Shinrabansho Collab REM Overview – September 2019


The Shinrabansho Collab will be making what should be their final return to Puzzle and Dragons on September 9. This comes at a truly strange time as the current DBDC 2 Ranking Dungeon requires Sigma for optimal scoring but comes right after the Tournament finishes.

Regardless, the Shinrabansho Collab will bring numerous buffs to existing cards, new Weapon Assists, and a few new monsters to acquire. There are some powerful cards to be rolled in this event, including some 5-stars, but the main problem is the rolling pool is so heavily bloated that it will become harder to snipe any one specific monster. This may make it challenging to stomach for some players along with the cards having less than Waifu-level art.

With this in mind, I will be highlighting who I feel are the more notable cards in this event to give players a snapshot of what can potentially be rolled.

If you feel I have overlooked/left out any particular 5-star card, please let me know in the comments below and I will reply/edit the article accordingly.

Video commentary

–video coming soon–


Shinrabansho Pros & Cons – September 6, 2019
  • 5-stone event
    • Gentler Monster Exchange rates
  • Some 5-star rolls are quite valuable
  • Large rolling pool
    • Hard to snipe a specific card (especially 5*)
  • Large variance in value for cards
  • I find the artwork to be ugly
  • Most likely the final return of this Collab
Shinrabansho Collab REM
 7 Star base Shin Athena Shin Sonia
 6 Star base
 5 Star base   +14 others
Shinrabansho Collab Rankings – September 7, 2019
S Shin Athena
B Shin Sonia
C + many others
D More 5-stars

All 7-star cards are available for trade within the Monster Exchange System.

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

Meryl & Mujina & Neun (New) – S

Active: Change Water, Dark orbs to Light orbs; For 1 turn, increase combo count by 3 (16 turn cooldown)

Leader Skill: 4x ATK for Light Att.; Reduce damage taken by 25% when above 80% HP; 4x ATK and reduce damage taken by 25% when 6 or more combos [1/256/1/68.36%]

Awakenings: Skill Boost Skill Boost Skill Boost Skill Boost God Killer Dragon Killer Devil killer Machine Killer
Super Awakenings: God Killer Dragon Killer Devil killer Machine Killer
Balance / God
Weighted Stats (Limit Break): 1101 (1376)
HP 4651 (5814) / ATK 2647 (3309) / RCV 322 (402)
Weapon Assist: Blind Resist Blind Resist Blind Resist Blind Resist +light orb Imp HP

  • 4 Skill Boosts Skill Boost
  • High Killer damage
  • Powerful active
    • +3 combos
    • Generates numerous Light
  • Strong leadership potential
    • Viable Tifa pairing
      • Only need to own 1 of these
    • Damage Reduction with combos
    • Free Damage Reduction when HP >80%
  • Amazing Weapon Assist
  • No Skill Bind Resist Skill Lock Resist

Meryl & Mujina & Neun (MMN) is a brand new 7-star card within the Shinrbansho Collab and comes with so many powerful aspects that players may want to have a second copy.

Firstly, they are a tremendously powerful leader due to their unique leader skill that triggers from combos while also having passive Damage Reduction. While above 80%, MMN teams will enjoy a free 25% Damage Reduction (with 1 leader) and they do not have any ATK multiplier tied to this. This is important because surviving a large attack will not jeopardize your ability to deal damage (eg. Edward ) and an additional 25% Damage Reduction is achieved when hitting 6 or more combos.

As such, players can easily have some form of Damage Reduction along with a healthy 16x ATK with a single MMN. Furthermore, they have high personal damage due to 4 different Killers along with the opportunity to gain an second one of these via Super Awakenings. In addition to this, she only requires Light cards and can be favourably paired with Tifa for 7×6 and massive RCV. This means players only need to own one of these leaders to succeed which gives some flexibility.

Moving past her stellar leadership potential, MMN also owns a powerful active that can fulfill a similar role as Bride Zela . MMN will convert all Water and Dark orbs into Light along with adding +3 combos. This means players can easily VDP  + FUA provided 5 Hearts already existed along with having sufficient combos. This grants players a certain degree of consistency/certainty that Bride Zela boards lack (bicolour of Hearts + Light).

Weapon Assist: Blind Resist Blind Resist Blind Resist Blind Resist +light orb +light orb Imp HP

MMN’s Weapon Assist provides a phenomenal 80% Blind Resist Blind Resist which opens up team building options as players can more easily achieve 100% in this metric. This trend of granting 4 Resists (either 2-2 or 4) can result in an easier time managing inherits as players can achieve 100% across more areas with fewer assists which inevitably grants more leeway with inherits. Furthermore, MMN’s Weapon Assist retains her powerful base active.

