Dragonbound & Dragon Caller REM Review and Analysis – August 2019

Introduction

The Dragonbound & Dragon Caller (DBDC) Rare Egg Machine returns to North America on Monday, August 26 and comes with small buffs all around but introduces three new cards (plus a new evolution). This may feel a little frustrating as most of the older/lower rarity cards received no additional love which may lower their overall usability. With that being said, the Dragonbound & Dragon Caller event is still a high value event for players who have never/barely rolled.

This is because the 5-star (lowest rarity) is home to some wonderfully powerful cards that may be challenging to replicate elsewhere. They may not be as unique/powerful compared to their initial debut, but they are still worth pursuing for most players and help make nearly every roll have some value. Generally speaking, the DBDC cards are highly specialized and are able to fulfill their respective role wonderfully well. While this means one may not be using them all the time, they are sometimes vital to own for specific content/mechanics as it is hard to replace them otherwise.

With being said, it makes it challenging to justify rolling in this event provided you have most of the bottom rarity cards. This is because this event has come around several times and with each repeat (assuming one did roll before), the chances of getting something new diminish. For example, I rolled heavily during the first event and was blessed with an outrageous amounts of Shazels but also picked up all of the 5-star cards. As such, the motivation to roll in subsequent events has drastically gone down as duplicates beyond the second tend to be wasteful.

For the most part, I would encourage all players to roll in this event assuming they do not own many/most of the bottom rarity cards as they are unique and can help one progress through new content. On the other hand, for players who have rolled in the past 4 events, the chances of rolling something new are quite low, and this event may be better skipping as a whole.

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

DBDC Pros & Cons – March 15, 2019
Pros
Cons
  • Virtually every card is valuable
  • Most 5-stars are worth pursuing
    • Triple Killers
  • High weighted stats all around
  • Cards tend to be highly specialized
    • Great at their niche
  • Little buffs to older/lower rarity cards
  • Duplicates beyond 2 are seldom needed
  • Large rolling pool
    • Hard to snipe a specific card
  • Monster Exchanging is costly
Dragonbound & Dragon Caller REM
 7 Star base       
 6 Star base      
 5 Star base       
DBDC REM  Rankings – August 23, 2019
S     
A     
B
C
   
D

All 7-star cards are available for trade within the Monster Exchange but have incredibly high costs

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.

7 Star base

All 7-star base cards can be acquired via the Monster Exchange System with each trade costing five 7-star GFE or top rarity seasonal/collab cards.

Base Leven (New) – S

Active: Reduce HP to 1; For 2 turns, bypass damage absorb shield and att. absorb shield effects (20 turn cooldown)

Leader Skill: 2x HP for Fire Att.; 12x ATK when below 50% HP; 2x ATK and increase combo by 1 when matching 3 or more colors [4/576/1]

Awakenings: Bind Immune Bind Immune 
Super Awakenings: TPA
Typing:
Dragon/Devil
Weighted Stats (Limit Break): 1301 (1496)
HP 5030 (5784) / ATK 2615 (3007) / RCV 825 (949)

Pros
Cons
  • Two turn Damage and Colour Absorb void
    • 20 turn cooldown
  • High offensive potential
    • 4 <50% = 16x personal damage
  • Efficient and powerful leadership potential
    • Potential for fast clears in challenging content
    • Bonus combo count when 3 or more colours
    • 144x ATK with no combo count when <50%
  • LS requires careful balance of HP/colours
  • Lacks other awakenings
  • Active becomes redundant with dual leaders
  • Setting HP to 1 may be dangerous

Base Leven is the first new card within the Dragonbound & Dragon Caller Rare Egg Machine and carries on the tradition of making highly specialized cards due to his non-diverse set of awakenings. Leven brings little utility to the table this way, but makes up for it in raw offensive potential due to his personal 16x damage when below 50% HP.

This damage is also not tied to a combo count and means he can fully activate from a single combo. This promotes faster clears and has synergy with his leader skill.

Base Leven’s leader skill provides 4x HP and a blistering 576x ATK when below 50% HP and any 3 colours are matched. This combined with his high personal damage should sweep most content with relative ease. Furthermore, 144x triggers from just being below 50% HP which means it is possible to one-combo some floors. This potential for speed combined with 4x HP and a 576x ATK cap can lead to fast high level clears.

With that being said, Leven is somewhat of a high-risk, high reward character as it requires careful planning on when to heal and when to fast combo. As such, there may be some issues with consistency as one has to juggle to distinct mechanics and may be more of a mental strain compared to other options. Furthermore, Leven offers nothing else but raw damage which may place some constrains on Skill Boosts Skill Boost or SBR Skill Lock Resist.

On the bright side, both forms of Leven share the same powerful 2-turn Damage and Colour Absorb Void on a relatively short 20 turn cooldown. The main drawback is your HP being set to one along with it being somewhat redundant on two leaders.

Leven

Active: Reduce HP to 1; For 2 turns, bypass damage absorb shield and att. absorb shield effects (20 turn cooldown)

Leader Skill: 1.5x all stats for Dark Att.; 16x ATK and increase combo by 2 when matching 4 or more connected Fire, Water, and Dark orbs at once [2.25/576/2.25]

Awakenings: Bind Immune Bind Immune TPA TPA TPA TPA TPA
Super Awakenings: TPA
Typing: Dragon/Balance
Weighted Stats (Limit Break): 1301(1496)
HP 5530 (6359) / ATK 2365 (2720) / RCV 825 (949)

Pros
Cons
  • Two turn Damage and Colour Absorb void
    • 20 turn cooldown
  • High TPA TPA damage
  • Powerful Leader Skill
    • Built-in combo boost
    • Strong multipliers
  • LS requires 3 specific colours
  • Lacks other awakenings
  • Active becomes redundant with dual leaders
  • Setting HP to 1 may be dangerous

Evolved Leven features 6 TPA which grants them an amazing amount of personal damage when connected exactly 4 Dark orbs. This wonderful but somewhat lacks an ideal home to be used on outside of himself as a leader.

As a leader, Leven provides 2.25/576/2.25 multipliers along with +4 combos when matching his three specific colours as a 4 or more blob. This is relatively easy to achieve and trivializes combo shields. Sadly, this also leaves them in a bit of an awkward spot for board/orb changers as many will be excluded due to the fact he requires Fire, Water, and Dark. Furthermore, Leven provides no utility awakenings and will have to rely on the 4 subs to provide enough Skill Boosts and SBR.


Base Highren – S

Active: Recover all HP; Remove all awoken skill binds; For 1 turn, reduce damage taken by 100% (12 turn cooldown)

Leader Skill: 25x ATK and increase combo by 2 when matching 6 or more connected Fire and Water orbs at once; 2x HP for Fire Att.[4/625/1]

Awakenings: Bind Immune Bind Immune Fire Row Fire Row Fire Row Fire Row Fire Row Fire Row
Super Awakenings:  
Typing:
Dragon/Balance
Weighted Stats (Limit Break): 1301 (1496)
HP 5205 (5986) / ATK 2603 (2993) / RCV 780 (897)

Pros
Cons
  • Has an evolved form
  • Orb hungry/awkward LS
    • Requires 6 Fire AND Water

The best thing about Base Highren is the fact that he has a significantly stronger evolved form that should be pursued the vast majority of the time.

This is because his Leader Skill requires 6 Fire AND Water orbs to activate which is horribly orb hungry and impractical. Just scroll down.

