Introduction
The Halloween REM returns to North America in time for this spooky day and also means we are receiving this 2-3 months ahead of “schedule.” This is because we are having this event at essentially the same time as the JP server which is exciting to say the least. Furthermore, there have been numerous buffs across all rarities along with new cards and evolutions.
Not only can we partake in the hype of new changes, but we are in theory receiving stronger cards ahead of schedule. This can be important for players who are pushing through challenging content as they are able to potentially gain irreplaceable tools.
With that being said, NA faces a unique problem in that we do not know what Power Rangers Collab will hold as it will be a debut event in the near future. This has the potential to range from amazing to lackluster and everything in between.
Regardless, this article will cover the strengths and weaknesses of each card to give players a better understanding of what to expect in this year’s Halloween REM.
Video commentary
–video coming soon–
Fast Overview
Overview
Halloween REM Pros & Cons – October 18, 2019 |
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Pros |
Cons |
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Halloween REM Rarities |
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9-Star Base | ![]() |
8-Star Base | ![]() ![]() ![]() |
7-Star Base | ![]() ![]() ![]() ![]() ![]() ![]() |
6-Star Base | ![]() ![]() ![]() ![]() ![]() |
5-Star Base |
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Halloween REM Rankings – October 18, 2019 |
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S | ![]() ![]() |
A | ![]() ![]() ![]() ![]() ![]() ![]() |
B | ![]() ![]() ![]() ![]() |
C | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
D |
Order within each tier is random and not reflective of ranking
All icons show non-Weapon Assist form
Use these rankings as starting points, not absolute truths
Regardless of a 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.
9 Star base
Halloween Madoo is the only 9-star card and will follow the trend of 9-star Seasonals where they have the same trading cost as top rarity 10-stone machines.
Halloween Madoo (New) – S
Active: +3 combo count for 1 turn. Delay 3 turns to all enemies (17 turn CD)
Leader Skill: Fire & Dark attribute cards HP x2, ATK x4. All attribute cards ATK x4, 25% all damage reduction when attacking with 5+ Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison, Mortal Poison or Bomb orbs at the same time. [4/256/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Devil / Attacker
Weighted Stats (Limit Break): 1202 (1561)
HP 4511 (5438) / ATK 3752 (4127) / RCV 0 (0)
Weapon Assist:
Pros |
Cons |
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Halloween Madoo is the brand new 9-star card to be released in the Halloween REM and comes with an incredibly powerful and easy to activate leader skill along with amazing VDP potential .
As a leader, Halloween Madoo is able to achieve 256x ATK along with 43.75% Damage Reduction when matching any 5 or more connected orbs. This is ridiculously easy to proc and has no combo count which also means VDP + FUA
is more achievable. Furthermore, she also provides a flat 4x HP which provides even more Effective HP and a greater window for error.
This is quite amazing and gives her flexibility when building a viable team. Looking ahead, she does have a viable pairing with Raoh who does have a built in Follow Up Damage (like Ina
). If paired with Ina, it can act like Phenom
+ Ina teams but with a few key differences.
Firstly, Madoo will not offer any bonus combo count. While this may seem small as it is only +1, it helps make almost every board have 7 combos. Furthermore, Phenom has a significantly stronger active and also comes with natural Resists. On the other hand, Madoo will have higher Effective HP along with significantly higher VDP potential.
Moving beyond her leadership potential is Halloween Madoo’s amazing VDP capabilities. She boasts 3 VDP, two TPA , and a relevant Killer via Super Awakenings along with 5,373 ATK when fully maxed out. This results in spectacular damage output that can leave other options looking weak by comparison.
Taking all of this into consideration, the only sizable drawback I can see is her lackluster active. Halloween Madoo’s active combines two non-synergistic components of a Delay and +3 Combo count. Players can only truly take advantage of one of these aspects and the 17 turn cooldown makes it significantly harder to inherit over.
Weapon Assist:

Halloween Madoo’s Weapon Assist does not provide much merit as both the TPA and L
are often collateral benefits when pursuing a Weapon Assist, not the main attractions. This is because Resists tend to be the superior choice as they can directly counter mechanics which in turn saves actives.
With this in mind, players should not consider this form unless they are swimming in dupes.
