Power Rangers Collab REM Review & Analysis – October 2019

Introduction

The Power Rangers Collab is the second NA-exclusive event and is a significant improvement compared to Voltron. Despite the 10-stone cost, many of these cards are powerful or possessing kits we have no way of replicating. In addition to that, every card has a Weapon Assist which helps provide merit to most Monster Boxes.

In fact, I plan on rolling a modest amount in this event due to the plethora of useful 6-star cards I could acquire. Furthermore, the fact that it is a new event should help in avoiding dupes, at least initially.

Regardless, this article will cover the strengths and weaknesses of each card to give players a better understanding of what to expect in the Power Rangers REM.

Video commentary

–video coming soon–

Overview

Power Rangers REM Pros & Cons – October 26, 2019
Pros
Cons
  • Debut event
  • All cards have Weapon Assists
    • Some are unique
  • All cards are 6/7* base
    • Higher weighted stats
  • Worth rolling in
    • Unique value at the 6*
  • 6* cards have rarer awakenings via Weapons
    • Cloud
    • Full Bind Immunity
    • Double Evo Killer 44
    • <50%
  • 10 Magic Stones per roll
    • Higher Exchange costs
  • No Voice Awakenings ,
    orb skin, animation, or IAP bundles
  • May not return?
    • Voltron?
Power Rangers REM Rarities
7-Star Base  
6-Star Base
Power Rangers REM Rankings – October 26, 2019
S
A
B
C
D

Order within each tier is random and not reflective of ranking

All Green Ranger evolutions are discussed in his section

All icons show Base 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 common cards to determine if it is worth rolling in.

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

7 Star base

All 7-star cards in their evolved form have over 1,500 Weighted stats.

Mighty Morphin Red Ranger – S

Active: Change all orbs to Fire, Wood, Light, and Dark. Adds 1 combos for 1 turns (9 turn CD)

Leader Skill: Extra 2 seconds movement time. All stats x1.5 for Fire attribute cards. 7x ATK when matching 2 of Fire, Water, Wood, Light, and Dark [2.25/110.25/2.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend God Killer Devil killer Machine Killer Balance killer
Super Awakenings: 45
Typing:
Balance / Dragon
Weighted Stats (Limit Break): 1108 (1385)
HP 4385 (5481) / ATK 2980 (3725) / RCV 220 (275)
Weapon Assist: Poison resist Poison resist Poison resist Imp ATK Imp ATK

Pros
Cons
  • Make Evolved form
  • Make Evolved form

Red Ranger is the first card within the Power Rangers Collab and is an incredible powerhouse in their Evolved form.

Tyrannosaurus Dinozord & Red Ranger

Active: Changes all Orbs to Fire, Wood, Light & Dark; adds 1 combo for 1 turn (9 turn CD)

Leader Skill: 1.5x HP & RCV and 4.5x ATK for Fire Att.; 4x ATK & reduces damage when 4+ Att. attack at once [2.25/324/2.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend 45 45 Devil killer Devil killer
Super Awakenings: 45
Typing:
Balance / Dragon / Machine
Weighted Stats (Limit Break): 1201 (1501)
HP 4835 (6044) / ATK 3050 (3813) / RCV 320 (400)
Weapon Assist: Poison resist Poison resist Poison resist Imp ATK Imp ATK

Pros
Cons
  • 2 Natural Devil Killers Devil killer
  • Double 7c  45 + VDP
  • Can use Devil Killer latents
  • Really hates Devils
  • Valuable Weapon Assist
    • Superior to King Bradley
  • Strong LS multipliers
  • LS requires 4/5 colours
  • Fire is waiting for a premier leader
  • Active does not generate Hearts

Red Ranger’s Evolved form hits comically hard against Devil spawns due to 2 Natural Devil Killers Devil killer, Double 7c  45, VDP , and ability to use Devil Killer latents. When tapping into each aspect, Red Ranger will simply delete any Devil spawn which is arguably the most dangerous typing at this point in time for the higher level Arenas.

Unfortunately, Fire is currently lacking an ideal card to take full advantage of Red Ranger and their own leadership potential is marred by a 4/5 colour activation clause.

4/5 colours is not impossible to do but it will greatly constrict the types of actives you can use along with making it harder to successfully VDP . Of course players can use actives to bypass Voids but that is still less efficient overall. With that being said, Red Ranger’s Leader Skill provides sizable multipliers and his own personal damage can carry the team through high end content.

Of course it is possible that this Leader Skill will prove to be more powerful and I look forward to seeing what players are capable of clearing. On the other hand, Halloween Madoo can utilize Red Ranger so that may be the start of something.

Weapon Assist: Poison resist Poison resist Poison resist Imp ATK Imp ATK
Active: Voids attribute absorption for 2 turns. Adds 2 combos for 1 turns (14 turn CD)

The ability to ignore Attribute Absorption for 2 turns is normally less potent compared to Damage Absorb but can have niche usage under the right situation.

For example, Dark and Light teams must find a way to survive the 5 turns of Absorption from the Puppeteers in AA2 and being able to instantly cancel this can greatly improve clear rates and times. Furthermore, the fact that Red Ranger’s Weapon Assist comes with 60% Poison Resist Poison resist means it will always be valuable while also having  a reasonable cooldown.

The Time Extend Plus is a nice bonus.


