GungHo Collab Review & Analysis

Introduction

The GungHo Collab is making a return appearance in a special 7-stone Machine that only features 6 or 7-star cards. This is a surprising turn of events as the original GH Collab featured lackluster 5-stars that clogged up the machine.

In fact, there is a 29.5% chance of rolling one of the 7-star cards with some of them being incredibly powerful. Unfortunately, the rolling pool is heavily bloated which means it will be difficult to snipe any one specific card. On the bright side, any 7-star card will require 5 trade fodder which includes 6-star GFE.

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

Video commentary

—Video coming soon—

Overview

GungHo Collab REM Pros & Cons – September 20, 2019
Pros
Cons
  • 7 Magic Stones per roll
    • Monster Exchange uses five 6-star GFE
  • 29.5% chance to roll any 7-star card
    • Most have strong value
  • Will return on a regular basis
    • Cards should be routinely buffed etc.
  • Massive rolling pool
    • Harder to acquire one specific card
GungHo Collab Lineup
 7 Star base
 6 Star base
GungHo Collab Rankings – May 29, 2019
S  
A
B   
C
D

Order within each tier is random and not reflective of ranking

Icons show highest evolution available which may or may not be their strongest form

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them.

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power, but only function in solo mode.

Any card that can qualify for Limit Breaking will have their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

You can read more about Super Awakenings HERE.

Monster Exchange

The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form, but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist  is present.

My approach to Collab rolling

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

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

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

7 Star base

Omega (New) – S

Active: Create 1 Fire orbs over non Light orbs (1 turn CD)

Leader Skill: 2x all stats for Fire Att.; 5x ATK on the turn a skill is used; 2x ATK and reduce damage taken by 25% when matching 3+ Fire combos [4/400/4/43.75%]

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Lock Resist 45 45 God Killer Devil killer
Super Awakenings  
Typing: Devil / Attacker
Weighted Stats (Limit Break): 1001 (1251)
HP 3495 (4369) / ATK 3250 (4062) / RCV 5 (6)

Pros
Cons
  • Massive ATK value
    • Synergy with offensive awakenings
  • 1 turn cooldown
    • Can act as Kuroyuri base
  • Wonderful LS multipliers
  • Too orb hungry to be practical as leader
  • Abysmal RCV

Base Omega is the first new card within the GungHo Collab and comes with a massive base ATK along with offensive awakenings. This enables him to function as a potent damage card who can gain VDP via Super Awakenings. Furthermore, his 1 turn base cooldown can be greatly abused to inherit anything you desire or as a Kuroyuri base.

While he does have amazing Leader Skill multipliers on paper, hitting 3+ Fire combos is too orb hungry to be truly practical as it is rare to have 9 Fire orbs present.

Dark Omega (New)

Active: Reduce HP by 50%; Change top row to Fire orbs and change bottom row to Dark orbs (9 turn CD)

Leader Skill: 6x ATK for Fire Att.; 2x HP for Dark Att.; 3x ATK and reduce damage taken by 25% when below 50% HP [4/324/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist
Super Awakenings  
Typing: Devil / Attacker
Weighted Stats (Limit Break): 1009 (1261)
HP 4150 (5188) / ATK 2540 (3175) / RCV 260 (325)

Pros
Cons
  • Massive potential when under 50% HP
    • No combo/colour requirement
    • Synergy with active skill
    • Three <50%
  • Exceptionally vulnerable when just above 50% HP
  • Juggling HP may be troublesome for some players

Dark Omega is a powerful <50% HP card who is able to unleash a massive 324x ATK when below half health. This has no combo or colour requirement and the only real challenge is getting to the correct HP and staying there.

While being under 50% HP may sound dangerous, his 43.75% Damage Reduction takes effect with no orb requirement so Dark Omega can be deceivingly tanky.

Being able to deal 324x ATK with no matching requirement means he will be able to easily dance through Void + Resolve spawns as both patterns can be easily formed without worry. This also means he can efficiently stack <50% awakenings to deal massive amounts of damage in content such as TA2 or A5.


Gamayla (New) – A

Active: Delay enemies for 2 turns; Change Wood, Jammer, Poison, Mortal Poison orbs to Water orbs (11 turn CD)

Leader Skill: 2x HP for Dragon type; 4x ATK when matching 5 Water orbs in L shape; 4x ATK and increase combo by 1 when matching 3 or more colors [4/256/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 45
Super Awakenings TPA
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1005 (1256)
HP 3450 (4312) / ATK 2450 (3062) / RCV 512 (640)

Pros
Cons
  • Natural Tape Resist
  • Natural L awakening
  • Modest array of offensive awakenings
  • Dark form may be more tempting with Beach Veroah
  • Lackluster active

Base Gamayla comes with a reasonable kit overall but may not provide enough of anything to truly justify using. This is further compounded by the fact that her evolved form has tremendous potential on Beach Veroah teams.

With that being said, if you lack Beach Veroah, it will be more challenging to take full advantage of her evolved form and the utility offered here may be tempting. Having natural L and Tape Resist  can help overcome various mechanics, and she may find usage on various Water teams.

Dark Gamayla (New)

Active: Unlock all orbs; Change all orbs to Water, Light, and Dark orbs; For 1 turn, increase combo count by 2 (14 turn CD)

Leader Skill: 3x ATK for Dragon type; Reduce damage taken by 50% when 7 or more combos; 4x ATK and increase combo by 1 when matching Water, Light, Dark at once [1/144/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist TPA TPA 45
Super Awakenings TPA
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 1001 (1251)
HP 5260 (6575) / ATK 2320 (2900) / RCV 35 (44)

Pros
Cons
  • Incredible damage with 10 combos
  • Stellar Beach Veroah  sub
  • Natural Cloud
  • Challenging to hit 10 combos and VDP
    • Requires 7×6 or Bonus combo leaders
    • Primarily Beach Veroah

Dark Gamayla is a dream sub for Beach Veroah teams as she has VDP , 10 and 7 45 Combo awakenings which translates into 25x personal damage. This is absolutely incredible but the main downside is having 9 Water orbs and 10 combos is impossible on a 6×5 board without heavy skyfalls. Thus, the +6 combos from Beach Veroah greatly alleviates this problem and Gamayla is free to blast her way through almost any spawn.

As a result, the only truly viable place to use her on is Beach Veroah teams which may not be available for all players and we lack a strong 7×6 leader for Water teams.


Aoi Shikigami (New) – B

Active: For 1 turn, reduce enemies’ defense by 100%; Recover all HP; Change Light orbs to Dark orbs (11 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; Increase orb movement time by 3 seconds; 3.5x ATK for each cross of 5 Fire, Dark orbs [4/7354.78/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Machine Killer Devil killer
Super Awakenings 45
Typing: Devil / Balance
Weighted Stats (Limit Break): 1003 (1254)
HP 4120 (5150) / ATK 2130 (2662) / RCV 495 (619)

Pros
Cons
  • Massive damage potential with Colour Crosses
  • Built in movement time
  • 4x HP
  • 600x ATK with 2 Crosses
    • May be sufficient for plenty of content
  • Colour Crosses are awkward
  • Inability to VDP
  • Naturally low combo count

Aoi Shikigami is a new Colour Cross leader who is able to achieve 600x ATK with two colour crosses. This is lower compared to Paimon at the same number of crosses but does not have to overcome a strict HP requirement along with having higher Effective HP.