8 Star base
Halloween Verdandi – A
Active: Recover all HP; Change all orbs to Wood, Dark, and Heal orbs (13 turn CD)
Leader Skill: 5x ATK when HP is full; 4x ATK when above 50% HP; 4x ATK and reduce damage taken by 50% when matching 5 Heal orbs in a cross formation. [1/400/1/75%]
Awakenings:
Super Awakenings:
Typing: God / Balanced
Weighted Stats (Limit Break): 1102 (1433)
HP 4855 (6312) / ATK 2117 (2752) / RCV 582 (757)
Pros |
Cons |
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Halloween Verdandi has received an additional >80% awakening in her base awakenings which gives her a personal 6x ATK in conjunction with her double 7 Combo
.
While this is less compared to a Triple 7 Combo option, it is still a buff nevertheless. For the most part, Halloween Verdandi is a fairly balanced card in the sense that she is good at most things but does not excel in a particular niche.
Depending on the depth of your Monster Box, this may or may not be a good thing as a generalist tends to be pushed aside for more specialized cards.
With that being said, Halloween Verdandi still has several strong points as she brings a useful board changer with a full HP heal built in along with the potential to have utility or additional damage via Super Awakenings.
One other interesting aspect is her Leader Skill as it is reliant on Heart Crosses and being above 50% HP. For most content, this is unreliable but does have merits in Training Arena. This is because 400x is a sizable multiplier and no combo count is required along with the Heart Cross aspect carrying over if there is no preemptive. While this is potentially strong, we have many other Training Arena teams to choose from.
Halloween Cotton – S
Active: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Light, Dark, and Heal orbs (11 turn CD)
Leader Skill: 4x ATK and reduce damage taken by 25% when 7 or more combos; 4x ATK and reduce damage taken by 25% when matching Light+Dark [1/256/1/68.64%]
Awakenings:
Super Awakenings:
Typing: Dragon / Balance
Weighted Stats (Limit Break): 1102 (1433)
HP 5010 (6513) / ATK 2068 (2688) / RCV 564 (733)
Pros |
Cons |
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Halloween Cotton has received a brand new evolution that catapults them into top tier status because their base kit does everything and is not reliant on Super Awakenings. For the most part, almost every strong card is reliant on Super Awakenings for their full potential and is especially noteworthy for cards who would normally lack a VDP .
Halloween Cotton breaks this rule by coming with VDP, triple 7 Combo , FUA
, and two TPA
! Furthermore, she has a powerful active that helps address VDP + FUA solves with 7 combos. This is quite absurd and allows her to deal spectacular damage at all points and puts her amidst powerful sub options like Bride Zela
, Bradamante
, and Knight Kisaragi
.
This may lead to a situation where players may have too many strong choices which is not necessarily a bad thing, but Light is already quite saturated with powerful cards.
Moving beyond her sub potential, Halloween Cotton can also act as a powerful leader due to her solid multipliers and relatively easy to activate leader skill. This is broken into two parts: Matching Light and Dark along with 7 Combos to trigger 256x ATK and 68.64% Damage Reduction. Both of these aspects are reasonably available from a given board but failing one will still result in 43.75% Damage Reduction. While this is on the low end for Effective Health, it should be enough to tank the majority of hits when at full HP.
Halloween Sonia Gran – B
Active: For 2 turns, 2x orb move time; For 2 turns, 2x ATK for Dragon type (12 turn CD)
Leader Skill: 3x ATK and 2x HP for Dragon, Devil type; 5x ATK when matching 4 or more colors (3+heal) up to 7x at 5 colors+heal [4/441/1]
Awakenings:
Super Awakenings:
Typing: Dragon / Devil
Weighted Stats (Limit Break): 1099 (1429)
HP 5078 (6601) / ATK 2358 (3965) / RCV 361 (469)
Pros |
Cons |
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Halloween Sonia Gran is the final 8-star card within the Halloween REM and feels disappointing compared to the other options.
This is because her kit has always felt outdated and even with small buffs, has never really caught up to other options. As a leader, she has impressive multipliers but is full Rainbow reliant and requires Dragons or Devils. The typing restriction is small but I personally am not a fan of Rainbow leaders at this point in time.