Megazord – A

Active: 9999 turn bind and awoken bind recovery. Change all orbs to Fire, Light, and Heal (14 turn CD)

Leader Skill: Extra 2 seconds movement time. HP x2, ATK x2 for Light attribute cards. ATK x7 and adds 1 combos when matching 6+ Light orbs. [4/196/1/]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend
Super Awakenings: 45
Typing:
Machine / God
Weighted Stats (Limit Break): 1105 (1381)
HP 5610 (7013) / ATK 1913 (2391) / RCV 483 (604)
Weapon Assist: Jammer Resist Jammer Resist Jammer Resist Imp ATK Imp ATK

Pros
Cons
  • Strong active skill
    • Tri board changer + Bind/Awoken Bind
  • Strong VDP damage
  • Can pair with Tifa
  • 60% Jammer Resist Jammer Resist Weapon Assist
  • Light is already saturated with stellar subs
  • Dark Karin  x Tifa activates easier, hits harder
  • Weapon Assist does not produce Heart orbs

Base Megazord is able to provide a valuable tri colour board changer that produces Fire, Light, and Heart orbs along with a full Bind and Awoken Bind clear. This two-in-one aspect helps ensure at least one component will find value and is a natural fit on Light teams. Furthermore, Base Megazord can pair with the infamous Tifa in order to take advantage of the bigger board and RCV.

This pairing provides more bulk compared to Dark Karin x Tifa but cannot activate from Fire orbs along with having less total damage. As a result, I feel that this is an inferior pairing but can give players a chance to utilize Tifa should they not own Dark Karin.

Mega Tigerzord

Active: 9999 turn bind and awoken bind recovery. Change all orbs to Fire, Light, and Heal (14 turn CD)

Leader Skill: All allies 4x ATK at 4 combos. +1x for each additional, up to 10x ATK at 10 combos. ATK x2.5, RCV x2.5 when matching Light and Light [1/625/6.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend
Super Awakenings: 45
Typing:
Machine / God / Balanced
Weighted Stats (Limit Break): 1205 (1506)
HP 6610 (8263) / ATK 1913 (2391) / RCV 483 (604)
Weapon Assist: Jammer Resist Jammer Resist Jammer Resist Imp ATK Imp ATK

Pros
Cons
  • Nearly identical to Academy Amaterasu
  • Strong active skill
    • Tri board changer + Bind/Awoken Bind
  • High damage on 7×6 boards
  • Provides FUA
  • 60% Jammer Resist Jammer Resist Weapon Assist
  • No Effective HP in LS
  • Light is already saturated with stellar subs
  • Weapon Assist does not produce Heart orbs

Mega Tigerzord has nearly the same kit as Academy Amaterasu and their main selling points will be their active and damage potential on 7×6 boards.

The 10 Combo provides 5x personal damage and when used in conjunction with VDP provides 12.5x personal damage. While this does fall short of other options, it is still meaningful damage and the additional utility can aid in team building.

With that being said, Light is arguably the most saturated colour for strong subs and it may be difficult to justify using Mega Tigerzord over other options (eg. , , , , Yuna, ).

Weapon Assist: Jammer Resist Jammer Resist Jammer Resist Imp ATK Imp ATK
Active
: 9999 turn bind and awoken bind recovery. Change all orbs to Fire, Wood, Light, and Dark (11 turn CD)

Megazord’s Weapon Assist is able to provide 60% Jammer Resist Jammer Resist along with a big Time Extend For the most part, Jammer Resist is the least prioritized compared to Blind Blind Resist or Poison Poison resist as they are significantly less dangerous. As a result, many players will often cut this first when team building.

Regardless, having another option for 60% protection is valuable but I would personally leave him in either base of evolved form.


Green Ranger has 4 distinct evolutions
Mighty Morphin Green Ranger – S

Active: Inflict a 50x Wood attack to 1 enemy but HP falls to 50%. Changes the top row into Wood orbs and the bottom row into Dark orbs (11 turn CD)

Leader Skill: Extra 2 seconds movement time. ATK x4 for Wood attribute cards. ATK x4 and 25% damage reduction at 4+ combos. [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Bind Clear awakening TPA TPA
Super Awakenings:
Typing:
Dragon / Devil
Weighted Stats (Limit Break): 1100 (1375)
HP 5058 (6323) / ATK 2283 (2854) / RCV 410 (513)
Weapon Assist:  Blind Resist Blind Resist Blind Resist Imp HP Imp HP

Pros
Cons
  • 4 distinct evolutions
    • Always want more dupes
  • Double row maker
  • Triple <50%
  • Other forms exist

Green Ranger in their base form is able to unlock three <50% awakenings which translates into 8x personal damage. This is strong under the right circumstances but is unable to acquire a VDP  which means they will not be effective against Void spawns.

With that being said, they have 4  other distinct evolutions to choose from which means essentially every player will find value in this card.