Unfortunately, Colour Cross leads are awkward to use well as they are orb hungry, have naturally lower combo count, and have difficulty performing other patterns such as VDP  . As such, it will be hard to find true use for Base Aoi Shikigami


Dark Aoi Shikigami (New)

Active: Reduce HP to 1; For 1 turn, no skyfall; Change far left column and far right column to Dark orbs (6 turn CD)

Leader Skill: [No Skyfall]; 4x ATK and reduce damage taken by 50% when 7 or more combos; 4x ATK when matching 2 Dark combos, up to 5x at 3 Dark combos [1/400/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend God Killer Dragon Killer
Super Awakenings 45
Typing: Devil / Balance
Weighted Stats (Limit Break): 1002 (1252)
HP 5360 (6700) / ATK 2130 (2662) / RCV 120 (150)

Pros
Cons
  • Active generates 10 Dark orbs on 6 turn CD
  • HP set to 1
  • Valuable for farming with <50% awakenings
  • Powerful Leader Skill multipliers
  • LS has no skyfalls
  • Orb hungry
  • HP being set to 1 can be dangerous

Dark Aoi Shikigami has impressive Leader Skill multipliers as he is able to access 75% Damage Reduction quite easily. A given board will almost always have at least 7 combos and matching this will yield 75% Damage Reduction. This is equivalent to 4x HP and can enable him to survive massive amounts of punishment.

Furthermore, the 400x ATK is impressive but is Dark orb hungry. With 2 Dark combos, he is able to achieve 256x ATK and jumps to 400x with 3 Dark combos. While this is not unreasonable, it can have inconsistency issues along with the No Skyfall clause hurting more than it helps.

No Skyfall Leader Skills used to be for Damage Control which is somewhat a thing of the past as it is not a feasible strategy to use now. As a result, it is just hindering your overall damage potential and you are stuck with whatever board you are given.

On the other hand, his active skill generates an impressive 10 Dark orbs on an even more impressive 6 turn cooldown. This will have great potential for farming teams as his active will come back up relatively quick.


Luluna (New) – A

Active: For 1 turn, increase combo count by 3; Change top row to Wood orbs; For 1 turn, increase orb move time by 1 seconds (15 turn CD)

Leader Skill: 1.5x all stats for Wood Att.; Increase orb movement time by 2 seconds; 9x ATK and increase combo by 1 when matching 6 or more connected Wood orbs at once [2.25/182.25/2.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist Time Extend
Super Awakenings 45
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1105 (1381)
HP 4350 (5438) / ATK 2200 (2750) / RCV 690 (862)

Pros
Cons
  • Strong leadership potential
    • Can efficiently use Zela
  • Powerful Wood sub
    • VDP  + SFUA
  • Three Skill Boosts Skill Boost
  • Active generates 6 Wood orbs, Bonus Movement Time, +3 combos
  • LS requires 6 Wood orbs to function
  • No Damage Reduction

Base Luluna is able to function as a powerful Wood sub due to her VDP potential. At this point in time, Wood is heavily saturated with stellar subs and it is sometimes challenging to compete with Zela . Thankfully, the natural inclusion of SFUA removes the dependency on having Yoh Weapon Assists and can make Luluna a staple on your Zela Kitty teams.

SFUA + VDP is an efficient way to deal with Resolve + Void spawns as it can be easily formed via Heart + Wood boards and does provide the owning card a sizable damage boost. With three VDP + SFUA, Luluna is able to enjoy 31.25x personal damage which can be further amplified via inherits and Latents. On a side note, her active skill generates a row of Wood orbs and can potentially be used on Rainbow teams if you choose to use her as your VDP sub.

On the other hand, Luluna is able to lead a competent Wood team herself should you be lacking other options. 2.25/182.25/2.25 are strong multipliers but her main downside is requiring 6 connected Wood orbs along with no Damage Reduction to survive Gravity + Hit combos.

Dark Luluna (New)

Active: Recover all HP; Remove all awoken skill binds; For 1 turn, 3x ATK for Wood Att.; For 1 turn, increase orb move time by 1 seconds (12 turn CD)

Leader Skill: 2x HP & ATK for Wood Att.; 9x ATK when matching 4 or more colors; Reduce awoken skill binds by 5 turns when recovering more than 20000 HP from Heal orbs [4/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 Devil killer Dragon Killer 37 physical killer
Super Awakenings 45
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1106 (1382)
HP 3840 (4800) / ATK 2360 (2950) / RCV 750 (938)

Pros
Cons
  • Full Awoken Bind clear
  • 3x Wood damage
  • 4 Killers
  • Truly interesting Leader Skill
  • Rainbow clause can be inconsistent
    • Dilutes damage
  • Weaker sub compared to base form
  • Active is redundant with 2 leaders and LS

Dark Luluna has a truly bizarre leader skill as she is able to provide 5 turns of Awoken Skill Bind when healing over 20,000 from Heart orbs. This is pretty cool but somewhat impractical due to no RCV multiplier and being unable to tap into Enhanced Heal Orbs +heart when Awoken bound along with her active solving this problem.

As a result, Dark Luluna teams will have far more Awoken Bind clearing than is really needed with dual leaders. With that being said, her leadership potential is modest, but weaker compared to her Base form as she requires Rainbow activation which dilutes her damage and board changer options.

Furthermore, her sub potential is significantly weaker as her Base form can function as one of the best VDP options due to the SFUA .


Knight Kisaragi (New) – S

Active: Deal 100000 fixed damage to an enemy; Change all orbs to Wood, and Light orbs (13 turn CD)

Leader Skill: 1.3x Egg Drop rate; 10x ATK when 9 or more combos [1/100/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Time Extend
Super Awakenings 45
Typing: Balance
Weighted Stats (Limit Break): 1001 (1251)
HP 3850 (4812) / ATK 2650 (3312) / RCV 260 (325)

Pros
Cons
  • 1.3x Egg Drop rate
    • Alternative to Veroah
  • Less practical compared to Veroah
    • Requires 9c for 10x

Base Knight Kisaragi provides an alternative to Veroah for bonus Egg Drop rates but has more difficulty in hitting his ATK multiplier. Veroah only requires 5 combos for 5x damage whereas Knight Kisaragi requires 9 for 10x. 9 combos is not practical for 6×5 boards and if I had the choice, I would use Veroah in nearly every situation.

With that being said, the best place to use these types of Leader Skils is when solo farming Event dungeons for tickets or Ganesha’s Treasure Trove. These dungeons do not have guaranteed drops on each floor and increasing your chance by 1.3 will save you time/stamina.

Dark Knight Kisaragi (New)

Active: For 99 turns, Light orbs are more likely to appear by 7%; Change top row to Light orbs (12 turn CD)

Leader Skill: 4x ATK when 4 or more combos up to 10x at 10 combos; 2x ATK and reduce damage taken by 50% when matching 2+ Light combos [1/400/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 45
Super Awakenings 45
Typing: Balance
Weighted Stats (Limit Break): 1007 (1259)
HP 5030 (6288) / ATK 2120 (2650) / RCV 240 (300)

Pros
Cons
  • 99 turn Light skyfall buff
  • Powerful Light sub and leader
  • Wonderful Tifa pairing
  • Team RCV
  • Light alternative to Hiei
  • Somewhat relies on 7×6 for success as leader

Dark Knight Kisaragi is a new and powerful card within the GungHo Collab. He comes with the highly prized 99 turn Skyfall buffs for Light while also having wonderful awakenings. In fact, he trades Time Extend Time Extend for Team RCV when compared to Hiei and will function in a similar fashion on Light teams.

Furthermore, he is able to function as a leader when paired with Tifa’s 7×6 as the 10 combo clause and 2 Light combos is easier to overcome. With that being said, if you own either Tifa or Dark Karin , Knight Kisaragi can be used as a stellar sub on those teams.

All in all, Dark Knight Kisaragi is a powerful card to own and will most likely have value for a prolong period of time moving forward due to his powerful active skill and awakenings.