This is because they face inconsistent activation but can struggle to concentrate their damage (must use full board changers with each colour/hearts) so it can be impossible to focus their damage. Furthermore, these boards do not guarantee enough orbs for FUA , let alone a VDP
.
While the Void can technically be addressed through direct counter actives, those are somewhat rare and can only be used for this purpose unless a secondary effect occurs. Either way, players may face issues with back-to-back Void spawns as they may simply run out of actives to counter it. By comparison, other teams can use a wide variety of orb changers so they face less issues with repeated Void encounters.
Regardless, the 4x HP / 441x ATK does provide strong multipliers from Halloween Sonia Gran, but her own active is lackluster. 2x damage and movement time is nice but far from powerful, especially on a 12 turn cooldown. While Skill Charge does exist, it does not change the fact that her active is middling. As a result, I can foresee her being used as a transitional card until stronger options are acquired.
I own a Halloween Sonia Gran on my Mantastic account and have never touched her once as there are so many stronger leaders, subs, and inherits within my developed Monster Box.
7 Star base
Halloween Alpha & Omega (New) – A
Active: For 1 turn, increase ATK by 30% for each Enhanced Combo awakening skill on the team; Change all orbs to Fire, Wood, and Heal orbs (14 turn CD)
Leader Skill: 5x ATK for Fire Att.; 2x HP for Wood Att.; 3x ATK and reduce damage taken by 25% when matching Fire+Wood [4/256/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon / Balance
Weighted Stats (Limit Break): 921 (1197)
HP 3411 (4434) / ATK 1889 (2456) / RCV 608 (790)
Pros |
Cons |
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Halloween Alpha & Omega is unique in the sense that they are costumed characters not from the REM, but from the Dragon Bound & Dragoncaller event. Regardless, they are an amazingly powerful card due to their potential for healing, offensive awakenings, and valuable active.
Alpha & Omega are able to provide a significant boost to healing via their 4 Enhanced Heart Orbs along with reasonably high RCV. This is most valuable on teams with high HP but no RCV multiplier but the main issue is Fire lacking an ideal candidate.
Fire is arguably the weakest colour at this point in time as it has no premier leader but that should change with the future buffed Raoh and Christmas most likely will contain a Red-costumed Witch. As such, Alpha & Omega may be in an awkward place right now but are wonderfully positioned for the future.
Putting this aside, Halloween Alpha & Omega can function as a powerful damage option as they come with double 7c and a VDP
Super Awakening. This will contribute meaningful damage through the dungeon and their active also has a high impact.
A tri elemental board with Hearts is always welcome, but Halloween & Omega have a built-in Gemstone burst that scales with 7 Combos. Depending on your team composition, this can be your strongest option and having it tied with a useful board changer is invaluable.
Halloween Bastet (New) – A
Active: For 1 turn, 2x orb move time; For 1 turn, 2x RCV (3 turn CD)
Leader Skill: 3x ATK and 1.5x HP for God, Devil type; 5x ATK and reduce damage taken by 25% when 7 or more combos [2.25/225/1/43.75%]
Awakenings:
Super Awakenings:
Typing: God / Devil
Weighted Stats (Limit Break): 922 (1199)
HP 4250 (5525) / ATK 1997 (2596) / RCV 293 (381)
Pros |
Cons |
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Halloween Bastet is the final new card to be released in this spooky event and comes with a surprisingly strong kit. Firstly, she is able to act as a strong leader due to the high Effective Health (mix of HP + Damage Reduction), 225x ATK, and only relying on 7 combos for activation. This means players should always enjoy her full multipliers and have access to her Damage Reduction.
Halloween Bastet has significantly more team building options compared to Dark Metatron due to the inclusion of Devils and no HP clause. This opens up team building options as these Devil or Gods would only need 7 Combos
to truly shine.
In addition to this, Halloween Bastet’s active is deceptively strong as it provides two small but meaningful buffs. While the actual increase for RCV or movement time is small, it can be used to overwrite dangerous debuffs. For example, if you are hit with a sizable time debuff, Halloween Bastet can overwrite it which directly counters potentially dangerous encounters.
Furthermore, her active is on a 3-turn cooldown which means it is easy to inherit over top and then use when needed.