Dragonzord & Mighty Morphin Green Ranger

Active: Changes the leftmost column into Wood orbs. 2x move time for 1 turns (5 turn CD)

Leader Skill: HP x1.5 for Water and Wood attribute cards. ATK x5 for all allies at 6+ combos. ATK x3 and 25 % damage reduction when matching 5+ connected Fire, Water, Wood, Light, Dark, Heal, Jammer, Poison, Mortal Poison, or Bomb orbs [2.25/225/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist +heart +heart 45 45
Super Awakenings:
Typing:
Dragon / Attacker / Machine
Weighted Stats (Limit Break): 1203 (1503)
HP 5558 (6948) / ATK 2533 (3166) / RCV 420 (525)

Pros
Cons
  • Fast charging active
    • Has 2 useful components
  • Powerful Leader Skill
    • Flexible team building
    • Easy to activate
  • Powerful awakenings
  • May run into movement time issues

Green Ranger’s first evolved form is able to lead a tremendously powerful team due to the gentle team building requirements along with Wood being home to some powerful cards.

While Zela Kitty is NA’s current reigning champion for Wood, Green Ranger offers significantly more damage and innate Damage Reduction. This means they can naturally survive Gravity + Hit or 100% Gravity mechanics and the 2 Enhanced Heart Orbs +heart ensures they are able to fully recover with relative ease.

Furthermore, Green Ranger has higher weighted stats which will lead to more Effective HP along with having a much faster charging active. While Zela Kitty’s active is valuable, it can present some team building issues when Zelas are the main subs. This is because both of them have long cooldowns along with similar actives. This can lead to less diversity but with Green Ranger, the 5 turn cooldown allows for more flexibility. In addition, Green Ranger offers a column of Wood and an orb movement time buff.

One other option is pairing Green Ranger with Zela Kitty to get the best of both worlds.

While Green Ranger is magical, the main drawback I can foresee is a lack of natural orb movement time.

Mighty Morphin White Ranger

Active: Changes Fire, Dark, Jammer, Poison, and Mortal Poison orbs into Light orbs. Locks Light orbs. (8 turn CD)

Leader Skill: All allies ATK x3 and 35% damage reduction when HP at least 50%. ATK x6 when matching 6+ Light orbs. [1/324/1/57.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Time Extend
Super Awakenings:
Typing:
Physical  / Attacker
Weighted Stats (Limit Break): 1099 (1506)
HP 5563 (6954) / ATK 2683 (3354) / RCV 335 (419)

Pros
Cons
  • Double orb changer
    • Does not break Hearts
    • Locks Light
  • Powerful VDP potential when >80% HP
  • Light is already saturated with strong subs

Mighty Morphin White Ranger is one of the four available evolutions for Green Ranger and while they are strong, I feel they will not be pursed very often.

This is because all their other forms offer significantly more unique value along with Light already being saturated with strong subs. While triple VDP plus two >80% leads to impressive damage, many other Light cards can achieve something similar. Furthermore, this hinges heavily on being above 80% HP which is doable for Tifa but may not always be possible for other teams.

Lord Drakkon (Comics)

Active: Reduce enemy defense by 100% for 1 turns. Voids damage absorption for 1 turns. (20 turn CD)

Leader Skill: ATK x4 for God and Devil type cards. ATK x3 for all allies at 3+ combos. Inflicts a bonus 200x attack after matching orbs.[1/144/1]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Time Extend 45 45 45
Super Awakenings:
Typing:
God / Devil
Weighted Stats (Limit Break): 1205 (1506)
HP 6538 (8173) / ATK 2320 (2900) / RCV 260 (325)

Pros
Cons
  • Fujin -style active
  • High damage potential
    • Triple 7c 45
    • VDP
    • L
  • Alternative to Akuma
    • Better for Phenom + Ina
  • Green Ranger is powerful leader
    • Hard decision for which evo to pursue

Lord Drakkon is the final non-Weapon Assist evolution for Green Ranger and comes with an impressive kit. They are able to provide a Damage Absorption Void (Fujin -style) along with powerful offensive awakenings.

Lord Drakkon comes with triple 7 Combo 45, L , and VDP via Super Awakenings. This leads to amazing personal damage that can fit on almost any Dark team. In fact, they can function as a powerful sub for Phenom + Ina as a stronger alternative to Akuma . Akuma has a similar kit but trades the VDP and L for FUA which has no value for Phenom + Ina.

As a whole, it is hard to find any major fault with Lord Drakkon except for the fact that the evolved Green Ranger is such a powerful leader and both come from the same base card.

As such, the decision for which evolution to pursue should come down to your own Monster Box and what can benefit you more.

Weapon Assist:  Blind Resist Blind Resist Blind Resist Imp HP Imp HP
Active: Reduces damage taken by 100% for 1 turns. 2x move time for 3 turns. (15 turn CD)

Green Ranger’s Weapon Assist is able to provide triple Blind Resist Blind Resist or 60% coverage along with a reasonable active. Being able to avoid all damage for a single turn is essentially a panic button and the 2x orb movement time can overwrite dangerous time debuffs.

With that being said, it will be hard to justify making this Weapon Assist due to the fact that the evolved Green form and Lord Drakkon are such powerful cards.


