damage Absorb Void (Raizer) and if you are simply trying to use Beach Fujin as an inherit, it would not be worth the trade

      Like

  14. Want to verify something. I was playing around with my new BVeroah and found that in ranking dungeons the combos from the leader skill are NOT being added to the average combo count. Is this a glitch or is there a rule where active skill combo+ are allowed while leader skill combo+ are not?

    Like

Leave a comment