Highren

Active: Recover all HP; Remove all awoken skill binds; For 1 turn, reduce damage taken by 100% (12 turn cooldown)

Leader Skill: 2x HP for Water Att.; Increase combo by 3 when matching 7 or more connected Fire and Water orbs at once; 30x ATK when 10 or more combos [4/900/1]

Awakenings: Bind Immune Bind Immune
Super Awakenings:  
Typing:
Dragon/Healer
Weighted Stats (Limit Break): 1301 (1496)
HP 4805 (5526) / ATK 2103 (2418) / RCV 1200 (1380)

Pros
Cons
  • 4 VDP  with SA
    • Explosive amounts of damage
    • 39x personal damage
  • Strong defensive active
  • Powerful Beach Veroah or BJ sub
  • High RCV
    • Greatly aids in healing
  • Strictly a VDP stick
    • Lacks other awakenings

Evolved Highren features an unprecedented 4 VDP awakenings which translates into 39x personal damage against any type of spawn when a 3×3 Box is formed. This will enable them to delete virtually any Void spawn with relative ease.

As it is water attribute, Highren can be used on Beach Veroah or Beach Barbara & Julie teams to great success. Furthermore, the naturally high RCV can help solve healing issues on Beach Veroah teams.

Furthermore, Highren has a powerful base active that will provide a full heal, full Awoken Bind clear, and 100% shield for a single turn. This can save players from virtually any situation and is a nice thing to have if things go wrong.

Unfortunately, Highren lacks much of anything else as all their power is tied into their VDP potential and cannot always rely on their active to save the day.

Regardless, having such an amazingly high VDP output is truly wonderful and will greatly aid against Void spawns.


Ideal – A

Active: Delay 2 turns to all enemies. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs (13 turn cooldown)

Leader Skill: 5x ATK when matching 3 or more colors (2+heal) up to 17x at 5 colors+heal; Increase orb movement time by 3 seconds [1/289/1]

Awakenings:    Skill Lock Resist Skill Boost 45 45 45 
Super Awakenings:   
Typing:
Dragon/Healer
Weighted Stats (Limit Break): 1292 (1486)
HP 4206 (4837) / ATK 1852 (2130) / RCV 1503 (1728)

Pros
Cons
  • Ideal Puns
  • Triple 7 Combo 45
  • High weighted stats
    • 2,000 RCV when maxed
  • Team HP 
  • Newer cards are starting to catch up
  • Less unique
    • Bride Zela
    • Lacks VDP or FUA
  • Base active is 13 turn CD
    • Less ideal for non-Rainbow teams

Light Ideal once held the crown of one of the best/best sub in the game. Sadly, it is hard to hold on when she has been around for several years and with newer and flashier cards pushing the envelope of Powercreep. As such, she tends to be outclassed by Bride Zela for most teams as Ideal lacks VDP or FUA awakenings. Furthermore, Ideal’s base active is on a modestly long cooldown and has little merit on non-Rainbow teams.

This is not to say Light Ideal is weak by any means, it is just that she is now facing stiffer competition from more and more cards and lacking the other awakenings outside of 7 Combo 45 is taking a toll.

With that being said, she still brings a modest amount to the table through triple 7 Combo, team HP , ability to use Dragon Killer Latents Dragon Killer, bind immunity, 2,000+ RCV, and her light typing. These can solve numerous problems all at once, and she is still run on numerous teams.

Overall, Ideal is an powerful Light card to own but is starting to fall behind without the spicier awakenings and longer base cooldown.

Ideal

Active: Delay 2 turns to all enemies. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs (13 turn cooldown)

Leader Skill: 5x ATK when 2 or more combos up to 20x at 12 combos; Increase orb movement time by 3 seconds [1/400/1]

Awakenings:      Skill Lock Resist Skill Boost  
Super Awakenings:   
Typing: Dragon/Devil
Weighted Stats (Limit Break): 1294 (1488)
HP 4512 (5189) / ATK 3500 (4025) / RCV 431 (496)

Pros
Cons
  • Strong early game leader
  • Light form is superior once better leads are acquired
  • Lacks true defensive multipliers

If planning on using Dark Ideal as a leader, her main strength will be the relatively forgiving activation clause, Guard Break and augmented stats via Team HP  and RCV . While these awakenings do not provide enough stats to compete against HP/RCV multipliers, they do help patch up her modest fragility.

Unfortunately, Dark Ideal will not be heavily used overall because her leader skill is not as powerful compared to other options and Light Ideal is such an incredible sub. As such, Dark Ideal may act as a transitional leader for newer accounts that will eventually convert over to her Light form when stronger options are available. While the 400x may look appealing, one has to remember that it is tied to making 12 combos which is not possible without skyfalls.


Lajoa – A

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

Leader Skill: 5x ATK and 2x HP for Dragon, Devil type; 1.5x ATK when matching 5 or more connected Dark orbs up to 4x at 10 orbs [4/400/1]

Awakenings:    Skill Lock Resist Dark row Dark row Dark row Dark row 
Super Awakenings:   
Typing: Dragon/Devil
Weighted Stats (Limit Break): 1100 (1485)
HP 5805 (7837) / ATK 2510 (3388) / RCV 55 (74)

Pros
Cons
  • Has leadership potential
    • 4x HP
    • Able to heal via Eir 
    • High potential damage
  • Can abuse Kuroyuri  system
  • Powerful board change active
    • Colour swapped Yog
  • Low base RCV
  • Slow play style
  • Rows are orb hungry
  • Awakenings are less ideal for most teams as a sub

Lajoa received no changes from the last time DBDC came around but may potentially find more use from his active due to the power of VDP  + SFUA . This combination enables players to pierce through Void spawns while also dealing with their Resolve mechanic. This was originally abused by Zela but can be applied to other colours.

As such, Lajoa’s active can be invaluable for Dark-based teams who do not have a hard combo requirement to activate due to no bonus combo count.

Moving beyond their active, Lajoa in his base form is able to lead a reasonable team due to the 4x HP and potential 400x ATK. The lack of RCV can be corrected by Eir or Kuroyuri Loop but unfortunately does not solve the orb hungry nature of their Leader Skill.

A single Row of Dark may or may not produce enough damage and this cannot be achieved every turn. As such, stalling will become the norm which increases the risk of dying along with clear times.

Lajoa

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

Leader Skill: 4x ATK when matching 4 or more connected Dark orbs up to 30x at 30 orbs; Reduce damage taken by 50% when above 80% HP; Increase orb movement time by 3 seconds [1/900/1/75%]

Awakenings:    Skill Lock Resist Dark row Dark row Dark row Dark row 
Super Awakenings:   
Typing: Dragon/Devil
Weighted Stats (Limit Break): 1099  (1484)
HP 6505 (8782) / ATK 1970 (2660) / RCV 165 (223)

Pros
Cons
  • 900x ATK
  • Powerful board change active
    • Colour swapped Yog
  • Requires full Dark board for 900x
  • Horribly orb hungry
    • Impractical to reliably deal damage

While the Dark/Fire form has some merits as a leader, his Dark/Dark form has an impractical Leader Skill is challening to use in traditional content. He gains 1x ATK for each connected Dark orb which does cap at 30x for a full board of 30. This can be achieved via Revo Satan, but at that point, is that amount of damage truly needed considering it require 20 Skill Boosts to use. Furthermore, more efficient farming leaders exist.


Suou – S

Active: Removes lock status on orbs. Change all orbs to Fire, Water & Heart orbs. +1 combo count for 1 turn (11 turn CD)

Leader Skill: 1.5x all stats for Fire, Water Att.; Increase orb movement time by 2 seconds; 7x ATK and reduce damage taken by 25% when matching Water+Fire [2.25/110.25/2.25/43.75%]

Awakenings: 45 45 45 45 Time Extend Skill Boost
Super Awakenings:
Typing: Dragon/Healer
Weighted Stats (Limit Break): 1206 (1387)
HP 4020 (4623) / ATK 1955 (2248) / RCV 1240 (1426)

Pros
Cons
  • Four 7 Combos 45
  • Useful active skill
  • Four 7 Combo provides little more than damage
    • Sacrificing everything for damage
  • No SBR Skill Lock Resist in both forms

Suou’s base form boasts four 7 Combos 45 awakenings which translates into 16x personal damage. While this may look appealing, one has to remember that he comes with hardly any other awakenings and just having raw damage is not truly needed. This is because teams often have more than enough damage to sweep a floor and these 7 Combos do nothing against Void spawns. As such, it makes it hard to justify using this form over his stellar VDP evolution.