Cian, the Assault of Lost Gear (New) – B

Active: For 4 turns, recover 30% of max HP; Change all orbs to Wood, Light, and Dark orbs (13 turn CD)

Leader Skill: 2x HP for Wood Att.; 4x ATK when matching 5 Wood orbs in L shape; 4x ATK when matching 6 or more connected orbs; 50000 additional damage when matching 6 or more orbs [4/256/1]

Awakenings: Bind Immune Bind Immune  Skill Lock Resist
Super Awakenings:  
Typing: Physical / Attacker
Weighted Stats (Limit Break): 1000 (1250)
HP 5120 (6400) / ATK 2450 (2938) / RCV 56 (70)

Pros
Cons
  • 50,000 Follow Up Damage
    • Always kills Resolve spawns
  • Tape or Cloud Resist SA
  • Awkward Leader Skill
    • Naturally low combo count
    • Outclassed by many other Wood leads
    • Difficult to VDP  + L
  • Mediocre active

Cian is another new card within the GungHo Collab and comes with the highly prized built-in Follow Up Attack Leader Skill. This means that when activating Cian, she will deal 50,000 True Damage after matching orbs which will kill any Resolve spawn. This is invaluable in all forms of content as players can completely ignore this mechanic.

Sadly, the rest of her Leader Skill leaves much to be desired. Firstly, Cian must match an L of Wood orbs which means she requires 14 orbs for VDP + L. This is already awkward but at least her connect 6 clause can be fulfilled this way. Regardless, being forced to have an L and 6 match (of any element) means she will have a difficult time in overcoming combo shields.

Furthermore, her active skill feels outdated upon release as it cannot be used to form a healing loop like Kuroyuri .


White Feathered Knight, Bradamante (New) – S

Active: Change Water, Jammer, Bomb orbs to Light orbs; Lock all orbs (5 turn CD)

Leader Skill: [Board becomes 7×6]; 4x ATK when matching 2 Light combos, up to 5x at 3 Light combos; 2x ATK and reduce damage taken by 25% when 7 or more combos [1/100/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend
Super Awakenings:   45
Typing: Physical / Attacker
Weighted Stats (Limit Break): 1008 (1260)
HP 5720 (7150) / ATK 2160 (2700) / RCV 12 (15)

Pros
Cons
  • 5 turn base cooldown
    • Orb generation + Lock
  • Massive damage potential on 7×6
    • VDP SA
  • Modest/strong leadership potential
    • Natural 7×6
  • Reliant on 7×6
    • Largely irrelevant due to LS or on Tifa

Bradamante is the final new 7* card to be released in the GungHo Collab and is an incredible powerhouse overall. They offer a spectacular 31.25x personal damage when forming a VDP with 10 Combos This is impossible on 6×5 board without actives or skyfalls, but becomes manageable on a larger 7×6 board.

With this in mind, Bradamante’s main strength lies in being used only under these conditions which is easy to do via their own Leader Skill or when used as a sub on Tifa teams.

To further compliment her offensive potential is her fast charging active that generates Light from Water/Jammers while also locking the whole board. This is vital to countering numerous Spinner orbs and has merit in the highest level of content. The shorter cooldown can also be used to carry a longer inherit for midway through the dungeon and this flexibility helps solidify her team slot.

One thing to keep in mind is that Bradamante does outpace Bride Zela in terms of VDP damage potential when hitting 10 combos and can make a fine alternative to her on mono Light teams.


GH Reeche – B

Active: Removes lock status on orbs. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Ignores enemy damage and attribute damage absorb effects for 1 turn ( does not include combo shield and damage void ). (30 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 combos. All attribute cards ATK x4 when attacking with 4 of following orb types: Fire, Water, Wood, Light & Dark. Increases time limit of orb movement by 2 seconds. [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune   Time Extend Skill Boost Skill Lock Resist 45 45
Super Awakenings  Skill Boost
Typing: Devil / Balance
Weighted Stats (Limit Break): 1099 (1264)
HP 4395 (5054) / ATK 2450 (2818) / RCV 510 (586)

Pros
Cons
  • Colour swapped Reeche 
    • Identical except no sub attribute
  • Powerful-multi purpose active
    • Negate Damage Absorb (Fujin )
    • Negate Attribute Absorb
    • Unlock orbs
    • 6-elemental board change
    • Can be charged in 10 turns ()
  • Provides 16x ATK / 25% Damage Reduction / +2s orb movement
  • Flexible leader pairings
  • Rainbow clause can be inconsistent
    • Dilutes damage
  • Active has 30 turn CD
    • Offset by Skill Charge 
    • Difficult to inherit
  • Rarely need all 4 components at once
  • Lower value if owning REM Reeche
  • Does not have Reeche’s Weapon Assist

GH Reeche is identical to her REM-cousin  in terms of awakenings, Active and Leader Skill; however, she lacks a sub attribute which translates into a -10% personal damage. In the grand scheme of things, this should not be an issue and being Dark tends to be more advantageous due to no natural colour weakness.

The main appeal of either Reeche is their multi component active skill which can be quickly charged up due to two Skill Charges  which can be invaluable in dungeons with multiple Absorption spawns.

Unfortunately, GungHo Reeche lacks the powerful Weapon Assist her REM-cousin enjoys. Furthermore, Reeche is seldom chosen as a leader due to the inconsistencies faced with Rainbow activation along with lower Effective HP compared to current day options.


Noir – A

Active: Randomly spawn 4 Dark orbs from non Dark orbs. Delay 1 turn to all enemies. Enhance all Dark orbs (8 turn CD)

Leader Skill: 2x HP for Dark Att.; 2x ATK when 6 or more combos; 4x ATK when matching 2 Dark combos, up to 6x at 3 Dark combos [4/144/1]

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Super Awakenings45  
Typing: Balance
Weighted Stats (Limit Break): 1005 (1156)
HP 4850 (5578) / ATK 1756 (2019) / RCV 509 (585)

Pros
Cons
  • Balance typing
    • Can use any Killer latent
    • Helps with VDP
  • Strong awakenings
    • Strong VDP potential
  • Modest leader potential
  • Active provides damage boost via Enhanced orbs
  • LS is orb hungry
  • Lacks an RCV multiplier
  • Competes with many other high value Dark cards

Noir is an interesting card and can be somewhat compared to the current Dark Metatron  evolution. This is because both are 4x HP Dark leaders, but Noir lacks a Damage Reduction component along with a lower ATK multiplier. While 144x is still reasonable, the fact that one requires 9 Dark orbs will dramatically reduce consistency. This may become problematic in longer dungeons where actives may be stressed, so either bring an RCV boosting sub like Eir  or budget actives accordingly.

As a sub, Noir will be somewhat blurred among the plethora of powerful Dark options. While she does have high VDP potential and can become a triple 7 Combo 45 card with Balance typing, she faces stiff competition from many other cards. Noir’s main role will be a reasonably fast charging, useful active along with VDP potential. This has value on Phenom + Ina teams but also competes with strong cards such as Hiei .

With that being said, Dark has become quite a powerhouse and Noir’s ability to generate Dark and provide Dark Orb Enhance via her active may help justify her usage.


Ralg – B

Active: Inflict Fire nuke damage equal to team Fire & Dark ATK x20 to all enemies. Removes lock status on orbs. Change top-most row into Fire orbs (7 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 25% when matching 6 or more connected Fire orbs; 5x ATK on the turn a skill is used; Increase orb movement time by 2 seconds [1/225/1/43.75%]

Awakenings:  Skill Boost Skill Lock Resist Fire Row Fire Row Fire Row Fire Row Fire Row Fire Row
Super Awakenings:  Fire Row 
Typing: Balance / Dragon
Weighted Stats (Limit Break): 1056 (1214)
HP 5105 (5871) / ATK 2061 (2370) / RCV 400 (460)

Pros
Cons
  • 7 turn cooldown
  • Multi component active
    • Button damage potential
    • Fire row
    • Orb unlock
  • Strong Fire farming potential
    • Easy 225x ATK / 43.75% damage reduction
  • New relevance on Omega teams
  • Orb hungry as a traditional leader
    • Damage is heavily tied to Rows Fire Row
    • Damage Reduction tied to matching 6 Fire
    • Primarily a farming leader
  • Must use active skill for damage
    • Cannot save orbs from a double row maker
  • 20x ATK may be too low for a button

Ralg has somewhat faltered over time with the introduction of stronger farming leaders but is still able to do a reasonably good job. With that being said, the new Dark Omega gives Ralg new purpose as both kits have wonderful synergy.