While all of this sounds great, Halloween Bastet’s main crux will be facing Resolve + Void spawns. This is because it may be difficult or impossible to fit in a 3×3 Box plus a column of Hearts along with 7 or more combos. This ability to deal with this mechanic is often the current bench mark for determining a strong leader as these spawns are becoming more and more common.
Orb Skin
Halloween Zaerog – B
Active: Change top row to Dark orbs and change bottom row to Wood orbs; Lock Fire, Water, Wood, Light, Dark, Heal orbs (10 turn CD)
Leader Skill: [No skyfall] 10x ATK when exactly 7 combos; 5x ATK when there are 5 or fewer orbs remaining [1/2500/1]
Awakenings:
Super Awakenings:
Typing: Dragon / Devil
Weighted Stats (Limit Break): 903 (1174)
HP 5084 (6609) / ATK 1933 (2513) / RCV 24 (31)
Pros |
Cons |
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Halloween Zaerog is an unusual card as they have nearly the same activation requirements as the 750,000 MP Amen but has significantly lower multipliers.
This may sound baffling when Zaerog maxes out at 2,500x ATK, but the difference is 4x as Amen is 10,000x. While this may seem excessive overall, this type of damage is needed in Training Arena 2 where spawns have Billions of Health and Defense.
In a different farming setting, Amen has 100x ATK from a full mono board swipe compared to the 25x from Halloween Zaerog. This is a huge difference as Amen farming teams can often sweep floors from a mono board swipe and then properly combo on harder floors.
As a result, Halloween Zaerog can be viewed as a weaker leader but has some merits for their active. Their active is able to generate a row of Dark and Wood while also locking all orbs. This counters Spinners and can be used in conjunction with a mono board to produce a 6-6-18 split which can be quickly solved into 7 combos with VDP .
On the other hand, if the 2,500x ATK is sufficient, Zaerog can be a more forgiving leader as he can leave 5 instead of 3 orbs on the board.
Halloween Sonia – A
Active: Change all orbs to Water, and Dark orbs; Charge allies’ skill by 2 turns (14 turn CD)
Leader Skill: 2.5x ATK and 2x HP for Physical, Dragon type; 5x ATK when 6 or more combos [4/156.25/1]
Awakenings:
Super Awakenings:
Typing: Dragon / Physical
Weighted Stats (Limit Break): 899 (1169)
HP 6180 (8034) / ATK 1409 (1832) / RCV 0 (0)
Pros |
Cons |
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Halloween Sonia possesses a bicolour board changer that also provides 2 turns of Haste. This can be used to help recharge already used abilities but their most popular usage was creating a System of these actives.
If a player owns numerous bicolour + 2 Haste actives, they can repeatedly use them throughout a dungeon which means they will be only solving 2 colour boards. This was popularized in older Ranking Dungeons where 7×6 can be abused. These teams gave a distinct advantage in Ranking Tournaments but thankfully, GungHo has lowered their usage by imposing more rules/restrictions.
This is a good thing overall as some Tournaments were simply abused by this type of active. As a result, we have not had much usage from these types of abilities for some period of time and I do not feel GungHo will give us too many more opportunities to do this again. With that being said, if another tournament arises that can abuse this Haste system, players who own such cards will have a distinct advantage.
Halloween Ruel – C
Active: Create 3 Wood, Dark orbs (5 turn CD)
Leader Skill: [Board becomes 7×6] 1.5x HP & ATK for Wood, Dark Att.; 2.5x ATK & RCV when matching Dark+Wood [2.25/14.06/6.25]
Awakenings:
Super Awakenings:
Typing: God / Devil
Weighted Stats (Limit Break): 904 (1130)
HP 3298 (4122) / ATK 2259 (2824) / RCV 368 (460)
Pros |
Cons |
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Halloween Ruel is an awkward card as they are unable to excel in any particular area. Their offensive potential requires both 7 Combos and TPA
to truly shine and even then, the total value is 6.75x.
The inability to fulfill a specific niche will make it hard to justify using Halloween Ruel over other available options for more developed accounts.