Suou

Active: Removes lock status on orbs. Change all orbs to Fire, Water & Heart orbs. +1 combo count for 1 turn (11 turn CD)

Leader Skill: 4.5x ATK for Fire, Water Att. and reduce damage taken by 35% when above 50% HP; 2x ATK when matching Fire+Water; 2x ATK when 6 or more combos [1/324/1/57.75%]

Awakenings:  Skill Boost Skill Boost Skill Boost    
Super Awakenings:
Typing: Dragon/Balance
Weighted Stats (Limit Break): 1300 (1495)
HP 5933 (6823) / ATK 2460 (2829) / RCV 645 (742)

Pros
Cons
  • 3 VDP  + 3 SB Skill Boost
  • Modest leadership potential
  • Useful active skill
  • Balance typing
    • Can inherit any Killer Latent
  • Fantastic BJ sub
  • More high damage VDP cards now exist
    • Less unique
  • No SBR Skill Lock Resist in both forms

As a whole, Suou’s evolved/VDP form is superior in virtually every scenario as he is one of the strongest VDP cards available. This is because he features high ATK, three VDP, and Balance typing which allows him to wield any Killer latent. This translates into 15.6x ATK when forming a 3×3 box.

Suou’s ability to delete any Void spawn makes him a commonly seen sub on various teams and his 3 Skill Boosts Skill Boost help ensure actives are ready in time. With that being said, Suou has become less potent/unique as a VDP option due to the introduction of many new and powerful alternatives. With that being said, they are arguably the best VDP option for the newly buffed Beach Barbara & Julie . This is further solidified by their valuable active that creates an ideal board with Heart orbs so players can FUA alongside the VDP.

While Suou does have modest leadership potential, he does have to overcome a few hurdles to truly succeed. He is able to lead a 1/324/1/57.75% team while having several different activation components. Suou must use Fire or Water cards along with matching those two colours along with remaining above 50% HP. This 50% clause is helped by his passive 57.75% Damage Reduction when above half health (like Edward ).

Despite the fact that Suou boasts a hefty 324x ATK multiplier, the effective damage will be lower due to the fact that all his personal damage is tied to VDP. This means 1/3 of your team will be contributing significantly less damage.


Roche – S

Active: Ignores enemy attribute damage absorb effects for 1 turn ( does not include combo shield, damage absorb shield, and damage void ). Change Fire & Jammer orbs to Wood orbs. Change Water, Poison & Mortal Poison orbs to Dark orbs (11 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 25% when matching Wood, Dark at once; 4x ATK and 2x RCV when matching 2+ Wood combos [1/256/4/43.75%]

Awakenings: TPA TPA TPA TPA TPA TPA Skill Boost
Super Awakenings: TPA  
Typing: Dragon/Attacker
Weighted Stats (Limit Break): 1198 (1378)
HP 5155 (5928) / ATK 3303 (3798) / RCV 68 (78)

Pros
Cons
  • Highest TPA TPA damage in the game
    • Farming applications
  • Strong team building options
  • Colour absorb is niche
  • Primarily a damage stick
  • Wood has access to many strong subs

Base Roche features the highest TPA damage potential in the game which can be abused in farming set ups. With that being said, it has no merit on full board swipes and is hard to justify as a regular sub due to a lack of other awakenings.

For the most part, I am most inclined to pursue her Dark form due to massive personal damage when under 50% along with leadership potential.

Roche

Active: Ignores enemy attribute damage absorb effects for 1 turn ( does not include combo shield, damage absorb shield, and damage void ). Change Fire & Jammer orbs to Wood orbs. Change Water, Poison & Mortal Poison orbs to Dark orbs (11 turn CD)

Leader Skill: Wood & Dark attribute cards ATK x4. Increases time limit of orb movement by 2 seconds. All attribute cards ATK x4, 50% all damage reduction when reaching 8 combos [1/256/1/75%]

Awakenings:  Skill Boost Skill Boost     
Super Awakenings: TPA  
Typing: Dragon/Devil
Weighted Stats (Limit Break): 1298 (1493)
HP 4355 (5008) / ATK 3603 (4143) / RCV 428 (492)

Pros
Cons
  • Massive personal damage via <50%
    • 16x with SA
    • 32x with Weapon
    • No combo count required
    • Speed farming applications
  • Powerful Leader Skill
    • Free movement time
    • 50% Damage Reduction with 1 Leader
    • 7×6 pairing results in easy activation
  • Double orb changer that removes hazards
  • Strong team building options
  • Colour absorb is niche
  • Personal damage is tied to being below 50% HP
  • 8 Combos is not always doable on 6×5
    • Can lose damage reduction shield
  • No SBR Skill Lock Resist

Roche is a creepy looking girl who has the potential to be a powerful leader in her Dark form. This is because she is able to achieve 16x ATK, 50% Damage Reduction, and +2 seconds of orb movement time when hitting 8 or more combos. This is quite amazing and in theory, dual Roche are able to form a highly durable team (4x effective HP with 75% reduction); however, hitting 8 combos on a 6×5 board is not always doable.

Being unable to hit 8 combos leaves her vulnerable to damage and she will only be able to deal 16x ATK with dual leaders. Thus, it may often be ideal to pair with a Diablos  to capitalize on the bigger board and his respectable multipliers along with solving any SBR Skill Lock Resist issues.

On a 7×6 board, it should be quite easy to hit 8 or more combos to tap into 136x ATK along with a 62.5% damage reduction shield. This will enable your team to naturally tank most attacks without the need of using an additional active. Unfortunately, the main drawback of Roche is her own personal 8x damage is tied to being under 50% HP which may be difficult to achieve all the time.

In regards to her Super Awakenings, Roche gains the ability to use another <50% which pushes her own output to 16x. This will result in fantastic damage and can be further bolstered via Weapon Assists. This results in 32x ATK and can make her deal outrageously high amounts of damage.

For the most part, insanely high damage tends to be wasted due to Damage Void but has applications in Training Arena 2 (TA2). In TA2, the spawns simply have massive amounts of HP/DEF and it becomes a test of raw damage. As such, Roche can function as part of a Veraoh team and annihilate all encounters.


Valeria  – S

Active: All attribute cards RCV x2 for 3 turns. Reshuffle all orbs. (8 turn CD)

Leader Skill:5x ATK for Fire, Light Att.; Increase orb movement time by 2 seconds; 4x 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 Skill Boost Skill Boost Skill Boost 
Super Awakenings:  45  
Typing: Dragon/Balance
Weighted Stats (Limit Break): 1200 (1380)
HP 5201 (5981) / ATK 2402 (2762) / RCV 600 (690)

Pros
Cons
  • 6 Skill Boosts Skill Boost
    • Highest in the game
  • Gains FUA via SA
  • High weighted stats
  • Skill Boost form is luxurious
    • Less merit for many players
    • Mostly a luxury
    • Farmable Whaledor has 5
  • Both forms lack any damage awakenings
  • Active skill has niche uses

Despite being in the game for a modest chunk of time, Valeria is still the highest Skill Boost card Skill Boost available. This opens up numerous doors for Farming, Ranking, or coop play as players are able to have their actives ready in time along with high weighted stats.

With that being said, having 6 Skill Boosts is only 1 better compared to the farmable Whaledor . With this in mind, base Valeria is a highly luxurious card that may not be fully taken advantage of by the average player.

With that being said, I want to stress how significant an additional Skill Boost can be. Having even just one more means players can potentially have key actives up right away and can then modify their team accordingly. This opens up new team building options but another key point is that Skill Boost Valeria has meaningful weighted stats and a FUA if used in solo mode. Having 5,981 HP before pluses provides a significant amount of bulk (over 700 more weighted stats compared to Whaledor) and can enable teams to survive larger attacks or heal accordingly. This has the most applications for leader-swapping difficult content like Arena 5.