If you are in the situation where you rolled a single MMN, you may consider making her Weapon Assist if you own Tifa, as you can still pair with a friend’s MMN.

Shin Athena Athena Another – S

Active: Enhance all orbs; Charge allies’ skill by 1 turn; Create cross of Heal orbs with center at 2nd row from bottom and 2nd column from right (7 turn cooldown)

Leader Skill: 4x ATK and 1.5x HP for God type; Increase orb movement time by 2 seconds; 4x ATK and reduce damage taken by 50% when matching 5 Heal orbs in a cross formation [2.25/256/1/75%]

Awakenings: Blind Resist TPA Blind Resist TPA Skill Lock Resist Multiplayer Bonus
Super Awakenings:   Skill Boost
Devil / Physical
Weighted Stats (Limit Break): 1102 (1378)
HP 4018 (5022) / ATK 3501 (4376) / RCV 0 (0)
Weapon Assist: Skill Lock Resist Skill Boost Imp ATK

  • 4/5 Skill Boosts Skill Boost
  • Exceptionally high base ATK
    • Coop Boost Multiplayer Bonus
    • Double TPA TPA
  • 7 turn base CD
    • Can easily carry inherits
  • 0 Base RCV
  • Requires SA for Bind Immunity
  • Not a practical LS
  • Weapon Assist form is not needed due to Amen

Athena Another is one of the older cards in this event and has received her fair share of buffs over the years. In her current state, she can function as one of the best Skill Boost options due to having 4/5 with Super Awakenings along with massive base ATK and Coop Boost Multiplayer Bonus.

All of this lets her function phenomenally well on farming teams where she can be taken advantage of as either a Button base (inherit an active that scales with ATK) or a base to carry a key active due to her reasonably low cooldown. Furthermore, her high weighted stats means she will not feel like a “dead” card compared to Whaledor while also providing other awakenings.

Weapon Assist: Skill Lock Resist Skill Boost Imp ATK

Athena Another’s Weapon Assist provides a single Skill Boost Skill Boost  and SBR Skill Lock Resist which is powerful in its own right, but comes at the cost of a valuable card, and Amen exists for 750,000 MP. While Amen does not provide SBR, the main draw is the Skill Boost and is technically farmable.

With this in mind, I would not convert my Athena Another into a Weapon unless I owned numerous copies.

Shin Sonia Sonia Another – B

Active: Change all orbs to Fire, and Dark orbs; Charge allies’ skill by 1 turn; Unlock all orbs (13 turn cooldown)

Leader Skill: 3x ATK & RCV for Dragon, Devil type; 4.5x ATK and reduce damage taken by 25% when 4 or more combos [1/182.25/9/43.75%]

Awakenings:  45 Bind Clear awakening Skill Lock Resist Skill Boost Skill Boost Time Extend Multiplayer Bonus 45
Super Awakenings: 45  Skill Boost
Dragon / Devil
Weighted Stats (Limit Break): 1109 (1386)
HP 4897 (6121) / ATK 2825 (3531) / RCV 165 (206)
Weapon Assist: Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb

  • Triple 7c 45 with SA
    • Double 7c with Coop Boost Multiplayer Bonus
  • Modest Leader Skill
  • Lackluster Weapon Assist
  • Harder to fit on various teams

Sonia Another is an older card within the Shinrabansho Collab and has the capacity to gain a third 7 Combo 45 via Super Awakenings or enjoy 1.5x stats in Coop Multiplayer BonusBoth of these are nice options and gives her modest sub potential but the main issue is a lack of a team to use her on. For the most part, Bicolour boards are used to set up VDP but due to the shifting nature of end game spawns, players must often deal with Resolve along with the Void mechanic.

This means players need to have Heart orbs present and is one reason why Zela is so powerful in this day and age. Thus, creating a board of Fire and Dark is less ideal and may lower her chance of being used.

On the bright side, her Leader Skill has some potential as it provides a 43.75% Damage Reduction shield and 9x RCV when using Devil and Dragon cards. This is not terribly restrictive and can certainly clear plenty of content. Furthermore, her RCV aspect is not tied to combos so it is possible to 1 combo and heal to full health along with the Damage Reduction and full multiplier activating on only 4 combos.