Halloween Nene – B
Active: For 1 turn, increase combo count by 2; Change all orbs to Water, Dark, and Heal orbs (13 turn CD)
Leader Skill: [Unable to erase 3 orbs or less] 4x ATK for Dark Att.; 4x ATK and reduce damage taken by 25% when matching 6 or more connected Dark orbs. [1/256/1/43.75%]
Awakenings:
Super Awakenings:
Typing: God / Devil
Weighted Stats (Limit Break): 906 (1132)
HP 4008 (5010) / ATK 2088 (2610) / RCV 265 (331)
Pros |
Cons |
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Halloween Nene follows the pattern of her REM cousin as she is able to provide a tri elemental board changer with Hearts along with +2 combos.
This can be used by either Dark or Water teams to form their VDP , FUA
, and still have a high combo count. This type of Kill board can help ease the later floors but one glaring issue is her lower sub value.
Halloween Nene does not provide many useful awakenings for most teams and would often push her into the inheritance role. While her cooldown is manageable, not transferring over any awakenings can be drawback when pushing through harder content.
6 Star base
Halloween Karin – C
Active: Change all orbs to Water, Wood, and Dark orbs (8 turn CD)
Leader Skill: 3.5x ATK when matching 3+ of Water, Wood, Dark, Heal at once; 2x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [1/49/1]
Awakenings:
Super Awakenings:
Typing: Dragon / God
Weighted Stats (Limit Break): 755 (982)
HP 3345 (4348) / ATK 1631 (2120) / RCV 284 (369)
Pros |
Cons |
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Halloween Karin is another old card within the Halloween REM and is still in an awkward place overall. At the time of her release, she had more merit as board changers with Hearts were rarer along with FUA not existing.
Together, these gave her more value and the Enhanced Orbs provided a sizable damage boost at a time where one-shotting a boss was rare.
Fast forward to today and we have countless options for board changers along with oftentimes enough damage to sweep most/all floors. As a result, Halloween Karin is in an awkward place as players will most likely not pick her over current options.
Not being able to create Hearts prevents her from being used as a Kill board and for spawns with Resolve, On the other hand, her Enhanced Orbs do provide sizable damage but her own weaker stats, middling active, and low diversity awakenings hold her back.
Halloween Rozuel – C
Active: Change Light orbs to Heal orbs (5 turn CD)
Leader Skill: 1.35x ATK & RCV for Attacker, Devil type; 3x ATK when matching Dark+Dark(Dark+Fire) [1/16.4/1.82]
Awakenings:
Super Awakenings:
Typing: Devil / Attacker
Weighted Stats (Limit Break): 724 (941)
HP 3720 (4836) / ATK 1613 (2097) / RCV 90 (117)
Pros |
Cons |
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Halloween Rozuel has been improved as she now boasts 3 Skill Boosts and 4 TPA
via Super Awakenings. This helps her have meaningful damage when matching 4 connected Darks along with helping actives be ready as soon as you enter the dungeon. Furthermore, she has a 5-turn base cooldown which can easily carry an inherit.
With that being said, I am struggling to find a true use for her as TPA is often a less desired awakening as 7 Combo and <50%
are easier to stack/more common whereas Killers are just easy to use.
As a result, I feel Rozuel has become stronger but not in a way that we truly value at this point in time.
Halloween Laila – C
Active: Change bottom row to Dark orbs (5 turn CD)
Leader Skill: 1.5x HP for Attacker, Devil type; 3x ATK on the turn a skill is used [2.25/9/1]
Awakenings:
Super Awakenings:
Typing: Devil / Attacker
Weighted Stats (Limit Break): 724 (941)
HP 2325 (3022) / ATK 1606 (2088) / RCV 511 (664)
Pros |
Cons |
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Halloween Laila is able to instantly generate a row of Dark orbs which can be easily solved for potentially strong damage depending on the team. While this is nice and charges up fast, it may be challenging to justify using them as a sub as they do not offer that much overall.
With only 941 weighted stats at 110 (large EXP investment), she falls far behind current options and her active while fast, provides no other benefit. For example, Phenom takes only 1 more turn to charge up but will remove unable to match X orbs mechanic. This can be invaluable when it does work out along with Phenom having better stats/awakenings.