Valeria

Active: All attribute cards RCV x2 for 3 turns. Reshuffle all orbs. (8 turn CD)

Leader Skill: 7.5x ATK when matching 4 or more colors; 3x ATK & RCV when 7 or more combos; Increase orb movement time by 2 seconds [1/506.25/9]

Awakenings:  Skill Boost Skill Lock Resist     
Super Awakenings:  45  
Typing: Dragon/Attacker
Weighted Stats (Limit Break): 1300 (1495)
HP 6130 (7049) / ATK 3002 (3452) / RCV 260 (299)

Pros
Cons
  • Potent leader in F/L form
    • 22.5x ATK Rainbow
    • Potentially high HP via 
    • 3x RCV
  • Gains FUA via SA
  • Rainbow leaders can have activation issues
  • Both forms lack any damage awakenings
  • Active skill has niche uses
  • No Damage Reduction

Evolved Valeria features a massive 22.5x ATK / 3x RCV when matching 4/5 colours and 7 or more combos. Both of these are reasonably doable on a given board and while there is no HP multiplier, the 4 Team HP  (8 with dual leaders) awakenings add significant bulk and can enable them to survive reasonably large amounts of punishment. Furthermore, since the HP is tied to awakenings, it can be preserved during Leader swaps, but this also means Valeria teams become significantly more vulnerable during Awoken Skill Binds.

Unfortunately, Rainbow teams suffer from a less consistent time performing VDP compared to other options and have a higher chance of orb troll due to unavailable colours.

Unfortunately, both Valerias do not have any personal damage awakenings which means one will have to rely on the rest of the team to deal meaningful amounts of damage.


6 star base

Mira (New) – B

Active: For 1 turn, reduce damage taken by 50%; For 1 turn, 2x ATK for Wood, Dark Att. (8 turn cooldown)

Leader Skill: [Board becomes 7×6]; 2x HP & ATK for Wood, Dark Att.; 4x ATK when matching Dark+Wood [4/64/1]

Awakenings: +heart Skill Lock Resist Skill Boost
Super Awakenings:
Typing:
Dragon / Attacker
Weighted Stats (Limit Break): 1424 (1638)
HP 1020 (1173) / ATK 3010 (3461) / RCV 2160 (2484)

Pros
Cons
  • Valuable active
  • 7×6 with defensive multipliers
  • Massive RCV
  • Few awakenings
  • Comically low HP
  • No access to Bind Immunity

Leven is the only new 6-star card in the Dragonbound & Dragon Caller REM and follows a similar path as Nees  with few awakenings and inflated Weighted Stats.

This is an interesting idea but tends to become weaker over time due to the steady advance of Powercreep and more cards catching up in Weighted Stats. As such, the limited awakenings and overall kit has to compensate.

In regards to their awakenings, they are underwhelming with a Cloud Super Awakening and a natural L awakening. This is problematic as sub slots are highly contested and just having monstrous RCV may not be sufficient to justify their usage. With that being said, the huge RCV has synergy with the Enhanced Heal +heart orb awakening but with only 1, it may not be enough to compete with things such as Eir .

With that being said, they have a powerful active that provides a fast charging 50% Damage Reduction and 2x burst for Wood and Dark cards. Both components are on the low end for their respective categories but having both readily available gives flexibility and helps ensure at least one aspect has value.

Finally, as a leader, Leven provides 2x HP / 8x ATK for Wood or Dark cards which is reasonable but is modestly restricted due to the Dark + Wood match clause.


Weld – B

Active: Delay 1 turn to all enemies. Change all orbs to Fire, Water & Heart orbs (11 turn CD)

Leader Skill: Can no longer clear 3 connected orbs. All attribute cards ATK x3, RCV x3. All attribute cards ATK x3.5, 25% all damage reduction when attacking with Water and Fire combos at the same time

Awakenings: Time Extend Time Extend TPA TPA TPA Skill Lock Resist Skill Boost Bind Immune Bind Immune
 Weapon Assist Awakenings: TPA blue + orb Fire resist Imp ATK

Pros
Cons
  • Useful active skill
    • Delay + board change
  • Assist evolution grants TPA TPA & Fire Resist Fire resist
    • Provides a huge boost to Scheat
  • Active skill produces valuable BJ boards
  • Mediocre base form
    • Really for Weapon Assist
    • No Limit Break

Weld’s main purpose is to be converted into his Weapon Assist form as he is able to transfer over a TPA TPA and Fire Resist Fire resist awakenings. The TPA component can help cards that already have a few TPAs achieve higher levels of damage while the Fire Resist awakening has amazing value for cheese teams. Most notably is Mega Awoken Scheat as her playstyle revolves around matching 4 Water orbs and allowing her massive ATK stat and 4 (5 with Weld) TPAs to deal damage. Another point to consider the TPA can help provide additional Style Points during specific Ranking Dungeons.

In regards to his Fire Resist, Kiri is a cheesy leader from the DBDC event and relies on changing the enemy’s attribute to Fire and heavily reducing their damage through her Leader Skill. As such, a Weld inherit can ease some team building options along with providing a valuable board changer and potentially lifesaving delay.

Unlike most other Weapon Assists, Weld comes with a valuable active skill that has synergy on numerous Fire and Water teams such as Beach Barbara & Julie . Having your two activation colours and Hearts gives a VDP  + FUA  board or simply damage with a full heal.

Despite the fact that Weld received full bind immunity in his base form, it is hard to justify not converting him to a Weapon Assist as players probably have stronger subs available.


Nees – B

Active: Recover 50% of max HP. Awoken Bind recovery for 5 turns. Change Fire orbs to Dark orbs, Water orbs to Wood orbs (10  turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when attacking with Dark and Wood combos at the same time. ATK x2 for clearing each Wood, Light or Dark orbs in a cross formation.

Awakenings: Skill Boost Skill Lock Resist Time Extend 45
Super Awakenings: 45  
Typing: Dragon/Physical
Weighted Stats (Limit Break): 1404 (1615)
HP 9200 (10580) / ATK 2098 (2413) / RCV 196 (225)

Pros
Cons
  • Giant HP Stick
    • Look how big it is
    • Helps tank large preemptives
  • 1,615 weighted stats
  • Gains 7 Combo 45 or Team HP  via SA
  • Multi component active
    • Awoken bind clear
    • Orb changer
    • 50% HP heal
  • 4 awakenings
    • No SA in coop
    • All awakenings are valuable
  • Low RCV
  • Newer cards are starting to have high weighted stats

Nees is an older card from the Dragonbound & Dragon Caller REM and is losing ground in today’s meta as stronger options are starting to emerge and she is penalized by only having four awakenings.

The main appeal of Nees is her massive weighted stats with a heavy skew towards HP. While this is wonderful, she is severely handicapped by her 4 awakenings which grants her less utility/flexibility. Furthermore, many top tier leaders can already survive any preempetive due to their high Effective HP which has further lowered her value.

On the other hand, Nees’s active is valuable when Awoken Binds are present as it can remove 5 turns while also having an orb changer component and 50% heal. Having more options for Awoken Bind clearing is useful as players can then cater the secondary effects to their respective team.