Weapon Assist: Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb

Sonia Another’s Weapon Assist provides an additional 1 second of orb movement time along with three Enhanced Fire Orbs Enhnaced Fire Orb but contradicts the current meta of using Resists to counter as many mechanics as possible.

Gaining these does not trump Jammer Jammer Resist, Blind Blind Resist, or Poison Poison resist Resist as these can provide direct counters to dangerous abilities which in turn saves active skills.

With this in mind, I would not convert Sonia Another into her Weapon Assist form.

Kaede Another – A

Active: Create 4 Wood, Heal orbs; Charge allies’ skill by 1 turn (8 turn CD)

Leader Skill: x ATK when matching 2+ Wood combos; 3x ATK and reduce damage taken by 50% when matching 5 Heal orbs in a cross formation; Increase orb movement time by 2 seconds [1/324/1/75%]

Awakenings: Skill Lock Resist Skill Boost TPA TPA TPA TPA Bind Immune Bind Immune
Super Awakenings:   TPA
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1114 (1392)
HP 4130 (5162) / ATK 3040 (3800) / RCV 281 (351)
Weapon Assist: Poison resist Poison resist Time Extend Imp ATK

  • High TPA TPApotential
  • Amazing Weapon Assist
  • Primarily a Weapon Assist

Kaede Another has the potential to be used as a powerful Wood TPA TPA card due to her high base ATK along with 5 awakenings. This translates into 7.6x personal damage when matching 4 connected Wood orbs. This can result in explosive damage with a single combo but the main issue is that her Weapon Assist  form is simply too good to pass up on.

Weapon Assist: Poison resist Poison resist Time Extend Imp ATK

Kaede Another provides 40% Poison Resist Poison resist along with the highly prized <50%  awakening. <50% is one of the strongest offensive awakenings as it provides 2x personal damage and can be easily triggered.

This is usually used on team who can benefit from being low health and stacks with itself which results in cards having the potential for massive personal damage. For example, Leven comes with four of these awakenings and has his 16x personal damage pushed up to 32x. This means he can deal absurd amounts of damage to any spawn with a single combo.

Furthermore, the Poison Resists help justify the usage as it will provide defensive benefits and greatly aids in achieving 100% protection. The nice thing about Kaede Another’s Weapon Assist compared to something like Sagat (provides Jammer Resist Poison resist Blind Resist ) is that players can more easily achieve 100% for what is important and not have any go to waste. By waste I mean that some dungeons do not care about one or two of these metrics and the 40% means a single 60% Weapon provides full coverage.

If I were to roll Kaede Another, I would make the Weapon Assist in a heartbeat.

6 star base

Balancile (New) – B

Active: Unlock all orbs; Create L shape of Light orbs with center at top row and far left column; Create L shape of Dark orbs with center at bottom row and far right column (8 turn cooldown)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 50% HP; 3.5x ATK when matching 5 Light or Dark orbs in L shape [1/196/1/57.75%]

Awakenings:  Skill Lock Resist Skill Boost Multiplayer Bonus
Super Awakenings:  
God / Balance
Weighted Stats (Limit Break): 904 (1175)
HP 3590 (4467) / ATK 2245 (2918) / RCV 290 (377)

  • Creates 2 L’s (Light & Dark)
  • Three Team HP
  • Two different colours is hard to utilize
  • Does not fulfill any specific niche

Balancile is one of two new 6-star cards within the Shinrabansho Collab and feels a bit out of place because her active spawns two different colour L’s. Having the ability to instantly spawn a specific pattern is powerful but when it comes with two colours that are not used by any current team, it is harder to stomach as only 5 of each colour is generated.

By comparison, Fatalis produces 2 Dark L’s, and 10 Dark orbs gives significantly more flexibility and damage output.

Beyond this, Balancile can function as a modest HP booster due to her triple Team HP awakenings and situational L unlocker but may be passed over for more existing options.

Astaroth (New) – B

Active: Change far left column to Water orbs; Create 3 Fire, Water, Wood, Light, Dark, Heal orbs over non (9 turn CD)

Leader Skill: 2x HP & ATK for Devil type; Increase orb movement time by 2 seconds; 7x ATK when matching 4 or more colors [4/196/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend 45 45
Super Awakenings:
Devil / Attacker
Weighted Stats (Limit Break): 905 (1176)
HP 3560 (4628) / ATK 2634 (3424) / RCV 67 (87)

  • Unique active
    • Makes 8 Water orbs + Rainbow board
  • Strongest on Rainbow teams with Water VDP
    • Does not come with VDP
  • Does not guarantee FUA with active

Astaroth is the second new 6-star card within the Shinrabansho Collab and comes with a truly unique active skill.