Ranger Slayer (Comics) – S

Active: Changes the leftmost column into Fire orbs and the rightmost column into Dark orbs. Enhances Fire and Dark orbs; 6% per orb. (6 turn CD)

Leader Skill: All stats x2 for Fire attribute cards. All allies ATK x4 when HP at least 80%. ATK x8 when HP below 79% [4/256/4]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend 45
Super Awakenings: 45
Typing:
Attacker / Healer
Weighted Stats (Limit Break): 1108 (1385)
HP 3003 (3754) / ATK 2745 (3431) / RCV 775 (969)
Weapon Assist: +heart Imp ATK Imp ATK

Pros
Cons
  • Fast charging double column maker
    • Enhanced Dark/Fire orbs
  • High damage when below 50% HP
    • 16x personal damage before SA
    • Alternative to Omega
    • Has higher ATK
    • More damage with 7c
  • Strong LS multipliers
  • Must be below 50% HP
    • Leader Skill has unconditional 4x RCV

Ranger Slayer has the potential to deal spectacular amounts of damage when below 50% HP due to 16x personal damage without Super Awakenings. When using her VDP Super Awakening, this jumps to 40x personal damage. This is quite absurd due to the power that is available assuming you are under 50% HP.

This naturally fits best on teams that favour being low HP and while many of these set ups do not rely on combos, you always have the option to do so to further bolster your damage.

With that being said, having to juggle HP can be problematic and is quite apparent on her own team.

Ranger Slayer offers an impressive 4x HP/RCV along with 256x ATK when below 80% HP. There is no combo requirement and can most certainly play through difficult content due to how how easy it is to heal up and absorb damage. Unfortunately, this HP juggling becomes much harder when you are able to heal 4x RCV all the time and cannot “turn it off.”

On the bright side, she comes with a fast charging active that produces a column of Fire and Dark along with enhancing these orbs. This can help ensure a steady supply of offensive orbs are always at the ready.

Gravezord & Ranger Slayer (Comics)

Active: Changes the leftmost column into Fire orbs and the rightmost column into Dark orbs. Enhances Fire and Dark orbs; 6% per orb. (6 turn CD)

Leader Skill: ATK x3 and 25 % damage reduction when matching 4+ connected Fire, Water, Wood, Light, Dark, Heal, Jammer, Poison, Mortal Poison, or Bomb orbs. ATK x4.5 and 25% damage reduction when matching Dark and Fire. [1/182.25/1/68.38%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend 45 45 God Killer
Super Awakenings: 45
Typing:
Attacker / Physical / Machine
Weighted Stats (Limit Break): 1208 (1510)
HP 3003 (3754) / ATK 3245 (4056) / RCV 775 (969)
Weapon Assist: +heart Imp ATK Imp ATK

Pros
Cons
  • Massive God Killing potential
    • Can use God Killer latents
    • High ATK
    • Slays Gods
  • Viable Hiei replacement
  • Fast charging active
    • Provides valuable burst and orb generation
  • Mostly a sub

Gravezord & Ranger Slayer trades in her damage when below 50% to become a massive God Killing powerhouse. This is attributed to her triple 7 Combo 45, VDP , natural God Killer God Killer, and ability to use God Killer latents.

This makes her quite magical and can become a viable alternative to Hiei . Hiei has become popularized by Phenom  + Ina as he is able to cover Fire along with providing large personal damage and a 99 turn Dark Skyfall active. As such, the much higher weighted stat Gravezord & Ranger Slayer (-1k HP, over 1,400 more ATK and nearly 600 more RCV) can easily fulfill this role. In fact, if I was lucky enough to roll them, I would be tempted to use them over Hiei as I will gain access to a much faster charging active along with dramatically higher damage output.

On the flip side, I am less impressed with them as a leader due to the lower Effective HP, ATK multiplier, and being forced to match Dark and Fire.

Weapon Assist: +heart Imp ATK Imp ATK
Active: Adds 1 combos for 2 turns. Changes the leftmost column into Fire orbs and the rightmost column into Dark orbs. (10 turn CD)

Ranger Slayer’s Weapon Assist priovides the relatively rare <50% awakening along with a single Enhanced Heart orb +heart. This enables the owning card to gain 2x personal damage when below half health and the ability to match 4 connected Hearts for more healing.

With that being said, her other forms are amazingly powerful and I would not pursue this Weapon Assist.


Lord Zedd – A

Active: 9999 turn bind and awoken bind recovery. 2x ATK for Fire and Dark cards for 1 turns. (8 turn CD)

Leader Skill: HP x1.5, ATK x3 for Devil type cards. ATK x5 and 25% damage reduction when matching Dark and Dark. [2.25/225/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend 45 God Killer God Killer
Super Awakenings:  45
Typing:
Devil
Weighted Stats (Limit Break): 1106 (1383)
HP 5765 (7206) / ATK 2213 (2766) / RCV 260 (325)
Weapon Assist: Jammer Resist Poison resist Blind Resist TPA Imp ATK Imp ATK

Pros
Cons
  • Strong damage vs Gods
  • Active clears all Binds + 2x ATK
  • Evolved form provides more universal damage

Lord Zedd is the final 7-star card within the Power Rangers Collab and his base form provides strong damage potential against Gods. Unfortunately, he is weaker compared to Gravezord & Ranger Slayer from a damage point of view and being less universally offensive.

With that in mind, I am most inclined to simply make the evolved form as it has a better spread of awakenings and higher weighted stats.

This may change in the future if the meta shifts to God-heavy end game content.