Tardis – B

Active: Increases time limit of orb movement by 1 second for 1 turn (1 turn CD)

Leader Skill: Wood attribute cards ATK x4. Water attribute cards HP x2. All attribute cards ATK x2.5 on the turn a skill is used. (Multiple skills will not stack)

Awakenings: Skill Lock Resist Time Extend TPA TPA   
Super Awakenings: TPA  
Typing: Dragon/Physical
Weighted Stats (Limit Break): 1000 (1150)
HP 6021 (6924) / ATK 1842 (2118) / RCV 91 (105)

Pros
Cons
  • Naturally high HP
  • 1 turn base CD
    • Procs Active Skill clauses
    • Can carry Kuroyuri
    • Grants +1s orb movement time
  • Boosts team RCV
  • Doctor Who references
  • No Skill Boost Skill Boost
  • Not a pretty girl
  • Stronger 1-turn options exist via Aerith  / Lutina

Tardis is still a viable option for teams that rely on active skill clauses as he remains the strongest Wood-attribute option. Furthermore, his base active is useful as it can overwrite Time Debuffs while still being able to efficiently carry an inherit of your choice.

Tardis is able to provide Team RCV which can help with healing, but becomes somewhat redundant if using the Kuroyuri system. A Kuroyuri system can still be utilized on a 1-turn active card as it will still loop when two are used.

Unfortunately, he is now facing stiff competition from Aerith and Lutina who both outclass him in terms of awakenings as his are somewhat lackluster. This is where I had hoped Tardis would receive a buff to his awakenings but sadly most of the 6-stars within the Dragonbound & Dragon Caller event are still the same as the previous release.


Li – B

Active: Switch places with leader card. Use again to switch back. Dragon type cards ATK x3 for 1 turn (22 turn CD)

Leader Skill:  Fire, Water, Wood, Light & Dark attribute cards ATK x10 when HP is less than 20%. While your HP is 50% or above, a single hit that normally kills you will instead leave you with 1 HP. For the consecutive hits, this skill will only affect the first hit

Awakenings: TPA TPA Skill Lock Resist Skill Boost   
Super Awakenings:   TPA

Pros
Cons
  • Leader Swap active
    • Enables 7×6 or Ganesha 3071 / Saline 
    • 7×6 makes most leaders better
  • Counters Leader change/swap mechanics
  • Cuter than Macha 
    • Easier to roll than Macha
  • Macha has a better secondary effect
  • Macha has -1 turn CD
  • Super Awakenings are somewhat wasted
    • Mostly used as an inherit
  • Mostly a luxury leader swap for farming

Li has gone through a small roller coaster ride of viability as she was initially one of the more powerful cards released. This was because being able to swap your leader could grant a 7×6 boards or allow you to utilize Ganesha 3071 and Saline’s  bonus rank EXP multiplier. Both of these still hold true today, but feels less magical overall as most leaders are already strong enough with their own 6×5 boards and not everyone is interested in coop EXP farming.

This swapping for Rank farming should mostly be used by players at a higher rank as they are unable to effectively chain rank ups. This swapping can be used to across a wide variety of dungeons with even A5 being Saline-able. Unfortunately, any set up for a higher difficulty dungeon will require specific/rare cards as Skill Boosts Skill Boost may be in short supply.

With that being said, a new usage of is starting to emerge: countering leader swap/change mechanics. What I mean by this is that players can use Lii’s leader swap to counter something like Eris who will constantly change your current leader.

Thus, by being able to swap in a new leader of your choice can be valuable as you can once again use your original Leader Skill or ones that are quite similar. While this may feel luxurious or niche, it can be a lifesaver for these types of content but does require players to have a viable sub to swap.

For the most part, Macha will be the better option simply because she features one less turn on her cooldown which can alleviate team building constraints along with having a stronger secondary effect.


Enra – B

Active: Change Water & Dark orbs to Fire orbs. Change Jammer, Poison & Mortal Poison orbs to Heart orbs (9 turn CD)

Leader Skill: All attribute cards ATK x6 when HP is greater than 80%. ATK x2, RCV x2 when HP is less than 80%. All attribute cards ATK x2, 25% all damage reduction when attacking with Fire and Fire combos at the same time

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

Typing: Dragon/Devil
Weighted Stats (Limit Break): 1000 (1150)
HP 5711 (6568) / ATK 1603 (1843) / RCV 325 (374)

Pros
Cons
  • Three 7c 45 awakenings
    • Naturally occurs, not via SA
  • Modest leadership potential
  • Can remove hazard orbs
  • Active overflows board with fire
    • Harder to 7 combo
    • Longer cooldown
  • Leader Skill has HP clause with no self heal
    • A weaker Yog 
  • More triple 7c cards now exist

Enra used to be one of the few triple 7 Combo 45 awakenings cards available which means she has a personal 8x damage when hitting 7 or more combos. This is valuable on any combo-based team as she helps ensure you deal lethal damage without active skills. Unfortunately or fortunately, more and more cards now exist with triple 7 Combo which means Enra has lost most of her unique edge.

This means one may not always be relying on Enra to clear content as other options do exist and she is not without faults. Most notably is her base active skill overflowing the board with Fire orbs which can prevent heavy comboing, but at least she leaves heart orbs. Sadly, her 9 turn base cooldown may make it somewhat challenging to inherit something of value over top, so be mindful of what kind of utility you want Enra to bring and whether or not it will be up in time. As a result, Enra mostly brings raw damage to the team and lower amounts of utility, which makes it harder to justify using as as sub.

As a leader, Enra functions like a Fire Yog  in that you need to match 2 sets of Fire combos while maintaining >80% HP. Unfortunately, Enra’s base active does not provide a self heal along with having a lower 144x ATK multiplier. Granted, the damage can be somewhat offset by her offensive awakenings, but it will most likely be less efficient overall.

Overall, Enra is still an reasonable card to own as she provides high damage output, but provides little in the way of utility which may sideline her compared to other options.


Distel – C

Active: 75% damage reduction for 3 turns. Dragon & Devil type cards ATK x2 for 3 turns (20 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 combos. ATK x3 when simultaneously clearing 5 connected Water orbs

Awakenings: Time Extend Time Extend Skill Boost Skill Boost Skill Boost  
Super Awakenings:   

Pros
Cons
  • Three SB Skill Boost
  • Double L  awakenings
  • Powerful 2-part active
    • 75% damage reudction
    • 2x damage boost
  • Base active has a long cooldown
  • No SBR Skill Lock Resist
  • Less ideal offensive awakenings
  • Few scenarios where we need it
  • 20 turn cooldown

Distel can potentially be a powerful inherit, but the current meta has greatly shifted away from actually needing high amounts of Damage Reduction. This is because most teams now have enough Effective HP to survive lethal mechanics and do not require additional protection.

This places Distel in an awkward position as his 20 turn cooldown makes it challenging to have ready in time (think of AA2’s floor 2 preemptive) and his sub value is low at best.

In regards to his active, Distel provides 75% damage reduction that last three turns along with a small 2x ATK for Dragon and Devil types. This is an interesting twist on an Indra Indra style shield but the additional 5 turns on the cooldown may make it somewhat impractical to use all the time. However, the added damage boost may have merit if playing through challenging content where you need to both sweep a floor and tank an incoming preemptive. For myself, the last time I used Distel was over a year ago as an inherit for Rikuu during a No Awakenings challenge dungeon.

Being able to combine two valuable components into a single active can save space on your team along with being able to provide stats to Blue type cards. This is also important as most shields tend to be Light-based so having the ability to donate stats to cards that would have normally not received any is meaningful. Of course, this sounds fine on paper until you realize that it is rarely needed in this day and age.

In summary, Distel is in an awkward place as his active, while powerful, is hard to squeeze in on a team as the massive Damage Reduction is seldom needed now.


Alpha – C

Active: Change all orbs to Fire, Wood & Heart orbs. +1 combo count for 2 turns. (13 turn CD)

Leader Skill: Fire attribute cards ATK x4. Wood attribute cards HP x2. All attribute cards ATK x3 when reaching Fire & Wood combos.