Halloween Vampire – B
Active: Change Heal orbs to Dark orbs (5 turn CD)
Leader Skill: 2.5x ATK and 2x HP for Dark Att. [4/6.25/1]
Awakenings:
Super Awakenings:
Typing: Devil / Balance
Weighted Stats (Limit Break): 727 (945)
HP 2996 (3895) / ATK 1368 (1778) / RCV 463 (602)
Pros |
Cons |
Halloween Vampire joins the relatively small ranks of double God Killer cards who can use God Killer latents. This enables them to exceed the personal ATK multiplier of a triple Killer card but the main issue with Halloween Vampire is numerous other options exist.
For example, Arch Demon Lucifer also boasts the same natural Killers and Latents but comes with higher stats (including ATK) along with a total of 4 SB
while also being the same colour.
In my head, what helps elevate a Killer card is a differing colour compared to other options of similar potency. As such, Halloween Vampire falls behind an already available, common option which heavily puts a damper on his overall potential.
Halloween Alruane – C
Active: Reduce binds and awoken skill binds by 7 turns; Charge allies’ skill by 1 turn (7 turn CD)
Leader Skill: 3x ATK for Healer, Devil type; 5x RCV additional heal when matching orb [1/9/1]
Awakenings:
Super Awakenings:
Typing: Healer / Devil
Weighted Stats (Limit Break): 725 (942)
HP 2824 (3671) / ATK 1019 (1325) / RCV 717 (932)
Pros |
Cons |
|
Halloween Alruane is able to provide 7 turns of Bind and Awoken Bind clearing on a fast 7 turn cooldown which can be valuable under specific situations. With that being said, Eir is farmable and can clear 5 turns of Bind/Awoken Bind along with having meaningful awakenings and is often a staple sub on Dark teams.
As a result, it will be hard to find a situation where Halloween Alruane can truly shine as she lacks a strong niche to fulfill.
5 Star base
Halloween Chiyome – A
Active: Change Wood orbs to Dark orbs (5 turn CD)
Leader Skill: 2.5x ATK and 2x HP for Balanced type [4/6.25/1]
Awakenings:
Super Awakenings:
Typing: Balance / Devil
Weighted Stats (Limit Break): 749 (974)
HP 3238 (4209) / ATK 1490 (1937) / RCV 383 (498)
Pros |
Cons |
Halloween Chiyome has less offensive potential compared to Sigma but has the distinct advantage of being available moving forward. Sigma’s Collab has an incredibly high chance of not ever returning which makes Halloween Chiyome the only Dark Double Dragon Killer
card in NA who can be obtained on a regular basis.
While this is a small niche overall, it is still a niche and Chiyome also brings some other offensive potential to the table along with a fast charging active and 2 Skill Boosts . Furthermore, she can supplement her damage via Dragon Killer latents which is more damage compared to a single regular awakening.
Halloween Parvati – C
Active: Change Water orbs to Heal orbs (5 turn CD)
Leader Skill: 3x ATK for Wood Att. [1/9/1/]
Awakenings:
Super Awakenings:
Typing: Balance / Devil
Weighted Stats (Limit Break): 760 (988)
HP 3543 (4606) / ATK 1226 (1594) / RCV 483 (628)
Pros |
Cons |
Halloween Parvati has been significantly improved compared to last year but is still floating in a weird spot overall. While she does have 4 unique Killers, the efficacy of Killer awakenings depends on how many you can stack against a given spawn.
As such, the most efficient options are those with many of the same type. In the case of Parvati, it will be truly rare for her to have meaningful damage as each Killer provides 3x and opposing spawns must have at least two matching types for 9x. While the Poison Resists may seem nice, the lack of Skill Boosts or any other sizable utility along with low Weighted Stats brings her down.
As such, I feel Halloween Parvati will have niche value overall unless players can work around these drawbacks.
Halloween Misery – C
Active: Change top row to Poison orbs; For 1 turn, reduce damage taken by 50% (5 turn CD)
Leader Skill: 2x ATK & RCV when 4 or more combos; 3.5x ATK when matching 6 or more connected Poison or Mortal Poison orbs [1/49/4/]
Awakenings:
Super Awakenings:
Typing: Machine / Devil
Weighted Stats (Limit Break): 682 (955)
HP 3018 (4225) / ATK 1850 (2590) / RCV 32 (45)
Pros |
Cons |
|
Misery is a truly magical card as it combines so many strange elements all in one place. Firstly, she is able to generate a row of Poison Orbs which is not exactly something you want to do on a regular basis. This comes with a 50% Damage Reduction for a single turn but that can nowhere near justify making Poison orbs. Furthermore, she has the Poison Orb Blessing awakening which increases the ATK when matching Poison orbs and for Poison orbs appearing via Skyfall.