The Emperor, Lord Zedd

Active: 9999 turn bind and awoken bind recovery. 2x ATK for Fire and Dark cards for 1 turns. (8 turn CD)

Leader Skill: ATK x4, RCV x3 for Dark attribute cards. ATK x4 and 25% damage reduction when matching Dark and Fire. [1/256/9/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend 45
Super Awakenings:  45
Typing:
Attacker / Devil
Weighted Stats (Limit Break): 1206 (1508)
HP 6265 (7831) / ATK 2463 (3079) / RCV 260 (325)
Weapon Assist: Jammer Resist Poison resist Blind Resist TPA Imp ATK Imp ATK

Pros
Cons
  • Viable Hiei replacement
  • Active clears all Binds + 2x ATK
  • Strong offensive awakenings
  • Similar to Gravezord & Ranger Slayer
    • Significantly more HP but less ATK/RCV
    • Similar awakenings
  • LS has low Effective HP

The Emperor, Lord Zedd has a wonderful set of offensive awakenings, and like Gravezord & Ranger Slayer , can function as a viable Hiei replacement.

Unfortunately, Lord Zedd has a lower damage output without VDP . While he does enjoy 4x ATK with his double 7 Combo 45, Hiei and Ranger Slayer both have 8x via triple 7 Combo. While this is a small aspect, it just feels strange that two cards from the same Collab have such similar kits.

With that being said, Lord Zedd has significantly more HP compared to the other two options and his active also brings a new form of utility. He is able to clear both Bind and Awoken Binds along with 2x ATK for Fire and Dark cards. This dual nature helps ensure at least one component will be utilized and the reasonable 8 turn cooldown helps him inherit something over if the need should arise.

On the other hand, his leadership potential is marred by his low Effective HP. Having 9x RCV means little when your health pool is not increased and the 43.75% Damage Reduction will often not be enough in higher level Arenas.

Weapon Assist: Jammer Resist Poison resist Blind Resist TPA Imp ATK Imp ATK
Active: Unlocks all orbs. Change all orbs to Fire, Wood, and Dark. (9 turn CD)

Lord Zedd’s Weapon Assist features 20% Resist against Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist along with providing a single TPA TPA. The additional damage can be useful but is quite similar to the Farmable Trojan Horse while having a shorter base cooldown.

A shorter cooldown means there is a higher chance the inherit charges up and in the case of Lord Zedd’s weapon, the active may not always be desired.


6 Star base

Mighty Morphin Black Ranger – C

Active: Reduces damage taken by 30% for 3 turns. Randomly spawn 4 Dark orbs from non Dark orbs. (8 turn CD)

Leader Skill: ATK x2.5, RCV x2.5 for Dark attribute cards. ATK x6 for all allies at 3+ combos. [1/225/6.25]

Awakenings: Time Extend Time Extend Skill Lock Resist Skill Lock Resist Skill Boost Skill Boost Bind Immune Bind Immune 45
Super Awakenings:  45
Typing:
Dragon / Physical
Weighted Stats (Limit Break): 1008 (1311)
HP 5445 (7079) / ATK 1820 (2366) / RCV 298 (387)
Weapon Assist: Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance RCV Latent RCV Latent

Pros
Cons
  • Weapon Assist provides 4 Enhanced Dark Orbs Dark Orb Enhance
    • Provides sizable damage
    • Has a useful active
  • Competes with Halloween Pumpkin

Black Ranger is the first 6-star card of the Power Rangers Collab and is also the weakest one available. This is because neither their base of evolved form provides any true value at this point in time along with not fulfilling any particular niche.

Their base form can function as a generic Dark sub or introductory leader, but will be replaced by other options down the road.

Weapon Assist: Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance RCV Latent RCV Latent
Active: Reduces damage by 30%  for 3 turns; Dark orbs more likely to appear for 3 turns (8 turn CD)

Black Ranger’s Weapon Assist provides 4 Enhanced Dark Orbs Dark Orb Enhance which adds tremendous amounts of damage to mono Dark teams. Unfortunately, they do not provide any Resists and are in close competition with the Farmable Halloween Pumpkin .

This is because the Pumpkin has double Blind Resist Blind Resist along with two Enhanced Dark Orbs. While the damage is lower, the Resist aspect along with a Jammer Skyfall active helps solidify their spot in current end game content.

With that being said, Black Ranger’s weapon adds a large amount of damage while also having an active that has value in many situations. If we begin gain access to stronger Resist cards, their value may rise as more active slots are freed up.


Mighty Morphin Blue Ranger – B

Active: 40% HP healed. Changes the top row into Water orbs. (7 turn CD)

Leader Skill: All stats x2 for Water attribute cards. ATK x6 when matching 6+ Water orbs. [4/144/4]

Awakenings: Water Row Water Row Water Row Water Row Skill Lock Resist Bind Immune Bind Immune
Super Awakenings: 45
Typing:
Healer / Machine
Weighted Stats (Limit Break): 1023 (1330)
HP 2048 (3517) / ATK 2048 (2662) / RCV 1028 (1336)
Weapon Assist: Multiplayer Bonus  Imp ATK Imp ATK

Pros
Cons
  • LS has 4x HP/RCV
  • Can pair with other Water blob leaders
  • Weapon Assist provides Coop Boost Multiplayer Bonus
  • Can build a unique system
  • Coop Boost is niche
  • Lower ATK multiplier

Blue Ranger comes with an interesting kit as his Leader Skill is able to provide an unconditional 2x HP/RCV with a single leader for Water cards. Furthermore, his match-6 Water clause can mix and match with other Water blob leaders to act as a budget pairing.