Awakenings: Skill Boost Skill Lock Resist     
Super Awakenings:

Pros
Cons
  • 5 L  awakenings
    • High personal damage potential
  • Modest Madoo  sub
  • Active has a long cooldown
    • Verdandi  has same board but 9 turn CD
  • +1 Combo count for 2 turns is not that amazing
  • Super Awakenings do not improve him

Alpha still struggles to find merit as he received no further buffs on his already lackluster kit. This is because he primarily acts as a damage stick (think base Suou) with minimal utility, but his L awakenings are significantly harder to take advantage of as it is orb hungry, and not as many Fire teams utilize the match-5 mechanic.

In regards to Alpha’s active, it shares the same board changer as Verdandi but also adds +1 combo count for 2 turns. This comes at the expense of 4 more turn cooldown which can be problematic as +1 combo is not that amazing. Generally speaking, when a player wants to boost their combo count, it is for VDP  solves as it can help ensure sufficient combos are met. As such, Alpha’s +1 may or may not be the best choice, and the actual colours produced do not always ensure 9 are present. Of course, it does grant the opportunity to FUA and VDP so that may be a saving grace.


Omega – A

Active: ATK x1 + (0.3x for every Enhanced Combo (7c 45) on the team) for 2 turns. (14 turn CD)

Leader Skill: Wood attribute cards ATK x4. Fire attribute cards RCV x2. All attribute cards ATK x3 when reaching 6 combos or above

Awakenings: 45 Skill Boost Enhanced Wood Orb Enhnaced Fire Orb Multiplayer Bonus Multiplayer Bonus Multiplayer Bonus
Super Awakenings: 45 

Pros
Cons
  • Gemstone-style active
    • Scales with 7 Combo 45
  • 3 Coop Boost Multiplayer Bonus
    • Huge stats in coop
    • Potential button base
  • 1,310 RCV
  • Low base ATK
    • Less potential as a Button base
  • Super Awakenings are a meme

Omega is an incredibly powerful card in the Dragonbound & Dragon Caller Rare Egg Machine as he functions as either a stellar inherit or a powerful Coop card.

Omega’s active skill functions like a Gemstone Princess in that the bonus ATK multiplier scales with the number of awakenings on the team. In the case of Omega, it counts the number of 7 Combos 45 which are usually plentiful on traditional teams. Thus, the calculation for the total multiplier is as follows:

1 + 0.3x
x = number of 7c 45

Thus, having eight 7 Combos would results in 1 + (0.3*8) = 3.4x ATK. Depending on the type of team composition, this may be the best type of burst to use.

If Omega had stopped there, he would have still been a powerful card; however, GungHo was feeling extra generous as he also comes with three Coop Boost Multiplayer Bonus awakenings. This grants him 3.375x stats in Coop which can make him function as a potent Button base or even a huge RCV stat stick. With this in mind, he will primarily be used in coop and his Super Awakenings are essentially wasted.


Lieto – D

Active: Awoken Bind recovery for 3 turns. Change Fire, Jammer, Poison & Mortal Poison orbs to Dark orbs. Removes lock status on orbs (8 turn CD)

Leader Skill: All attribute cards ATK x3, 35% all damage reduction when HP is greater than 80%. All attribute cards ATK x4 when attacking with 2 of following orb types: Light, Dark & Heart.

Awakenings: Skill Boost Skill Boost Time Extend    
Super Awakenings:  

Pros
Cons
  • Active is unique
    • No one else has that exact composition
  • Does not really do anything
  • Enhanced Heal Orb +heart > Team RCV 
  • Still horrible after LB/SA

Lieto is the final 6-star card in the DBDC event, and they are still a train wreck. They do not really do much of anything, and the four Team RCV  is less powerful compared to Enhanced Heal Orb +heart along with their active being average at best. On the bright side, their active skill is unique in that no one has that specific ability, but it has still yet to find a use.

Taking all of this into consideration makes it hard to justify using them as either a Leader or Sub.


5 star base

Rathios – C

Active: 35% damage reduction for 3 turns. Change left-most column into Light orbs and the right-most column into Fire orbs (11 turn CD)

Leader Skill: Fixed  orb movement time at 4 seconds. ATK x2.5, RCV x2.5 to Dragon type cards. All attribute cards ATK x4 when reaching Light & Fire combos

Awakenings: Light Row Light Row Light Row Skill Lock Resist Skill Boost Dark Reduction Dark Reduction Bind Immune Bind Immune
 Weapon Assist Evolution: Time Extend Light Row Light Row Fire Row Fire Row Imp HP

Pros
Cons
  • Weapon Assist evolution
  • Shield & orb generation active
  • Provides 2 Light rows Light Row
    • Helps provide some added damage
  • Provides 2 Fire rows Fire Row
  • Provides Time Extend Time Extend
  • Providing 2 colours of rows helps for Ranking Dungeons
  • The need for Rathios is situational
    • Farmable alternatives exist for Rows

Rathios’s main purpose is to be converted into a situational Weapon Assist that features both Light Light Row and Fire rows Fire RowThis may seem strange at first as it will be challenging for teams to fully take advantage of both colours, but a niche for Rathios may be found in Ranking Dungeons.

Ranking Dungeons now feature Style Points which award players for matching specific patterns provided their teams have those respective awakenings. Furthermore, rows are often augmented to provide significantly more points and become the dominant strategy for several tournaments. Thus, being able to provide two different colours may open up team building compositions, as players will not need to run subs with those awakenings and have more active skill slots available.

With that being said, Rathios is still a niche card but may provide some merit for Tifa teams as a supplemental damage inherit. Sadly, Resists tend to be the stronger choice for most content as being able to block dangerous mechanics tends to outweigh a modest damage increase.

Finally, like any Weapon Assist you plan on using for the awakenings, it is best to leave Rathios unskilled to grant a larger window for using the ideal base active.


No.6 – A

Active: No skyfall combos for 1 turn. Randomly spawn 7 Fire orbs from non Fire orbs (5 turn CD)

Leader Skill: Fire attribute cards ATK x5. Water attribute cards HP x1.5

Awakenings: Time Extend Skill Lock Resist Skill Lock Resist God Killer God Killer God Killer
Super Awakenings:   

Pros
Cons
  • Three God Killers God Killer
  • Double SBR Skill Lock Resist
  • Super Awakenings grant L  or Tape 
  • No Skyfall active
    • Damage control
    • Shorter cooldown
  • New evolution grants new value
  • Only effective against Gods
  • No Skill Boost Skill Boost
  • More God Killing cards exist
    • Less unique

No.6 fulfills a niche role in Puzzle and Dragons: being able to obliterate any God spawn. This is all thanks to his three God Killers which provide him with a personal 27x ATK to God type spawns. While one will not be using No.6 in all scenarios, it is well worth having him on hand as he can help trivialize various encounters. With that being said, No.6 has gained a brand new evolution via Altura that gives them more flexibility and is worth having at least 2 copies of.

Beyond his God Killing potential, No.6 has a reasonable active skill. He is able to produce Fire orbs for himself, and the No skyfall clause aids in both damage control as well as lowering the cooldown.

Normally, the phrase damage control and No.6 do not go hand in hand, but with no Skyfalls, you can cap your output along with avoiding any chance of an unwanted colour from being matched. This is valuable against colour absorption spawns or against non-Gods. Furthermore, the No Skyfalls cuts off turns on the total cooldown so it is possible to use him more often in a single dungeon or inherit a key active skill.

Unfortunately, No.6 lacks a Skill Boost Skill Boost which may make it challenging for other actives to be ready in time along with more viable God Killing options existing. While having more options has not actually decreased No.6’s power, he is just less unique and may not always be the best choice for that specific scenario.

Altura (New Evolution)

Active: For 4 turns, 2x RCV; Enhance all Fire orbs; Reduce unable to match orbs effect by 5 turns (9 turn CD)

Leader Skill: 2x HP & ATK for all Att. when all cards are from Dragonbounds & Dragon Callers; 9x ATK when matching 3 or more colors [4/324/1]

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

Pros
Cons
  • Relatively niche/unique active
    • Reduce unable to match orb effects
      • Few cards possess this
      • Lowest rarity card to own
  • Strong against God types
    • Respectable Damage output
  • Tape or Cloud Resist SA
  • Reasonable leader
  • Active is highly situational
    • Few spawns possess this mechanic now
    • May become more common in future

Altura is a brand new evolution for No.6 and gives justification for acquiring at least two No.6s. This is because they completely change their kit and gain access to a relatively unique/seldom seen active.