On the other hand, Misery also provides 7,000 HP worth of Auto Healing to “mitigate” the Poison damage caused by active or Skyfall. With this in mind, she naturally has the most merits on a Poison-centric team which is essentially preposterous outside of memes or maybe the future AA3 rare Boss drop teams. But if you are able to beat AA3, you do not need a Poison team for practical purposes.
Either way, based on anecdotal evidence, players tend to roll numerous dupes of this card because Misery loves company.
Halloween Undine – C
Active: For 3 turns, void all Fire damage; Enhance all Water orbs (10 turn CD)
Leader Skill: 2x HP for Water Att.; 2.5x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [4/6.25/1]
Awakenings:
Super Awakenings:
Typing: Balance / Devil
Weighted Stats (Limit Break): 665 (931)
HP 2405 (3367) / ATK 1343 (1880) / RCV 469 (657)
Pros |
Cons |
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Halloween Undine has potent awakenings and is now able to be Limit Broken. Sadly, her weighted stats are quite low, especially in RCV where it truly matters as her main role will be as a healing solution due to her Enhanced Heart Orb awakenings.
The idea is for players to match 4 connected Hearts to greatly increase their healing potential and we are now starting to have more options for this.
For many players, Mel is their go-to option as they are a common roll within the Heroine REM along with providing massive healing along with additional utility through a FUA
Super Awakening. What helps make a great card stand out from the crowd is being able to fulfill their primary role as well as other options along with providing collateral benefits.
Halloween Undine is able to provide sizable damage due to 5 Enhanced Water Orbs but her main crux is her low weighted stats, lackluster active, and low RCV which translates into less healing compared to other options. With this in mind, the trade of damage for healing may not be justifiable along with Undine providing no other utility.
Halloween Mulan – A
Active: Deal 10x ATK Dark damage to all enemies; Reduce binds by 3 turns (7 turn CD)
Leader Skill: 2x HP & ATK for Balanced, Dragon type [4/4/1]
Awakenings:
Super Awakenings:
Typing: Dragon / Balance
Weighted Stats (Limit Break): 690 (966)
HP 3172 (4441) / ATK 1300 (1820) / RCV 340 (476)
Pros |
Cons |
|
Halloween Mulan has received a promotion from 4 to 5 stars along with a sizable buff to her awakenings. She is now able to provide three Skill Boosts , two Devil Killers
, double TPA
, the ability to take Devil Killer latents, and a reasonably fast charging active.
This can help her surpass many other Devil Killing options as she is able to highly stack her damage output with a single TPA. This will most likely be useful in the future as it can open up new team building options simply from the 3 Skill Boosts.
Another interesting aspect is her Magic Stone cost as she comes from a 5-stone machine unlike Shazel or Mito
while also being in a colour players may not have. Simply having options is an asset to a more developed Box as players may become more choosy when more options are available as the potential to min-max arises.
Conclusion
The Halloween Collab has been significantly improved compared to previous years as GungHo has gone in and buffed numerous old cards. This makes it easier to justify rolling in as there is some value at the lower rarities, even at 5-star.
With that being said, the event is still largely top-heavy and the 8-star cards should be available in future Seasonal Super Godfests. Furthermore, we do not know what the future Power Rangers Collab will hold as it has the potential to be amazing as it will be an NA-exclusive/first.
With that being said, let me know what you think about the Halloween REM and how much you plan on rolling.
Happy Puzzling!
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“This may lead to a situation where players may have too many strong choices”
You said everything.
I really love this card for many reasons but don’t have a room in my light teams (overall DKarin team) cause I already play BZela. The +2 combo isn’t something you can pass on.
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Yeah that is quite an amusing problem to have. I don’t own HCotton myself and while I could improve my current teams with her, the difference is not that large
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Trading cotton for another cotton was this your genius master plan all along?