They will first convert the leftmost column into Water and then spawn at least 3 of each element including Hearts. This means players will have guaranteed Rainbow activation along with an exceptionally high likelihood of having enough orbs to perform a Water VDP . This has most synergy with Rainbow teams that utilize a Water VDP card but Astaroth does not come with one themselves. This is somewhat strange as it is heavily implied this is what you would be doing with this active. Furthermore, there may not be enough Heart orbs present which means one may fail to overcome Resolve spawns which is becoming the norm in end game content.

On the bright side, they do come with favourable awakenings which can justify their presence as a sub but gives them an exceptionally narrow niche.

5 star base

There are a total of twenty one 5-star cards who also have varying levels of appearance with many being terrible filler with little applications. As such, I have skipped over many cards but if you feel I may have overlooked something, please feel free to leave a comment and I will reply/adjust the post accordingly.

Kanan -S

Active: For 3 turns, no skyfall; Reduce binds and awoken skill binds by 5 turns (5 turn CD)

Leader Skill: 3x ATK and 1.5x HP for Healer type; 5x Light counterattack; 4x ATK on the turn a skill is used

Awakenings: Skill Lock Resist Skill Boost Bind Immune Bind Immune +heart +heart +heart
Super Awakenings:
Healer / God
Weighted Stats (Limit Break): 757 (984)
HP 3210 (4173) / ATK 1193 (1551) / RCV 593 (771)

  • Incredible Light sub
  • What every 5-star Collab card aspires to be
  • Powerful active
    • Bind/Awoken Bind clear
    • 5 turn cooldown
    • Overwrites No Skyfall debuffs
  • Cloud Resist
  • Low weighted stats
  • No personal damage

Kanan is what all 5-star Collab cards hope to become as they are one of the most powerful utility Light subs in the game. This is because they provide both Team HP and Enhanced Heal Orbs +heart which greatly improves survivability. Furthermore, they have Cloud Resist along with a powerful, fast-charging active.

Kanan’s active is able to remove 5 turns of Awoken and regular Binds on a tiny 5-turn cooldown due to the no Skyfall clause. This means they can be easily inherited over along with being able to remove long-lasting No Skyfall debuffs.

This type of self-harming actives (No Skyfalls, Jammer Skyfalls, reduce own HP, etc.) are becoming more powerful due to the fact that they can be used to overwrite deadlier debuffs along with having naturally lower cooldowns and Kanan is a wonderful example of this.

Overall, Kanan is a stellar card and is held back by low weighted stats along with being featured in a large rolling pool.

Van Crow – B

Active: Reduce enemies’ HP by 40%; Charge allies’ skill by 1 turn; For 1 turn, increase combo count by 2 (22 turn CD)

Leader Skill: 3x ATK and 1.5x RCV for Devil, Machine type; 4.5x ATK and reduce damage taken by 25% when matching 4 or more colors

Awakenings: TPA Skill Lock Resist Skill Boost Time Extend Bind Clear awakening Skill Boost TPA Multiplayer Bonus
Super Awakenings:

  • 40% inheritable Gravity
    • Reasonable cooldown
    • Highest option available
  • Multiplayer Bonus Coop Boost
  • Gravities are niche

Van Crow boasts an inheritable 40% Gravity which can be vital for Cheese teams. The main idea is to use Van Crow’s active first to immediately reduce a spawn to 60% and then follow up with two 30% True Gravities such as Hera Nyx.

Both these cards can be inherited which means teams like Kiri can use them with ease and still have several actives left for other mechanics.

For the most part this is situational/niche but is worth mentioning due to the potential for cheese strategies.

Shinra Dragon God Saiga Another – B

Active: Change Light orbs to Wood orbs; Change Heal orbs to Light orbs; Reduce binds and awoken skill binds by 5 turns (7 turn CD)

Leader Skill: 5x ATK for Wood Att.; 2x RCV for Light Att.; 2x ATK and reduce damage taken by 25% when matching Wood+Light

Awakenings: Wood Row TPA Skill Boost Skill Lock Resist TPA Bind Immune Bind Immune 45 45
Super Awakenings:

  • Powerful active
    • Generates net Wood from Hearts
    • 5 turn Bind & Awoken Bind Clear
    • Short cooldown
  • Viable Odin Dragon 3264 alternative
    • Similar stats at 110
  • Removes Heart orbs

Saiga has remarkably high stats for a 5-star card at level 110 and is nearly on par with Odin Dragon (1,173 vs 1,208) with a heavier skew towards ATK over RCV. This plays well into his double 7 Combos 45 and TPA TPA and his active helps provide additional Wood orbs.