Presently speaking, not many cards have the ability to counter unable to match orbs and having it come on the lowest rarity card can be a blessing for many players. In essence, this active enables players to cancel out the inability to match specific orbs (eg. Evolved Gaia with Fire/Water/Wood). This can trivialize these spawns as teams no longer have to stall on what could be a dangerous floor. With that being said, we do not have many applications for this at this exact moment due to the relative scarcity of this mechanic.

With that being said, one should view this as a future investment for when GungHo begins to create more spawns with this ability or for the future Alt. Arena 3.

If players are only able to acquire a single No.6, I would make sure I have the needed materials to evolve Altura and convert when you find it needed as No.6’s original form may have more value at this point in time.


Kiri  – A

Active: Change all enemies attributes to Fire. (Ignores status shield) Reduces cooldown of other skills by 1 turn (16 turn CD)

Leader Skill: ATK x 3 when simultaneously clearing 6 connected Water orbs. ATK x1 for each additional orb, up to ATK x5 at 8 connected orb. 75% Fire damage reduction

Awakenings: Fire resist Skill Lock Resist Skill Boost Dragon Killer Dragon Killer Dragon Killer
Super Awakenings: Fire resist  

Pros
Cons
  • Three Dragon Killers
  • Able to form a powerful cheese team
    • Active skill synergy
  • Super Awakening grants an additional Fire Resist Fire resist
  • Vulnerable to binds
  • Active has little value outside of cheesing
    • Long cooldown
  • Cheesing has less applications now

Kiri is another Dragonbound & Dragon Caller card that comes with three of the same Killer awakenings. This results in a personal 27x ATK against Dragon spawns and helps ensure players are able to easily mow through difficult content. Fortunately, Kiri stands taller compared to No.6  and Shazel  due to her ability to form a Resistance Cheese team.

Cheese teams are those that rely on passive damage reduction from a specific element along with Gravities to slowly grind down encounters. While it may not be flashy nor speedy, Cheese teams can enable players with a less developed box to clear content that would normally be out of reach. Unfortunately, these types of teams heavily rely on an active skill that changes the attribute of the opposing monsters.

Historically speaking, the Puppeteers Red Puppeteer Charite Green Puppeteer Courage were used for Cheese teams, but their 250,000 MP price tag made them inaccessible for the average player. Thankfully, Kiri comes with a built in elemental changer which essentially completes her team along with possibly saving an active skill slot. With that being said, Kiri’s elemental changer can be a pseudo damage boost for water based teams as you gain elemental advantage for 2x damage.

Despite the fact that Kiri is wonderful, her main drawback is a vulnerability to binds, which can be overcome through the unbindable solo mode badge which is often the default choice when using Kiri as a leader.

One thing players need to keep in mind is that cheesing is a slow process and newer mechanics are starting to prevent it by having bosses swap colours randomly. As such, players need to carefully research the dungeon beforehand to avoid disaster.


Kulia – D

Active: Increases time limit of orb movement by 1 second for 2 turns. Change left-most column into Water orbs and the right-most column into Dark orbs. (7 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when attacking with Dark and Water combos at the same time. Increases time limit of orb movement by 3 seconds

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

Pros
Cons
  • Julia with a K
  • Gains some relevancy via 7c 45 Super Awakening
  • Guaranteed orb spawn & time buff active
  • Only viable in solo mode
  • Better double 7c cards exist

Julia with a K has not aged well since the last inception of DBDC as numerous stronger cards now exist.

The second 7 Combo 45 via Super Awakenings does give Kulia some offensive capabilities, but it is expensive to sink resources into. This is further compounded by the ease of availability of strong cards from Super Godfests where useful cards already come out fully developed and do not require additional resources to shine.

Looking at her active skill, the double column can be situationally helpful for match-5 teams as it can provide two turns of damage.


Shazel – A

Active: Change Dark, Jammer, Poison & Mortal Poison orbs to Wood orbs. Reduces cooldown of other skills by 1 turn (7 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x3, RCV x3 when reaching Wood & Light combos

Awakenings: Time Extend Skill Boost Skill Boost Devil killer Devil killer Devil killer
Super Awakenings:   

Pros
Cons
  • Three Devil Killers Devil killer
  • 2 Skill Boosts Skill Boost
  • Active removes hazards and reasonably short CD
  • Forms 7×6 board
  • Can use Dragon Killer Dragon Killer latents
  • Is a pretty boy
  •  adds some damage/Style Points
  • Cannot use Devil Killer Latents
  • Competes with Mito 

Shazel is another powerful triple Killer card that deals 27x ATK to all Devil spawns. This is vital for dealing with what are oftentimes dangerous spawns and lowers the need to use additional active skills. Unfortunately, Shazel is in close competition with Mito  and actually falls behind in Devil damage if Mito wields three Devil Killer latents. To make up for this, Shazel can use different Killers which can propel his damage higher if the spawn is dual typing.

Thankfully, Shazel gains an edge over Mito due to his double Skill Boost Skill Boost awakenings which help charge up actives faster along with his base cooldown being relatively short. Furthermore, the L Super Awakening can be situationally helpful and gives players a chance to gain additional Style Points in certain Ranking Dungeons.

Of course, Shazel is only useful against Devil spawns so players cannot use him everywhere, but it will be a blessing to have in your Monster Box.


Pralinae – A

Active: Change Water orbs to Light orbs, Dark orbs to Heart orbs. All attribute cards RCV x1.5 for 4 turns (9 turn CD)

Leader Skill: Healer & Dragon type cards ATK x3. ATK x2, reduce damage taken by 35% after matching Heal orbs in a cross formation

Awakenings: Skill Lock Resist Skill Boost God Killer God Killer Devil killer Devil killer
Super Awakenings: God Killer Devil killer 

Pros
Cons
  • 5 Killer awakenings
  • Active makes Light & Heart orbs
  • RCV buff can be sometimes useful
  • Less specialized than No.6  & Shazel  in coop
  • Cannot use Devil or God Killer Latents
  • One Skill Boost Skill Boost

Pralinae has some of the best Super Awakenings in the entire Dragonbound & Dragon Caller REM as she is able to gain either a third God God Killer or Devil Killer Devil killer. This enables her to deal 27x ATK to that specific spawn and then an outrageous 243x ATK if it is a God and Devil type. This is quite excessive but does give Praline a unique edge when playing in solo mode. Unfortunately, Super Awakenings do not work in coop which means she may be sidelined for No.6  or Shazel , On the other hand, she has the ability to cover more spawns as well as gaining incredible damage against God & Devil spawns (personal 81x) in coop.

With this in mind, Pralinae will still be a situational sub, but her active skill has merits on various teams. Being able to produce Light and Heart orbs can help concentrate your damage and the RCV buff can help bolster your healing potential as well as overriding debuffs.

One thing I want to stress about Pralinae is her Light colour being less ideal in Ranking Tournaments on Zeus Verse Ranking dungeon teams. This is because it is best to have full colour coverage so you have options to kill every floor. Thus, No.6’s Fire and Shazel’s Wood give players more colours in which to use. Small thing, but it is the main reason I have rarely used my Pralinae over No.6 or Shazel.


Vigo – C

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Change Heart, Poison & Mortal Poison orbs to Water orbs (13 turn CD)

Leader Skill: Dragon type cards ATK x3. All attribute cards ATK x2.5 when attacking with 4 of following orb types: Fire, Water, Wood, Light & Dark.