For example, pairing with Beach Veroah results in 4x HP / 216x ATK / 2x RCV when matching 9 Water orbs while also providing +3 combos. This is not bad for the most part and can allow more players to experience this play style.

On the other hand, players can create a truly unique “system” of Blue Rangers as you can generate a row of Water orbs and heal 40% HP every turn with 6 Blue Rangers. Of course this is kind of weird but team modifications can be made for some awakening diversity. Furthermore, players will have 4x HP/RCV which grants a certain degree of safety.

Weapon Assist: Multiplayer Bonus  Imp ATK Imp ATK
Active: Recover 60% of max HP; changes the top row to Water orbs (10 turn CD)

The value of a Coop Boost Multiplayer Bonus depends on how much you actually use Multiplayer along with the desire to Button things. Generally speaking, Coop Boost is used to augment the stats of a Button card so they are able to deal more damage (eg. Brachydios ).


Mighty Morphin Pink Ranger – B

Active: 2x RCV for 1 turns. Change all orbs to Fire, Light, and Heal. (10 turn CD)

Leader Skill: Extra 4 seconds movement time. ATK x2, RCV x2 for Fire and Light attribute cards. ATK x6 for all allies at 3+ combos. [1/144/4]

Awakenings: Skill Lock Resist Skill Boost Skill Boost Skill Boost Time Extend Skill Lock Resist
Super Awakenings:   
Typing: Attacker / Dragon
Weighted Stats (Limit Break): 1007 (1309)
HP 3285 (4271) / ATK 2883 (3748) / RCV 303 (394)
Weapon Assist: Time Extend RCV Latent

Pros
Cons
  • Useful board changer
    • Also provides 2x RCV
      • Overwrite RCV debuffs
  • Cloud Resist Weapon
    • Also provides bicolour board changer
    • Much easier to acquire compared to other options
  • Weapon Assist does not make Hearts
    • Cannot kill Resolve spawns
  • Base form lacks a true home

Pink Ranger’s base form does come with a useful active but is unfortunately tied to a card that does not fit well any where at this point in time.

As a result, I am much more inclined in pursuing her Weapon Assist form.

Weapon Assist: Time Extend RCV Latent
Active: Adds 1 combo for 1 turn; changes all orbs to Fire & Light (13 turn CD)

Pink Ranger’s Weapon Assist is like other 6-star cards within the Power Rangers Collab in that she provides awakenings that are normally locked behind higher rarity cards.

This is meaningful as players can now acquire Cloud Resist at a significantly higher rate as the other options are all tied behind top rarity Collab cards (see HERE).

Building upon that, she is able to provide a bicolour board changer for Fire and Light. This can result in explosive damage but the exclusion of Hearts prevents Resolve killing unless players are using a leader with built in Follow Up Damage.

With that being said, I can foresee this Weapon having value in future Ranking Dungeons due to the board and Cloud Resist.


Mighty Morphin Yellow Ranger – A

Active: 5 turn bind and awoken bind recovery. Changes Fire orbs to Light and Wood orbs to Heal. (7 turn CD)

Leader Skill: ATK x3, RCV x2 for Light attribute cards. ATK x4 and 25% damage reduction when matching Light and Water. [1/144/4/43.75%]

Awakenings: Bind Immune Bind Immune physical killer physical killer Skill Boost Skill Boost Time Extend Time Extend 45
Super Awakenings:  45
Typing: Balanced
Weighted Stats (Limit Break): 1006 (1308)
HP 4823 (6270) / ATK 2068 (2688) / RCV 330 (429)
Weapon Assist: +heart Time Extend Poison resist RCV Latent

Pros
Cons
  • Can use Physical Killer latents
    • Highest non-VDP damage vs Physical
  • Powerful active in both forms
    • Bind/Awoken Bind clear
    • Double orb changer
  • Weapon Assist provides Enhanced Heal Orb +heart + Poison Poison resist
  • Does not have VDP/piercing damage
  • Weapon Assist is offset by Tifa

Yellow Ranger has the capacity to function as the strongest Physical Killing card in the game due to her natural double Physical Killers physical killer and double 7 Combo 45 along with the ability to use Physical Killer latents. This enables her to deliver spectacular damage to this specific spawn along with having a valuable active skill.

On the other hand, if obliterating Physical spawns is not for you, the Weapon Assist provides a sizable amount of utility.

Weapon Assist: +heart Time Extend Poison resist RCV Latent
Active: 9999 turn bind and awoken bind recovery. Changes Fire orbs to Light and Wood orbs to Heal. (10 turn CD)

Yellow Ranger’s Weapon Assist is able to provide an Enhanced Heal Orb +heart and single Poison Resist Poison resist. This will grant a boost in healing potential when matching 4-connected Heart orbs and is best placed on top of cards who already own this awakening.

This enables them to provide even more healing potential but one major value is the active skill that comes with it. Being able to fully clear Bind and Awoken Binds completely shuts down Fuma in AA2 and the subsequent orb changer greatly aids mono-Light teams.

With that being said, one major “drawback” to this valuable Weapon Assist is the dominating presence of Tifa as she comes with 6x RCV. This largely solves your healing problems and does diminish the overall value of Yellow Ranger’s Weapon Assist.