Ralg’s active is able to generate a row of Fire on a fast 7 turn cooldown while also providing Orb Unlock and reasonable Button damage due to the inclusion of Fire & Dark. With that being said, the row itself can be used to delete spawns as his 6 natural Fire rows Fire Rowadd considerable damage.

As such, Dark Omega is able to deal magical amounts of damage with a single swipe and possibly button through weaker spawns at the same time. This two-in-one active can help ease team building/active skill requirements but the true value lies in his passive damage potential through Fire rows.


Orage – B

Active: Deals damage equal to 5% of enemies’ max HP. Change middle row into Water orbs. Change 3rd column from the right into Water orbs (10 turn CD)

Leader Skill: [No Skyfall]; 6x ATK for Water Att.; 1.5x ATK when matching 2+ Water combos; 2x ATK when matching 6 or more connected Water orbs [1/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist   
Super Awakenings Skill Boost 
Typing: Attacker / Machine
Weighted Stats (Limit Break): 1006 (1157)
HP 4638 (5334) / ATK 2602 (2992) / RCV 67 (77)

Pros
Cons
  • Natural Cloud Resist 
  • Active generates 10 Water orbs
    • Easy to form into many combos after full mono board change
  • 3 Skill Boosts Skill Boost
    • 4 with Super Awakening
  • Can be used as a farming leader
  • No Skyfalls
  • LS is orb hungry for full activation
    • Requires 2 Water Combos + 6 connected Water
    • Less ideal for swipe farming
  • No defensive multiplier
  • Many double row makers exist
    • Lowers value of active

Orage is like Orange without the N which is helpful for me as my “N” button has been giving me issues. Regardless, Orage is an interesting card as she can be used in a couple of different ways.

She can act as a potential farming leader as she has No Skyfalls and a scaling multiplier that can proc off a full water board. If using a full water board changer, Orage is able to deal 144x ATK and can jump to 324x if one is able to make 2 Water combos. This is reasonable but the main issue is them requiring 2 Water combos which prevents easy swipe farming.

On the bright side, Orage comes with 3/4 Skill Boosts Skill Boost and natural Cloud Resist along with a reasonably fast charing active. Orage is able to guarantee 10 Water orbs are generated. This is hard to replicate as Thouzer thouzer may never be seen again from the Fist of the North Star. With that being said, numerous double row makers now exist which can nearly replicate this pattern along with two being farmable from Collab event dungeons.


Dark Karin – S

Active: For 3 turns, 2x ATK for Light, Dark Att.; For 3 turns, reduce damage taken by 50% (13 turn CD)

Leader Skill: 4x ATK and 1.5x HP for Light Att.; Increase orb movement time by 2 seconds; 4x ATK and 2x RCV when matching 5 or more connected orbs [2.25/256/4/]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Skill Boost Skill Boost 45 Dragon Killer Devil killer
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1007 (1259)
HP 3048 (3810) / ATK 2645 (3306) / RCV 521 (651)
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

Pros
Cons
  • Fantastic Leader
    • Easy to activate
    • 2.25x HP
    • 4x RCV
    • Pairing with Tifa
  • Flexible team building
  • Higher personal damage against key end game spawns
  • 3 Skill Boosts Skill Boost
    • Actives will be ready in time
  • Weapon Assist form grants Skill Boost Skill Boost
  • No Damage Reduction in LS
    • Reliant on active
    • Vulnerable to Gravity + hit
  • Lower effective HP

Karin’s Dark form is tremendously powerful due to the fact that she is able to build a highly flexible team along with strong multipliers that can pair with herself or the amazing 7×6 Tifa .

For the most part, the efficacy of a card is judged by their ability to clear A5/AA2/AA3 as they are considered the hardest and have lucrative rewards. In order to succeed, a given leader has to have an easy to activate Leader Skill, strong subs choices, the ability to counter Voids and Resolves, along with high Effective HP.

Karin is able to fulfill all those roles with her Effective HP being on the lower end. Thankfully, her base active can somewhat alleviate this problem as it provides burst and Damage Reduction which has synergy with her 3 Skill Boosts. This means she can have her active ready for the potential Goemon preemptive in AA2 on floor 2.

Karin is able to fully activate with any match-5 which means FUA or VDP patterns fulfill this clause along with passively having 2.25x HP and 4x RCV. Not being tied to combo count means players can utilize more VDP-oriented subs to deal damage as the full ATK multiplier takes effect.

The HP is enough to survive most hits (will require help from the giant preemptives in AA2) but the 4x RCV (dual Karin) lowers the need to run Enhanced Heart Orb +heart subs. In addition to this, Karin can run any Light sub which adds flexibility and options when countering challenging mechanics. One key aspect is her pairing with Tifa who requires 5 or more connected Light or Fire orbs which does not impede Karin’s normal matching too much.

In terms of her awakenings, Dark Karin boasts both Dragon Dragon Killer and Devil Devil killer Killer which grants her 3x personal damage against those respective spawns (9x vs both). While Killers tend to fall flat compared to 7 Combos 45 due to typing restrictions, the fact that the final encounters in AA2 and A5 tend to feature at least one of these evens it out. Furthermore, Karin teams will often have high damage subs for the earlier floors so damage should not be an issue.

Karin

Active: Water & Light attribute ATK x3 for 1 turn. Change Heart, Jammer, Poison & Mortal Poison orbs to Light orbs (14 turn CD)

Leader Skill: 4x ATK when 4 or more combos up to 8x at 8 combos; 2x ATK and reduce damage taken by 25% when matching 4 or more colors [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45 45 
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1007 (1158)
HP 3048 (3505) / ATK 2645 (3042) / RCV 521 (599)
Weapon Assist Awakenings: Skill Boost Imp ATK Imp ATK

Pros
Cons
  • 256x ATK / 43.75% damage reduction
  • Flexible team building
  • Synergistic awakenings
  • Weapon Assist form grants Skill Boost Skill Boost
  • Dark Karin should be made almost every time
  • Rainbow reliant
    • Damage reduction tied to rainbow
    • Damage is less concentrated
  • Feels like a watered down Edward 
    • Similar LS, Active, and awakening
  • Lower merit as a sub due to Skill Charge  and long cooldown
  • 3,048 base HP (3,505 with Limit Break)

Base Karin is nearly a similar to pre-buff Edward  from the Full Metal Alchemist Collab in that they share a similar Active and Leader skill along with identical awakenings. Unfortunately, Karin is inferior as her Leader Skill is significantly weaker overall.

Edward is able to provide 57.75% Damage Reduction as opposed to Karin’s 43.75% while also being unconditional while above 50% HP instead of Karin’s Rainbow clause. This is a significant difference in overall survivability and even activation consistency.

Being forced to run a rainbow team can be troublesome for smaller boxes, but it inevitably leads to some consistency issues along with less concentrated damage as orb/board changers are restricted. Granted Karin’s base active provides 3x ATK, it does prevent one from healing while dealing damage.

By comparison, Edward is not required to run a rainbow team but it does help for activating his Skill Charge  awakening; however, Edward is able to tap into his damage reduction assuming he is above 50% HP and this counts after matching orbs.

This is not to say that Karin is a weak leader as she will certainly be able to stomp through the vast majority of content with ease, it is just worth understanding the drawback of being Rainbow reliant. Another point to consider her Dark form is vastly superior as a lead and should be pursued in the vast majority of situations.

If looking to use Karin as a sub, it will be harder to tap into her Skill Charge awakening as it tends to be best on Rainbow teams and she is one of the best Rainbow leader available. As such, she may simply be blurred into the large pool of strong 7 Combo 45 Light available despite acquiring a third 7 Combo through Super Awakenings.

Weapon Assist Skill Boost Imp ATK Imp ATK

Karin’s Weapon Assist grants the base card an additional Skill Boost Skill Boost which can be invaluable for solo mode, ranking dungeons, or farming builds as it can open up team building options. With that being said, this edges heavily on luxury and should only be considered if you have dupe Karins available. Furthermore, players are able to purchase Amen for 750,000 MP making it available all the time.