One major issue Bind & Awoken Bind clearing cards face is charging up “dead” if that particular spawn never appeared or if used in the beginning of a long dungeon. As such, Saiga solves this problem by having the ability to generate Wood orbs as well.

Saiga is able to create a net effect of Wood from Heart orbs which can be sometimes helpful. The main drawback to this is losing Hearts which means players will be unable to overcome Resolve spawns but may prove helpful against various spawns.

Ruby – C

Active: For 3 turns, recover 30% of max HP; Remove all awoken skill binds (8 turn CD)

Leader Skill: 2x HP & RCV for Fire Att.; 6x ATK when HP is full; 4x ATK when below 99% HP

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

  • Viable Awoken Bind clearer
  • Provides Passive healing
  • Orb skin
    • Cute
  • Inferior compared to Kanan
  • Cannot create a System of healing
  • Low weighted stats

Ruby is able to function as a potential sub, especially on high HP teams or when Awoken Bind clears are needed. Being able to passively heal 30% max HP every turn for 3 turns can be valuable but the main issue is it cannot be “systemed” or looped with dual Rubys.

On the other hand, Ruby can fully recover all Awoken Binds which can be situationally helpful along with her Team HP and RCV providing some additional bulk.

Orb Skin

Hakuren – A

Active: Change far left column and far right column to Light orbs; For 1 turn, reduce enemies’ defense by 100% (10 turn CD)

Leader Skill: 2x ATK for Attacker type; 1.5x HP for Physical type; 7x ATK and reduce damage taken by 25% when 4 or more combos [2.25/196/1/43.75%]

Awakenings: TPA TPA Time Extend Skill Boost Skill Boost 45 Jammer Resist Jammer Resist Poison resist Poison resist
Super Awakenings: 45

  • Generates 10 Light orbs
  • 100% DEF break
  • 40% Jammer Jammer Resist and Poison Poison resist Resist
  • Reasonable leader
  • Cannot use Devil Killer Latents
  • Competes with Mito 

Hakuren is another powerful 5-star card from the Shinrabansho Collab as they can function as both a viable sub and leader.

As a sub, they provide modest damage but provide 40% Jammer Jammer Resist and Poison Poison resist Resistance which can provide flexibility for inheritance choices as it will become easier to achieve 100% immunity. Additionally, they are able to produce 10 Light orbs which can aid in damage or for VDP . Furthermore, the 100% DEF Break that is tied with it can be situationally helpful.

On the other hand, they are able to lead a reasonable team provided players can find Attacker types. This is because she will still have 196x ATK and 43.75% Damage Reduction when matching 4 or more combos and if they have Physical typing, can also gain 2.25x HP. This is reasonable overall but by having dual leaders, players have an incredibly easy time resisting Poison and Jammer attacks.

Sigma – A

Active: Delay enemies for 2 turns; Change Heal, Jammer, Poison, Mortal Poison orbs to Dark orbs (8 turn CD)

Leader Skill: 3x ATK for Dark Att.; 3x ATK for Fire Att.; 9x ATK for allies with both Att.; 1.5x ATK & RCV when matching 4 or more connected Fire or Dark orbs [1/182.25/2.25/]

Awakenings: TPA TPA Skill Boost Skill Lock Resist Dragon Killer Dragon Killer Auto heal Auto heal Auto heal
Super Awakenings: Dragon Killer

  • Triple Dragon Killer Dragon Killer
  • Used for current/ending DBDC 2 Ranking

Sigma is the best option for the current/ending DBDC 2 Ranking Tournament but will still hold merit due to his triple Dragon Killers. This enables him to deal 27x personal damage against Dragon spawns and provides some contest with Kiri but comes in a different colour. Having different colours for strong killer cards is valuable as it opens up team building options and having more is never a bad thing.

One useful thing Sigma has over Kiri is the fact that he has a significantly shorter cooldown.