Ninjor  – B

Active: No skyfall combos for 1 turns. Change all orbs to Water, Wood, and Heal. (8 turn CD)

Leader Skill: ATK x4 and 25% damage reduction when matching Wood and Water. All allies 2.5x ATK at 3 combos. +0.5x for each additional, up to 4x ATK at 6 combos. [1/256/1/43.75%]

Awakenings:  Skill Boost Skill Lock Resist Skill Lock Resist TPA TPA TPA
Super Awakenings: TPA
Typing: God / Balanced
Weighted Stats (Limit Break): 1011 (1314)
HP 4285 (5571) / ATK 2443 (3176) / RCV 280 (364)
Weapon Assist: Blind Resist Imp ATK Imp ATK

Pros
Cons
  • Easy to activate Leader Skill
  • Weapon Assist provides <50% 
    • Usually found on rarer cards
  • Weapon Assist features a unique active
  • LS is more for early/mid game
  • Requires Wood + Water match
  • Stronger <50% Weapons exist

Ninjor’s base form comes with a relatively easy to activate Leader Skill that will most certainly be a boon to newer accounts. All he has to do is achieve 6 combos and Water + Wood matches to enjoy 256x ATK and 43.75% Damage Reduction.

While this is reasonable, it is most certainly outclassed by other options as the Water + Wood clause excludes the usage of Zela . With that being said, he is able to provide value through his Weapon Assist.

Weapon Assist: Blind Resist Imp ATK Imp ATK
Active: Changes all orbs to Water & Wood; creates 3 Heal orbs at random (12 turn CD)

Ninjor’s Weapon Assist is able to provide a single Blind Resist Blind Resist along with a <50% awakening. While this is certainly weaker compared to something like Sagat’s Eye Patch , Ninjor is significantly easier to acquire. This is important to take into consideration as he is a bottom rarity card which means he should be reasonably easy to acquire compared to a top rarity card.

This naturally has the most value on teams who rely on being low health and the 2x personal damage can result in meaningful damage output.

Furthermore, the active skill is interesting as it provides a bicolour board changer and then spawns exactly 3 Hearts. This allows a team to heal and deal damage but the main drawback is there will not be enough Hearts to FUA .


Zeo Megazord – A

Active: Heal 30% HP every turn for 2 turns. Change all orbs to Water, Wood, Light, and Heal. (10 turn CD)

Leader Skill: All stats x1.5 for God and Machine type cards. 7x ATK when matching 2 of Water, Wood, Light, and Heal. [2.25/110.25/2.25]

Awakenings: Healer Killer Healer Killer Healer Killer Time Extend Skill Boost Skill Lock Resist Skill Boost
Super Awakenings: 45 Skill Boost
Typing: Machine / God
Weighted Stats (Limit Break): 1007 (1309)
HP 6013 (7817) / ATK 2028 (2636) / RCV 0 (0)
Weapon Assist: 44 44 blue + orb blue + orb blue + orb RCV Latent

Pros
Cons
  • Triple Healer Killer Healer Killer in base
    • Only card available
  • 3 SB Skill Boost
  • Double Evo Killer 44 in Weapon
    • One of a kind
  • Niche usage

Zeo Megazord is another surprisingly powerful 6-star card within the Power Rangers Collab as both his forms provide a unique niche that cannot be replicated any where else.

In his base form, he is the only card that provides 3 natural Healer Killers Healer Killer. While this is a relatively niche Killer, being able to have 27x personal damage without Latents is meaningful. In addition to this, he also boasts 3 Skill Boosts Skill Boost via Super Awakenings which can help ensure actives are charged in time.

Furthermore, his Weapon Assist also provides another one-of-a-kind awakening set up.

Weapon Assist: 44 44 blue + orb blue + orb blue + orb RCV Latent
Active: Fully recovers HP; changes all orbs to Water, Wood, Light & Heal (14 turn CD)

Zeo Megazord’s Weapon Assist is the only Weapon to provide two Evolution Material Killer 44 awakenings. This grants the owning card 9x personal damage against this rare spawn and has the potential to stomp through Ranking Dungeons. With that being said, there has been somewhat of a lull in Rankings that feature this encounter. just having the option of using is invaluable.

On the other hand, the three Enhanced Water Orbs blue + orb which may help mono Water teams with sizable passive damage.


Zordan – A

Active: Changes Fire, Dark, Jammer, Poison, and Mortal Poison orbs into Water orbs. 3x Water ATK for 2 turns. (15 turn CD)

Leader Skill: Puzzle becomes a 7×6 board. HP x2, ATK x2 for Water and Light attribute cards. ATK x3 for all allies at 5+ combos. [4/36/1]

Awakenings: Bind Immune Bind Immune Water Row Water Row Water Row Water Row Imp ATK
Super Awakenings: –
Typing: Healer / God
Weighted Stats (Limit Break): 1032 (-)
HP 5878 (-) / ATK 1145 (-) / RCV 645 (-)

Pros
Cons
  • Comes as a Weapon Assist
  • Most accessible Bind Immunity Weapon
  • Powerful active
    • Double water without removing Hearts
    • 3x Water ATK for 2 turns
  • 4 Water Rows Water Row
  • Unique NA card
  • Only a Weapon Assist
  • Primarily for Water teams

Zordan is the final card within the Power Rangers Collab and is the only 6-star card to come with a single evolution option. Thankfully, this NA-exclusive Weapon Assist is able to provide the most accessible Bind Immunity due to it being available at the bottom rarity.