Dark Zeta – S

Active: Reduce HP by 50%; Deal 200x Water damage to an enemy; Create 6 Water, Dark, Heal orbs (8 turn CD)

Leader Skill: 2x HP for Water Att.; 4x ATK when below 80% HP; 3.5x ATK and reduce damage taken by 25% when matching Water+Dark [4/196/1/43.75%]

Awakenings: Bind Immune Bind Immune Time Extend Skill Boost Skill Lock Resist  
Super Awakenings:  45  
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1057 (1321)
HP 4860 (6075) / ATK 2683 (3354) / RCV 106 (132)
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Pros
Cons
  • Powerful leader skill
    • Massive effective HP
    • Huge personal damage
    • Not combo reliant
      • Easier to VDP + FUA
  • Synergistic active
  • A team full of Zeta can solve most dungeons
  • L grants more damage and Orb Unlock
  • Team ideally has numerous Zeta dupes
  • Water + Dark can have minor orb troll
  • Must be below 50% to truly shine
    • Harder to juggle in higher content

Dark Zeta is considered one of the more powerful leaders in the game due to the fact that he has a massive amount of Effective HP, high damage potential, and the ability to form VDP + FUA as he is not reliant on combos to activate.

At this point in time, many challenging encounters feature both Damage Void and Resolve meaning players will have to form a 3×3 Box and column of Hearts. These two patterns will often result in a lower combo board and if the Leader Skill relies on 7 or more combos, they may not fully activate.

As such, Zeta’s Leader Skill only requires players to be below 80% HP along with matching Water and Dark orbs. Furthermore, if players are below 50%, Zeta will have 8x personal damage (equivalent to three 7 Combos 45) plus the VDP from Super awakenings. Thus, Zetas are able to deal tremendous amounts of damage to Void spawns without worrying about 7 combos.

It is his ability to not rely on combos that gives him an edge over Dark Metatron as he can more easily activate those patterns all the time. While Dark Metatron can utilize + Combo counts, that is often less efficient overall.

With that being said, Zeta is not without faults as his ideal teams often rely on numerous duplicates of himself for massive damage which forces him to remain below 50% HP to tap into the <50% despite the Leader Skill activating when below 80%. The HP management is not unbearable but we are starting to see other leaders with similar output who do not have to juggle their HP.

In addition, being forced to use Dark and Water orbs means there is a chance at some orb troll along with having a more restrictive orb changer pool. Thankfully, Zeta’s base active solves both of these problems on an 8-turn cooldown as he produces 4 Water, Dark, and Heart orbs along with a -50% HP cut.

All in all, there is no reason why players should not be pursuing this form as it is vastly superior compared to his base or Weapon Assist evolutions along with dupes being his best sub.

Zeta

Active: Change Jammer, Light, Poison & Mortal Poison orbs to Water orbs. +2 combo count for 1 turn (10 turn CD)

Leader Skill: All attribute cards ATK x3.5, 25% all damage reduction when reaching 7 combos. All attribute cards ATK x4, 25% all damage reduction when attacking with 6+ Water orbs at the same time

Awakenings:   Time Extend Skill Lock Resist 45 Water Row Water Row Water Row Water Row
Super Awakenings:  45  
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Pros
Cons
  • Multi component LS
    • Reliable damage reduction
    • Damage control
    • Massive damage reduction shield
      • High effective health
  • Synergistic active skill
  • Useful Super Awakenings
  • Has Weapon Assist evo
  • Make his Dark form
  • Combos and Rows don’t mix well
  • Make his dark form

Base Zeta is an interesting leader in that he has two distinct components to his Leader Skill with at least one being available on virtually every given board. This is great because he has 25% damage reduction applies to each component and stacks if both are met.

This is important because it enables Zeta to enjoy 68.4% damage reduction which makes his effective HP high enough to tank essentially any hit in the game.

Sadly, Zeta is a row/Combo hybrid leader with both components being challenging to activate at the same time. Even assuming one has 6 water orbs, having to match a row and hit 7 Combos is not always possible. As such, your damage will heavily suffer as Zeta will be hitting like a wet noodle without both components.

As a sub or inherit, Zeta’s active skill reasonable as far as +2 Combo count actives go as it does not heavily disrupt the board, but is not as special considering many other options exist. Furthermore, his awakenings are nice, but the Water Rows Water Row will be wasted on the vast majority of teams.

Regardless, his Dark form is infinitely stronger and there is no reason to keep this form as dupes of the Dark form are preferred subs.

Weapon Assist Blind Resist Blind Resist Blind Resist Water Row Water Row Imp ATK

Zeta’s Weapon Assist grants the base card 60% Blind Resist Blind Resist along with 2 Water Rows Water RowIf using on non-Water teams, this is somewhat redundant with the Monster Hunter Avidya Saber  which comes from a much easier to acquire card. With that being said, if players are planning on running other mono water teams, the extra damage along with orb changer/hazard removal and +2 combos may come in handy.

If players do not have these teams, it is best to keep Zeta in his Dark form as he wants dupes of himself.


Dark Elena – A

Active: For 99 turns, Fire orbs are more likely to appear by 7%; For 2 turns, recover 50% of max HP (10 turn CD)

Leader Skill: 1.5x HP for Fire Att.; 4x ATK when matching 2+ Fire combos; 4x ATK and reduce damage taken by 35% when above 80% HP [2.25/256/1/57.65%]

Awakenings: Bind Immune Bind Immune Skill Boost  Time Extend Skill Lock Resist
Super Awakenings:  God Killer Dragon Killer Devil killer
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1057 (1216)
HP 4860 (5589) / ATK 2683 (3085) / RCV 106 (122)
Weapon Assist Awakenings: TPA Auto heal Imp ATK

Pros
Cons
  • 99 turn Fire Skyfall buff
  • Challenging to remain above 80%
  • Auto heal takes effect after matching orbs
    • Does not heal in time for damage
  • Requires 2 Fire combos to activate

I am not impressed with Dark Elena as she brings little to the table in terms of lead or sub, and her inheritance potential pivots on having a strong Fire leader.

As a leader, she must remain above 80% HP while only enjoying a 57.65% Damage Reduction shield. This means 99% gravities will push her under along with most attacks. This means she will no longer have her damage output and despite the fact that she can auto heal, the healing takes effect after matching orbs. This means players will not be above 80% at the time of matching and thus will not deal meaningful damage. To compound this further, Elena requires 2 Fire combos which is modestly orb hungry.

As a sub, she offers little overall as the >80% provides only 1.5x ATK and has a small window of opportunity. While she does provide modest VDP potential, stronger and less conditional options exist.

Finally, as an inherit, she has some potential due to the 99 turn Fire skyfall. This +7% chance is small overall but can help provide a small additional source of Fire orbs. This is naturally best on Mono-Fire teams but we are currently lacking an ideal team to use her on as Fire is arguably the weakest colour at the moment. With that being said, all it will take is a strong leader and she could see more usage.

Elena

Active: Removes lock status on orbs. Increase skyfall chance of Fire orbs by 15% for 4 turn. Change all orbs to Fire & Light orbs. (14 turn CD)

Leader Skill: 4x ATK when matching 2 Fire combos, up to 8x at 3 Fire combos; 2x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Skill Lock Resist God Killer Dragon Killer Devil killer
Super Awakenings:  God Killer Dragon Killer Devil killer
Weapon Assist Awakenings: TPA Auto heal Imp ATK

Pros
Cons
  • Multi component active
    • Orb unlock
    • Fire & Light board
    • 4 turn skyfall
  • Multi component LS
    • Scaling damage
    • Easy to activate damage reduction
  • 3 Popular Killers
    • High effective damage
  • Leader Skill is too orb hungry
  • Weapon Assist is underwhelming
  • Stronger/more specialized Fire Killer cards exist

Elana’s base form is an interesting card that is able to perform several roles at once, but does not excel in any one particular area.