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Yes
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Great review!
Funny I do have B. Zela, H Cotton and Knight but no real leads to use them on! Maybe should’ve traded for Karin haha.
I’ve been sitting in HVerd for a while and only used her as an early sub when I started out with Dmeta. You mentioned she may have value for TA. Assuming you mean TA2, what do some ideal teams look like?
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HVerd was one of the early leads for TA1, not TA2. I don’t think she has the multipliers for TA2.
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Maybe getting Karin would have been wise! Do you have Tifa by any chance?
With that being said, you can always lead Halloween Cotton. Won’t be as unstoppable but should be able to clear a large amount of content.
And yeah, it was mostly for TA1 as <50% teams tend to be stronger as they can stack rows compared to 7c
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will you be rolling or trading for anyone in this event?
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I only did a few lucky rolls https://www.youtube.com/watch?v=BLw7JfFTby0
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Congrats on your Halloween Cotton! I rolled her last year and she’s been a staple in many teams (Karin at the moment)
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I plan to use her when I break out my Karin x Tifa team =D
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Oh boy, I got Bastet, 3(!) Verdandi and some irrelevant trash…
How useful are Verdandi subs?
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I meant dupes.
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I don’t see much value beyond the first
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Alraune*
HAlraune can system. It may be possible to pull off a system like this: https://www.reddit.com/r/PuzzleAndDragons/comments/dkc76x/quickest_three_hands_of_fate_team_thats_doing_the/
Rinoa can heal and clear binds, but can’t clear awoken binds. HAlraune clears binds and awoken binds. Together, they might be janky enough.
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How would you apply Alraune here?
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You get a 40% heal every other turn, and you get an ABind clear every other turn, and you pray that that’s enough.
Unfortunately, not only are they non-Fire monsters (differing from Raoh and Nidhogg), they’re also different colors from each other. It’d be hard to find a team to fit both into, unless you really don’t need their damage and stat multipliers. However, who knows what cards are in the future?
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I run an edward light rainbow team. My light dark is ney. Is hcotton worth the upgrade cost. Swapping it for (all dups) ameno,skuld,serias roots,and kanna. I also have karin Diablos and Akuma leads.
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Are the two monsters for purchase any good?
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Kali and XM? No
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If i burn a dark and light cotton I’ll have enough for h cotton. I play dkarin and yusuke/tifa!!! Good idea or bad idea? I made dcotton for fatalis, but i havr grem instead.
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Do you feel HCotton will significantly improve your progress? It is only four 6* GFE so the price is much lower
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I dont have her ladyship B Zela, just brad and lney, so i would like another board changer!
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HCotton (w unbindable equip) vs BZela, which one is more worth it to trade for DKarin?
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For having both, BZela for sure cause her active is superior.
HCotton could have merit more than BZela in multi if you can put an unbindable equip. Mine is equipped with paladin cecil crystal
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In solo both have similar awakenings but bride zela has a stronger active assuming you have sfua. In coop cotton is superior due to the inclusion of vdp
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will bicolor haste sonyas ever be in mp shop again?
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Christmas Sonia has been available through the MP shop the past few times
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Is the farmable monster worth it?
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Lol just traded for hcotton (goodbye dupe sherias and raijin) now debating if I want hmadoo. Have 6 zelas and 2 Madoo.
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if you have a viable team i would go for it. I was able to clear aa2 for the first time yesterday right b4 the maintenance. she is a great leader and you can keep 1 madoo and 2 zellas so i probably would
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How did your team look a like?
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Guess I don’t need her. Been using Tifa since I just found out she’s been buffed. Running hcotton, Knight, ny tsukuyomi, Bradamante
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If you do end up with madoo, how would you use her? You do have dupes to spare but I want to make sure you get the most value possible
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This event has not been kind…….I would be the idiot to roll many many many MANY stones and i got exactly what i deserved, absolutely nothing. not even a useless sonia. rates are so bad……i really hope gunho considers something like an increases in rates after bad rolls beacuse this is painful.
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I agree some sort of pity system for failing to roll a higher rarity card should exist
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You should look into H!Madoo x Tifa, many japanese use these composition and it look quite effective as well.
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Yeah from what I have seen it looks pretty strong
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