En – B

Active: For 1 turn, 1.5x RCV; For 1 turn, increase orb move time by 1 seconds (3 turn CD)

Leader Skill: 5x ATK when matching 2 Water combos, up to 7x at 3 Water combos; 2x ATK and reduce damage taken by 25% when 5 or more combos

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

  • Short cooldown
  • Time Buffer
  • RCV Buffer
  • Situational use

En is the final card I want to look at in the Shinrabansho Collab, and he is able to function as a utility sub who can overwrite Time and RCV Debuffs along with having a short base cooldown.

This enables him to function as a situational sub who can inherit a different active and then have his fast-charging base ready to overwrite various debuffs, which is useful under the right situations but not something you will need all the time.


The Shinrabansho Collab will most likely be returning for the final time to Puzzle and Dragons. Several of the cards are quite powerful but will also be drowned out by the high volume of lackluster/outdated 5-star cards.

For players with less developed boxes and fewer stones, this can easily be written off as a pass but for those with deeper boxes or those hunting for specific cards to min/max themselves may find merit here.

Let me know what you think about the Shinrabansho Collab in the comments below.

Happy Puzzling!

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27 thoughts on “Shinrabansho Collab REM Overview – September 2019”

  1. Extra blind icon on MMN equip awakening listings (text correctly says 80%)

    En comments contain “sseful” (should be “useful”)

    Thank you for the rundown! As this is (presumably) the last chance to buy Sakuya Another from the MP store, is that something I/we should consider?


    1. Thank you for the keen eye! I do not feel she is worth it from a practical point of view as she does not offer anything exceptionally amazing and her weapon assist is meh

      Maybe if you love the franchise or art etc but I am personally not getting her despite having a soft spot for sakuya


  2. The question was posed at one point (I thought by you) as to what would make heart cross leads relevant. Athena has 75% damage reduction as well as 2.25 health modifier and a x256 multiplier which seem like good leader potential. I’m guessing things like VDP+FUA being impossible with a heart cross has something to do with it, but her effective HP seems to be crazy and still good workout the heart cross. Just curious as to why the leader skill in particular isn’t practical. At the very least, it seems like one of the best for the style.


    1. It’s def strong for a heart cross but you nailed it on the inability to do the more complex patterns which are basically mandatory in harder content

      To alleviate this, 7×6 greatly helps as the extra space and much higher chance of having a constant supply of hearts


      1. It can at least vdp and has high effective HP, so there might be some resolves it can handle, which is nice. I’m not up to date on newer content, but an effective x9 up with a 2.25 HP without the cross is super bulky


      2. Reliance on a 7×6 pairing probably isn’t ideal, but there should be some merit in such a high effective HP. Even without the cross, 2.25 is enough for most hits maybe even tanking some of the resolve hits (although I am unfamiliar with most engame resolves)

        She just seems too good to be so easily dismissed


        1. Resolve has become such a common mechanic and if you need 10 Heart orbs to kill that is going to be an issue

          Also, most resolve hits tend to be comically large

          imo, any leader that relies on Hearts to trigger is less ideal since it prevents stalling and high risk of FUA/SFUA issues


  3. Thanks for the article!

    Rolled 11x for the first time no dupes! Got a Kanan out of it too. Bought the $20 pack and got an Athena Another so overall pretty happy.

    Any merit in farming the two cards (Soleil/Geim). I don’t see too much use but might just do it since there aren’t tons of things to spend stam on this week other than ranking dungeon.


    1. Congrats on your good fortune!

      As for the farmables, Geim may be able to act as a potential Fatalis sub but you will probably outgrow him quite quick. I do not foresee much value out of Soleil


  4. Kanan with a Dorothy equip assist has massive personal healing. I’m a big fan. Of course it’s best on Light 4x HP/1x RCV teams, which aren’t too common right now. I’ve played around with Iron Main, Jeanne. There’s also Yuna, I guess.


  5. Does the fact that this collab is going away for good mean that in a couple of weeks I can get rid of all the Shinrabansho Collab fodder sitting in my box? I’ve only rolled a couple of times in this event, collecting guys like Polaris, so I’d like to get rid of monsters that will never again be useful as evo material.


  6. Looks like this is the last update/buff for shinra collab since their production line has been discontinued in jp, but does that mean the whole serie (including the 7stars) will be in the bottom of dumpster in let’s say few months? You know how fast the meta changes in this game.


    1. Won’t get powercrept in a few weeks, probably 6+ months but one thing to remember is that Weapon Assists tend to have strong staying power along with subs compared to leaders

      It will be hard to outpace MMN’s Weapon for quite some time


      1. Darn, but I guess that’s to be expected. I had a lot of tokens left over from last time, so I might as well finish it since it’s not coming back.


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