Firstly, her active skill is multi component which can be great value assuming all 3 aspects can be taken advantage of to justify the longer cooldown. Sadly, the orb unlock may often go to waste in many scenarios along with adding additional animation time which may prevent her from being used as a Ranking Dungeon option. Furthermore, Light-based teams do not gain value from Fire skyfalls.

Secondly, her Killer awakenings are strong as they cover what is arguably the three most popular typings, it is rare that all 3 will take effect. This means that she will usually have only 3-9x personal damage which makes options like Tsubaki 3260 or No.6  more specialized choices. With that being said, her Super Awakenings can help bridge the gap as one will be able to choose which type they wish to be more efficient against.

Finally, her leadership potential is heavily marred by her orb hungry nature as she requires 6, but more realistically, 9 Fire orbs to deal meaningful damage.

As a whole, Elena does several things well, but does not excel in any particular area.

If trying to choose between either Dark or Base form, I would prefer to keep Elena in her base form as I feel it has more value unless you need the 99 turn Fire skyfall. With that being said, if the PAD landscape shifts to a more Fire-oriented meta, Elena’s usage will most likely change.

Weapon Assist TPA Auto heal Imp ATK

Elena’s Weapon Assist is underwhelming as it only provides a TPA TPA which has middling value overall. As such, it would generally be unwise to make this Weapon Assist in the vast majority of situations.


Dark Raizer – S

Active: Reduce HP by 50%; Deal 60x Wood damage to all enemies; For 2 turns, bypass damage absorb shield effects (17 turn CD)

Leader Skill: 4x ATK for Wood Att.; 1.5x HP for Dark Att.; 4x ATK and reduce damage taken by 25% when 6 or more combos [2.25/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist 45 45 Devil killer Machine Killer
Super Awakenings:    
Typing: Physical / Attacker
Weighted Stats (Limit Break): 1008 (1260)
HP 5864 (7330) / ATK 2110 (2638) / RCV 0 (0)
Weapon Assist Awakenings: Time Extend  

Pros
Cons
  • 2 turn Fujin active
    • 17 turn cooldown (Fujin is 19)
    • Wonderful in A5
  • Powerful leader & sub
  • Easy to activate Damage Reduction
  • Does not have to run full Wood/Dark
  • Can use Zela
  • Effective HP varies with subs
  • Dual Fujin Actives on leaders is redundant
    • Long CD to inherit over

Dark Raizer is able to lead a powerful team along with being our fastest charging card to have 2 turns of Damage Absorb Void. This active enables players to ignore one of the worst designed mechanics in Puzzle and Dragons for two turns. Generally speaking, 2 turns is excessive as players will often one-shot the given spawn, but in the case of a flubbed match or Arena 5, it is wonderful.

In Arena 5, there is a 50% chance to encounter a given spawn on Floor 12 and 13 with each floor having one Absorption spawn. Thus, there is a 25% chance to find back-to-back Absorption spawns and having 2 turns of negation greatly hastens clear times. With that being said, Durga (Floor 13) is not a dangerous spawn and I often use her to restall actives if necessary.

Beyond his unique active, Dark Raizer is able to lead a powerful team simply because Wood tends to be an exceptionally powerful element due to Zela . Zela is one of the best subs in the game due to her awakenings, active, and weighted stats and any team that can efficiently use her will be considered strong.

Despite the fact that Raizer’s Leader Skill wants Wood/Dark cards, having some without Dark is okay as it will only lower the HP and not damage. While it may sound alarming to lower the HP, his easy to activate 43.75% Damage Reduction will still be available and if playing through Arena 5, the Effective HP requirements are quite low.

With that being said, the downsides are that Raizer teams may not have enough effective HP to tank Goemon in AA2, and having both leaders with a Fujin active can be redundant.

Overall, Dark Raizer is a powerful leader with an easy to activate Damage and Damage Reduction component who does not have to exclusively use Wood/Dark cards. Furthermore, he can function as a potent sub on stronger mono Wood teams as he has relevant awakenings along with a valuable active.

Raizer

Active: Inflict Wood damage equal to ATK x100 to 1 enemy in exchange for reducing HP by 50%. Affected by enemy element and defense. Change Fire, Dark, Jammer, Poison & Mortal Poison orbs to Wood orbs. (7 turn CD)

Leader Skill: 5x ATK and reduce damage taken by 35% when above 80% HP; 10x ATK when below 79% HP; 1.5x HP & ATK for Wood Att. [2.25/225/1/57.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Time Extend Skill Lock Resist  
Super Awakenings:    
Weapon Assist Awakenings: Time Extend  

Pros
Cons
  • Easy to activate damage
    • Unconditional 225x ATK
  • Damage reduction when above 80%
  • Self damaging active
  • Syngeristic awakenings
  • 3 Skill Boosts Skill Boost
  • 3 <50%  = 8x personal damage
  • Dark form is superior
  • Different play style
    • Have to manage HP
    • Have to manage RCV
  • Lower value as a sub

Base Raizer is a strange card from the GungHo Collab as his Leader Skill puts a unique twist on HP-sensitive teams.

When above 80%, Raizer will have 56.25x ATK along with a 57% damage reduction shield with dual leaders. This when paired with his 2.25x HP multiplier makes him somewhat invincible to the vast majority of attacks. This is great because he can sweep plenty of content when high HP and can spike up to 225x ATK when below 80%. Just note that the 225x ATK occurs with any combo which means many floors can be swept with a single match.

While the damage boost is significant, Raizer actually loses his damage reduction component when below 80% so that can create some interesting conundrums.

In order to deal meaningful damage, Raizer must be low HP but in order to survive large preemptives or attacks, he has to be at or above 80%. Thus, bringing cards that can improve RCV or board changers with Wood and Hearts will be invaluable.

This juggling concept will lead to a unique experience, but may be difficult to properly manage without strong player knowledge and planning. Furthermore, his Dark form is significantly stronger as a leader along with possessing a two turn Damage Absorption Void.

Unfortunately for Raizer, his viability outside of a leader can be problematic as his Dark form does almost everything better. With that being said, Raizer may be used in some longer Ranking Dungeons as he does not have to juggle HP like Zeus Verse .

Weapon Assist Time Extend  

Raizer’s  Weapon Assist will mostly be used for the two Team HP  awakenings  in order to bolster health by 10%. While the HP is nice and may enable teams to overcome certain damage thresholds, Resists Blind Resist Jammer Resist Poison resist tend to be superior in today’s meta as they can completely negate lethal mechanics.


6 star base

Urs Laguna (New) – C

Active: Change far right column to Fire orbs; Deal 300000 fixed damage to an enemy (11 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 3.5x ATK when matching 5 Fire orbs in L shape [1/110.25/1/57.75%]

Awakenings: Skill Boost Skill Boost Time Extend Time Extend Time Extend Devil killer Dragon Killer physical killer
Super Awakenings:  Healer Killer 37

Pros
Cons
  • 300,000 True Damage
  • 4 different Killers
  • 4 different Killers makes it harder to concentrate damage
  • 300,000 is not that large

Urs Laguna is the first new 6-star card within the GungHo Collab and does a few interesting things, but nothing truly magical.

Firstly, they are able to deal 300,000 True Damage to a single enemy while simultaneously creating a column of Fire. This can potentially lead to two floors being solved with a single active, but the Button amount is not exceptionally high.

In addition, they can gain 4 unique Killers but the issue is being able to line them up against key spawns. For the most part, Killer cards tend to function best when they are all the same as they can then deal massive personal damage against certain spawns. Being a generalist tends to be worse overall.

As a result, Urs Laguna fails to shine in any one particular area.