Awakenings: Skill Lock Resist Skill Boost Time Extend  physical killer Healer Killer
Super Awakenings: physical killer Healer Killer

Pros
Cons
  • Gains a third Killer via SA
  • Hazard removal
  • 100% DEF Break
  • 2 Killers of not the same type
    • Harder to justify using over other options
  • 100% DEF Breaks are situational

Vigo was quite disappointing upon his initial debut, but is now a modest card due to his Super Awakenings. In essence, he received the same treatment as Pralinae as he is now able to gain an additional Killer awakening. Unfortunately, he will still max out at 3 Killers, but he is now able to at least have 9x ATK against mono-type spawns.

For the most part, Vigo will still be a niche card as his conditional damage is lower compared to other Killer options along with Physical and Healer types being more rare overall. With that being said, he may have some applications in Ranking Dungeons on Zeus Verse teams.

Conclusion

The Dragonbound & Dragon Caller REM is one of the most exciting events in Puzzle and Dragons because there is incredible value at all rarities which helps justify heavily rolling if missing most of the cards.

While the 7-stars are always going to be appealing, one should be rolling with the hope of acquiring each of the powerful Killer 5-stars and accept any higher rarity card as a bonus.

With that being said, players who have rolled numerous times before may have little motivation to roll as the majority of older cards failed to receive any buff. On the other hand, I would strongly encourage players to roll in this event if they have not in the past.

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

Happy Puzzling!

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47 thoughts on “Dragonbound & Dragon Caller REM Review and Analysis – August 2019”

  1. What leaders would I need to have to effectively use Lajoa? I have two I have never used and am highly considering trading for Highren

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    1. Any mono dark team would greatly appreciate the board but at this exact moment, we lack ideal options imo

      If trading for Highren, who would you be losing along with how you plan to use them

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      1. I have Fatalis. I would be trading both Lajoa, dupe Echidna Sara, dupe Veroah, and dupe Valkyrie Ciel. My intention would be to use her on B&J since I lack better VDP options such as Suou

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        1. If you feel the inclusion of Highren will propel your progress significantly, go for it as you do have many dupes

          I also feel it will take some time to out-powercreep 4 VDP

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          1. I Did by ridding of 2 Ciels, 1 Veroah, 1 Madoo & Dracoblade Light (I already got Evolved Ciel, Keeping Both Veroahs and a Evolved Madoo & Evolved Dracoblade). This Highren will Catapult me to Defeating Alt. Ultimate Arenas

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          2. Wow I literally had the same question, box issue. Instead of dupe athena non my other card would be a valeria or ney.

            I have 2 lajoa, 2 sara, 2 ney, valeria, that I would consider trading for highren because my vdp on BJ is blodin and i refuse to equip evo joihra.
            I’m 2k days in, box is pretty solid but missing newer cards like Phenom and dracobladers.
            I’m working on clearing aa2 atm, done everything else and can clear c10s solo.

            I know the second i trade Lajoa there will be some damned dark row meta.
            Other leads are dkarin, fatalis, zkitty….

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            1. At this exact moment, Lajoa is inferior but anything can change since DBDC comes back so often. With that being said, if they ever release a Dark Zela, she would kinda replace him

              Did you end up making the trade?

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  2. Hello Mantastic,

    Really appreciate the review! I know you previously wrote an article about how Chuan was not worth farming for, has this recommendation changed at all after the row awakening buff?

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    1. Part of the issue was some players already having one along with the lower need to run as a leader due to Zeus Verse being so easy overall

      With that being said, if you do not have one, I would try to farm for one as it the rows add massive amounts of damage, esp in things like TA2

      Liked by 1 person

  3. Just a small typo I noticed. In base roche’s cons, there’s a small typo that says “susb” that I think was meant to be “subs”. Otherwise, great review!

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  4. Quick correction, Highren is Dragon/Healer, not Dragon/Balanced. It gives Suou a small niche to outdamage Highren while also providing better awakenings.

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  5. Just a quick note. You accidentally labelled Mira as Leven in the 6 star roll category. (Though i am actually a huge fan of Leven)

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  6. Typo spot:

    “While the Dark/Fire form has some merits as a leader, his Dark/Dark form has an impractical Leader Skill is impractical to use in traditional content.”

    That many uses of the word impractical in a sentence is highly impractical!

    Regardless, my two free rolls got me Tardis and No. 6, neither of whom I had before despite having pulled DBDC in the past. I was thrilled about this because it’d let me run SRevo Bastet…until I read this article and realised Aerith has a Wood sub-element. Thanks a lot, MAN.

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    1. Changed the impractical word =P

      Well Tardis is on-colour and has team RCV so he is probably better than Aerith for Bastet =P Generally speaking Aerith is superior but I would lean towards Tardis for bastet

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  7. A few typos:
    – Labelled Suou as S tier in the image Tier List but labelled Suou as A in the review
    – Named Mira as “Leven”
    – Leven is officially translated as “Rehven”

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  8. Great point about not needing to roll if you’ve already done so many times.

    I rolled 4 times and landed my first Pralinae and Roche – gonna drop while I’m ahead or I’ll get my 7th No.6

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  9. How does Highren compare to Suou as a sub for a B&J team?

    I’m asking because I often find my VDPs don’t do enough damage, and I don’t know if it’s mostly because my cards are not lvl. 110, or if I need a better spike active (my highest is usually 3x attack, I don’t have Wise Dragons or Carat)…

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    1. Arguments for Suou:
      +3 sb
      +really nice active for B&J->fire, water heart and combo boost.
      +balanced typing->can take any latent killer awakening.
      +With SA, he can also be your fua card. This can be pretty awesome if you don’t have Amatsu because most strong FUAs, e.g. Cotton, lack B&J friendly actives.
      -His active will potentially be problematic on teams that need to match orbs other than fire and water, e.g. Artura.

      Arguments for Highren
      +Higher VDP damage with super awakenings.
      +Really OP active: Emergency shield (damage void), full recovery, and full awoken bind clear on a shockingly short cd.
      +Slightly shorter cd for assists (although Suou’s sb even that out)
      +More room for future awakening buffs
      +Really nice SAs that can add fingers, amplify VDP damage, or compensate for lack of SB
      +water primary VDPs are rarer than fire.
      -Next to no awakenings (no sbr, sb, etc.). This is a pretty big drawback.

      If you have both and are trying to figure out which to use, I would slightly favor Suou on B&J. If you’re trading and also looking to the future, I would trade for Highren. I was actually in your position, minus the lack of enhances, and chose Highren over Suou. Note: if you’re trading and want to further complicate things, there is a new, B&J friendly VDP coming to monster hunter: http://puzzledragonx.com/en/monster.asp?n=5526.
      +Great active for B&J
      +with a VDP super awakening, this one will out-damage both Suou and Highren when its killer awakenings are applicable.
      +more well-rounded awakenings, e.g. sbr.
      +orb changes are predictable, so you’ll know if you’ll have a good VDP orb before you use its active.
      +Balanced typing. can use any latent killer.
      -Only two VDPs in co-op
      -Active may be problematic for other teams because it gets rid of light and dark.
      -only 1 sb. But his cd is shorter than the other 2.

      Liked by 1 person

  10. I am currently running a b&j team with no vdp, which is why im chasing highren with the daily 8 stones, if I don’t get highren by the time the dbdc rem is over should I trade for highren? my fodders are roche, roche, valeria, seasonal kanna and valentine ney, I currently have no use for them but do you think they still have potential in the future that Im not noticing?

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  11. Just wanted to mention that by virtue of Fire-Light typing, Altura really fits nicely (when unmatchable-clear needed) for those of us running Shirou teams! We really notice new fire-light cards!

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  12. Hi!
    I rolled 2x Roche, some luck haha.

    Is Roche a good sub for her own team?
    I know Roche is strong, but what are some teams to use with her both forms? Thinking about farming TA2 with 2x verse and the TPA form but I’m not sure if that is strong enough

    Like

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