Grand Starster (New) – B

Active: Reduce binds and awoken skill binds by 5 turns; Change all orbs to Water, Heal, and Jammer orbs (8 turn CD)

Leader Skill: 4x ATK and 2x RCV for Water Att.; 4x ATK and reduce damage taken by 25% when matching 2+ Jammer combos [1/256/4/43.75%]

Awakenings: Bind Immune Bind Immune blue + orb blue + orb blue + orb 45 45
Super Awakenings:

Pros
Cons
  • New Jammer Orb Blessing
    • Can choose to not awaken
  • Valuable active
    • Bind and Awoken Bind clear
    • Board changer
    • 8 turn cooldown
  • Merits as a sub
  • Super Awakenings provide utility
  • Jammers are not truly viable
  • Active produces Jammers

Grand Starster is a truly unique card as they are the first card in North America with the Jammer Orb Blessing awakening. This awakening will passively increase the chances for Jammer skyfalls along with increasing ATK when matching Jammers.

This has the most merit on Jammer-oriented teams but Water lacks this along with Jammers not being an ideal mechanic overall.

With that being said, players can simply choose to not use this awakening if planning on using them as a sub. This is because they do have strong sub potential due to their active skill combining a board changer with Hearts and Bind/Awoken Bind clear on a fast 8-turn cooldown. This means neither component will go to waste and can help function as one of the more offensive clerics in the game.

Furthermore, his other awakenings provide a nice passive bonus through Enhanced Water orbs blue + orb along with reasonable personal damage and some utility via Super Awakenings.


Belial – C

Active: Deal 10000 damage to all enemies. Ignore enemy element and defense. Change all orbs to Fire, Dark & Heart orbs (11 turn CD)

Leader Skill: attribute cards ATK x3.5. Physical & Devil type cards HP x2, ATK x2. [4/144/1]

Awakenings: TPA TPA TPA TPA Skill Boost Skill Boost Bind Immune Bind Immune Skill Boost
Super Awakenings: TPA  

Pros
Cons
  • 4 TPA
    • 5 with Super Awakening
  • 3 Skill Boosts Skill Boost
  • Multi component active
    • Tri elemental board
    • 10,000 True Damage
  • Unconditional 144x ATK
  • Limited viability
  • Niche usage overall

Belial comes with an interesting active skill as it enables one to solve several problems with a push of a button. It grants the ability to sweep any high DEF, low HP spawn like PreDRAs or Pys along with the Fire, Dark, and Heart board facilitating damage and FUA for those respective teams.

This may have merit on his own team as the unconditional 144x can be useful for farming. Furthermore, his 5 TPA TPA grants sizable burst damage when matching 4 Fire. This also means he could be used as a sub on Scheat teams.


Mercury – A

Active: Increase skyfall chance of Wood orbs by 15% for 3 turns. Delay 2 turns to all enemies. (10 turn CD)

Leader Skill: Wood attribute cards ATK x2. 20% Fire, Water, Wood, Light & Dark damage reduction. All attribute cards ATK x2 when reaching 2 set of Wood combos. ATK x1 for each additional combo, up to ATK x3 when reaching 3 combos.

Awakenings: Time Extend Skill Boost Skill Boost Skill Lock Resist Skill Lock Resist   Dragon Killer Dragon Killer
Super Awakenings: physical killer 37 

Pros
Cons
  • High personal damage vs Dragons
    • 2x Dragon Killers Dragon Killer
  • Double >80% ATK = 2.25x damage
  • Super Awakenings grant additional damage
  • Active skill combines 2 non-synergy components
  • Lower value outside of Dragon Killing
  • Super Awakenings don’t work in coop

Presently speaking, we have two premier Dragon Killing options: Tsubaki 3260 and Kiri  who are both able to use 3 Dragon Killer Dragon Killer awakenings. While these two options are strong in their own ways, having access to another option in a different colour is valuable.

Mercury is able to enjoy 20.25x ATK against Dragon spawns when HP is >80%. This enables her to easily stomp through Dragon-heavy content and can open up doors to more farming options or Ranking dungeon subs. Furthermore, if the Dragon has Attacker or Physical typing, Mercury will deal even more damage.


Shust – B

Active: Inflict Water damage equal to ATK x300 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense. Change bottom-most row into Water orbs. (15 turn CD)

Leader Skill: All  attribute cards ATK x2 when HP is greater than 50%. ATK x5 when HP is less than 49%. All attribute cards ATK x2, 25% all damage reduction when attacking with 6+ Water orbs at the same time.

Awakenings: Water Row Water Row Water Row Skill Boost    Bind Immune Bind Immune
Super Awakenings:  

Pros
Cons
  • Multi component active
    • 300x ATK Button
    • HP Reset to 1
    • Forms a Water Row
  • 15 turn CD
  • Valuable Dark Zeta sub
    • Valuable active
    • Cloud Resist  + FUA
  • Currently have 2 farmable 300x ATK Buttons

Shust is able to function as a powerful Button inherit for farming purposes due to their 300x ATK. This will often be inherited on top of a Coop Boost Multiplayer Bonus card who will then have their ATK stat multiplied to deal massive amounts of damage. While there are other options for 300x ATK Buttons available, being on a 15 turn cooldown can help ease team building constraints.

The 15 turn cooldown is most likely attributed to HP reset to 1 as that is seen as a penalty, but this can work in your favour if relying on buttons like Vritra 3450 who want to be at 1 HP.

The generated Water row will naturally help water-based teams but should not be a problem for other set ups who will most likely have other board changers at the ready. Another thing to consider is that using Shust after a mono colour board can result in a 4 combo set up which may be helpful for teams that rely on Rows (makes 2 Rows) or those that need two combos of a single colour.

With that being said, Shust is able to function as a potent Dark Zeta sub due to the inclusion of Cloud Resist and FUA These two awakenings are valuable when his team is mostly populated by dupe Dark Zeta as it provides awakenings he does not have access to.


Artemis  – B

Active: Change top-most row into Light orbs. Change Jammer, Poison & Mortal Poison orbs to Heart orbs (6 turn CD)

Leader Skill: ATK x3.5 when simultaneously clearing 6 connected Light orbs. ATK x2, reduce damage taken by 50% after matching Heal orbs in a cross formation.

Awakenings: Light Row Light Row Light Row Skill Boost Skill Boost Time Extend 44 44 Devil killer
Super Awakenings: Devil killer  

Pros
Cons
  • Double Evolution Material Killers 44
  • Double Devil Killer Devil killer in solo
  • Some merit in Training Arena 2
  • Niche overall

Artemis is unique in that she has two Evolution Material Killers 44 which grants her 9x personal damage against those spawns. Sadly, this is only applicable against Weekday dungeons, A4 Jewel spawns, Gem Temple. or Training Arena 1/2.

Weekday Dungeons should not be a problem for even a beginner’s Box and Gem Temple farming teams most likely do not need her while using her just for the off chance a Jewel spawns in A4 is silly. As such, it will be hard to find true merit for Artemis unless we are blessed with a special Challenge Dungeon that features a durable Evolution Material spawn.

With that being said, Artemis may have some merit in Training Arena as she has 9x damage against several spawns. While the Evolution spawns in Training Arena can be negated through Guard Break or 100% DEF Breaks, having a high damage card may be useful. With that being said, many farming set ups may not need Artemis to succeed but having her around may prove useful for future Rankings or special dungeons.


Tsukuyomi – C

Active: For 1 turn, increase orb move time by 2 seconds; For 1 turn, 2x RCV; For 1 turn, 2x ATK for Light Att. (8 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs; 3x ATK when matching 3 or more colors up to 7x at 5 colors [1/441/1/43.75%]

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

Pros
Cons
  • Reasonable leader skill
    • Easy to activate
    • Scaling component
  • Requires all 5 colours to fully activate
  • Stronger leaders exist
  • No built in orb movement
  • Low value as a sub
  • Less ideal awakenings

Tsukuyomi has is able to form a reasonable Rainbow team due to her 441x ATK and easy to activate 43.75% Damage Reduction.

Unfortunately, she is far from top tier as she is a Rainbow leader which means inconsistent damage along with not eclipsing current options. The main crux of Rainbow leaders is that they are restricted in terms of the actives they can use along with having a tougher time utilizing VDP and concentrating their damage.

Regardless, I can see Tsukuyomi being a strong introductory leader for newer accounts as she will force players to match quickly due to no additional orb movement time.


 Joker – C

Active: Recover 50% of max HP. +1 combo count for 1 turn (9 turn CD)

Leader Skill: 3x ATK and 1.5x HP for Dark Att.; 3x ATK when 4 or more combos up to 5x at 8 combos [2.25/225/1]

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

Pros
Cons
  • Modest Leader Skill
  • Possible Fatalis sub
  • Personal damage comes from L 
  • Low personal damage otherwise
  • Mediocre active

Joker is somewhat like Tsukuyomi in that he is a modest leader as he is purely combo oriented with gentle team building requirements. Unfortunately, his multipliers and personal damage are nothing special unless used for his L’s .

In the past few months, we have seen an increase in L usage through leaders such as Fatalis who boast powerful multipliers and reward the L-game play, and having at least one on your team is useful to deal with Locked orbs/skyfalls.

As such, Joker may find some value as a Fatalis sub if damage if lacking but one must be aware that he mostly offers damage and no other utility through awakenings. With that being said, his active may be situationally helpful as the 50% heal will restore a sizable amount of health along with the +1 combo count possibly helping for combo shields.

Conclusion

The GungHo Collab card make a return with various buffs along with new and powerful cards while also removing all the Gold eggs. Furthermore, the 29.5% chance at a 7* card is truly tempting with almost all of them having strong value.

The 7-Magic Stone price tag is a fair amount for this event as there is merit in several of the 6-star cards. For myself, I plan to roll in this event as I have few of these cards and there is a strong likelihood of acquiring a 7* card.

Let me know what you think about the GungHo Collab and their 7 Magic Stone cost in the comments below.

Happy Puzzling!

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55 thoughts on “GungHo Collab Review & Analysis”

  1. Hi Mantastic, I can exchange for one 7 stars monster. I already have Razer and Zeta, both in dark. Should I go for another Zeta, or go for another 7 stars?

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    1. I dont see why it wouldnt work as they basically have the same wood requirements. You also mix the HP/RCV with Damage Reduction but you will have an additional match-5 clause which may be awkward. Do you have any other strong wood leaders?

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      1. I also have NY Artemis, but she’s not very popular so I barely get to play her… Before I rolled Luluna, I usually did Yoh x Zela Kitty bc ZKitty is the only good wood lead that ever shows up on my friend list now, it’s more awkward than Yoh x Luluna but it mostly worked for me.

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  2. Rolled 8x including the free, 7* and $1 pack
    – 2x Knight, Raizer, Yomi, Belial, Shust, Mercury, Joker

    Not bad rates but I don’t have a lot of cards from this Collab so might do a few more!

    Having Raizer’s active works nicely with my Dmeta team, but effect is less so due to the fact that I’m also using Cecil’s crystal which is an amazing active for Dmeta.

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  3. Oh Fantastic Mantastic…

    What shall I do?
    I have enough fodder to trade for any one card without harm.

    I have dkarin (no bzela. Have great subs otherwise), zkitty ( 1 zela only otherwise great subs), tifa, fatalis, bj. (2000k day player have a good box!) . Also 3 ralgs lol.

    Should I trade for Bradimante? Omega looks so shiny!!!

    I want to get through aa2, aa3. I’ve died too many times already.

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      1. Bpanera, yusuke, cotton, ney, roots, depending. Inherits trojan, aerith, cecil etc. Have cloud but never use him.

        I have 3 ralgs going to be slaughtered for this unless I get omega for them!

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  4. Omega isn’t as bad as it seems. It has a 100x w/o 9 fire orbs and 2x7s and Dev God killer… Seen it in action, hits decent damage… Not as much as triple fires tho…

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  5. Thank you for these reviews! You’re def my #1 PAD source when I need some commentary and guidance!

    I just rolled an Omega. Using his dark form, what are some ideal subs for TA2? Maybe even to have a flex/levelling slot. The farmabale Delphyne looks like a great choice given the healer killers that TA2 requires!

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  6. Hello mantastic,

    Just wanted to point out that tuskuyomi leader skill is incorrect. She is now able to reach x21 multiplier from her leader skill.
    On par with sephiroth and getting 5 orbs of any other color never seemed like a problem when i used it. I would rank it higher. Is true that you need subs with lots of fingers tho.

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  7. (Hopefully) simple question : if one is running a dkarin/tifa team, which is the better sub – bradamante or knight, all other subs being optimal?

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  8. I have one Dark Raizer & just rolled two more Raizers to have four. Should I convert the four Raizers into Dark Raizers for a team or should I trade the four & the extra 7* for the 7* Light creature. I already traded for Omega & Knight this week

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  9. I have one Dark Raizer & just rolled two more Raizers to have four. Should I convert the four Raizers into Dark Raizers for a team or should I trade the four & the extra 7* for the 7* Light creature. I already traded for Omega & Knight this week

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  10. Hi Mantastic,

    Thanks for your detailed review on the Gongho Collab REM! It is always very helpful to read your review!

    I need some help on making my decision for trading. I rolled 20 times and got a second copy of each of the following:
    Gamayla, Luluna, Bradamante and Noir.

    Since I do not own Zeta or Raizer, I am thinking if I can use the above plus a second copy of Raizin to make a trade. I do have a decent ZellaKitty team (3 Zella, 1 Rex, 1 Yoh, 1 GCotton, 1 GNey), so Raizer doesn’t look that attractive. Then should I go for Zeta or even Omega? (I rolled Karin last time already.)

    Thanks in advance for your (or anyone else’s) help!

    Like

    1. You have Dark Karin which means you can pair with Tifa which is one of the strongest teams in the game

      Furthermore, you already have Bradamante so it comes down to how much value Knight Kisargi will bring as he is another stellar sub. With this in mind, who can you use on your Tifa/DKarin team?

      Like

      1. Thanks for replying me! Sorry, I should have mentioned that I have rolled Knight Kisargi (yeah!), so I do not need to trade for him.
        It sounds like I do not need to trade for Zeta/Omega/Raizer and just keep my second copy of Bradamante?

        I honestly have never thought about building a Tifa/DKarin team as I do not own BZela, but I do have quite a few good light cards to use other than Bradamante and Knight Kisargi:
        MetaViz, Yuna, Cloud, Zinogre, LNey, LCotton, MetaIlm, Saline (both forms), Zeus-Giga, Athena-Non, LIdeal, Rebllious Child, Superman, Edward, etc…

        Any suggestions on the above cards?

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        1. I would not trade in now as nothing will offer you enough value now to justify it. Keeping a second copy may prove fruitful in the future as GH Collab will return on a regular basis

          As for your team, you need FUA so Cotton is your best choice here. For the final sub, I personally lean towards LNey as she comes with Cloud Resist via SA and a useful active but you can experiment to see what you like best

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  11. Do you think Knight Kisargi is a must have from this collab? Many on Reddit have hyped him up as a must have light card and his unique active with the L/D version. Is he as great as a sub as he’s being made out to be in your opinion?

    Thanks Mantastic!

    Like

    1. He is essentially a Light Hiei with the Team RCV replacing Time Extends

      The active is amazingly powerful but one “drawback” is the pool of strong Light subs

      Bride Zela and Bradamante are arguably stronger on Tifa/DKarin teams which gives him less room to play around on

      With that being said, he is still incredibly strong and it should come down to what your current Light teams look like

      Like

  12. Well crap now we know about Raoh buffs.

    They are saying he’s a red Ina and will pair with Omega!!!

    So… does that make him the new must have for those of us with lots of fodder and no Ina or Phenom?

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    1. Hard for me to say at this exact moment, but the main issue I can see atm is the juggling of HP and somewhat the Fire + Dark attributes

      There is more Effective HP potential compared to Phenom + Ina but having to ideally be below 50% can be problematic

      On the other hand, they do have a much higher maximum damage ceiling

      Based on all of this, I still feel Ina+Phenom is more stable

      Like

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