While several other options exist, they are all attached to higher rarity Collab/Seasonal cards or 7* GFE. As a result, Zordan will be a highly prized roll for many players with less deep Monster Boxes as they can now grant full Bind Immunity with ease.

Furthermore, Zordan provides amazing value for Water teams due to the 4 Water Rows Water Row and a powerful active. Zordan is able to provide a double orb changer that also removes Hazards without breaking Hearts. This is fantastic for setting up kill boards and the 3x Water ATK for 2 turns is just icing on the cake.

Conclusion

The Power Rangers Collab is quite a high value event due to the inclusion of Weapon Assists for every card. This grants them additional value along with the bottom rarity being home to some unique awakenings sets. Furthermore, the top rarity monsters hold several one-of-a-kind cards that cannot be replicated else where.

While the Power Rangers Collab does not feature the flashy 60% Resists of Monster Hunter, the Power Rangers Collab will give players many of their firsts in terms of Weapon Assists that provide things like Cloud , Full Bind Immunity , double Evo Killer 44, or <50% . While they may not always eclipse current options, they come at the bottom rarity unlike all the others who are locked behind top rarity Seasonal/Collab cards.

With that being said, let me know what you think about the Power Rangers Collab REM and how much you plan on rolling in the comments down below.

Happy Puzzling!

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52 thoughts on “Power Rangers Collab REM Review & Analysis – October 2019”

  1. Just FYI, if you roll ten times, the odds of you rolling at least one 7-star monster is around 75% (= 1 – 0.875^10). The Hunter Collab had better odds to roll a 7-star by far, but given the quality of the bottom-ranked monsters in the Power Ranger Collab, I’m going to roll 10.

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  2. Trash rate, and the lack of bundles is most likely for people to buy the special bargain, and one of them is me, 3 rolls no 7*

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  3. thought fatalis helped popularize hiei…. or was i just using the wrong sub for like 6 months until phenom released?

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  4. So I rolled 3 times and have less than 70 stones now, and I don’t know if I should roll more to get Zeo Megazord? I’m thinking I should quit while I’m ahead bc I got Ranger Slayer.

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    1. How much value do you think the other 6* has for you? Eg do you have those specific awakenings those weapons provide? Getting one for the first time is pretty nice imo

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  5. I got really lucky and rolled green on my one stone roll. Been using Raizer Dark team lately with Zela and a Tardis for time issues, would you say using G/B Ranger would be better lead (don’t have Zela Kitty but was using a friends to pair with Raizer?

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  6. Seeing as how this collab may not return and there aren’t any bundles. Is it safe to say that it’s ok to trade for green ranger? Especially if you have some pretty good green subs?

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  7. 30 rolls
    megazord, green, green, slayer. Unfortunately I don’t have the top tier sub pool for red or green. Megazord will fit in nice for my tifa team I needed a resolve+vdp maker

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  8. Rolled 12 times, which gave me an 80% chance of getting at least one 7-star card. But no, the RNG Gung-ho uses is highly streaky and I’m beginning to wonder whether it’s intentional. No matter because I’ve learned from Mantastic’s philosophy of rolling because there are a lot of good low-ranking monsters. In that regard I did okay. I got 4 Pink Rangers, which means one stays original and the others go to weapon assist (3 cloud blockers!). Also 3 Zeo Megazords, so one will be sold. I’m also excited about the Zordan I got because I’m always looking for bind resists in a weapon assist. 1 Yellow Ranger, but I’m not as high on this one as Mantastic is. 1 Ninjor, and I’m torn about whether to keep him original form or convert to weapon assist. 1 MM Blue Ranger that I’ll keep in original form as weapon assist is useless to me. And a very weak and useless Black Ranger. I”m most excited about all the cloud assists I got in Pink Ranger.

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  9. On my second day of only spending 30 stones today, my third & last roll hit Red Ranger as my only 7* chase. Need Blue to complete original team.

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      1. Notable greens I have are Zela, Rex, Fujin, OdinDra, Eir, Green Cotton, Super Bastet. I don’t have Bride Zela for Haohmaru team.

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  10. Off topic but last couple of week pad keep cutting out and losing dungeons in multi player mode. Someone told me to get rid of chrome and restart pad. What do you think

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  11. Four packs yielded Green Ranger, two Megazord, two Ranger Slayer, and all the other non-7star. Can’t say the rates are good, but it IS a great machine, overall. All exciting rolls. Considering a post late-game conscientious whale box, would you say it’s worth it to trade the extra Zord and Slayer along with some spare 7-star GFE for Red Ranger? Lack of a red leader in NA is problematic, and I see him getting surpassed due to the relatively poor active.. but currently his damage stick potential vs. Devils is without peer.

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    1. it is hard to say how valuable Red Ranger will be as we are still waiting for an ideal home for him

      Trading now is almost like a gamble (esp compared to trading for Slayer who is good right now) so I would say it comes down to how much you feel it will help your future pad life

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  12. I rolled 5 times (for now):
    Ninjor, Zeo Megazord, Yellow, Zordan and Ranger Slayer.
    But I have now a dilemma, should I keep base Slayer or Evo Slayer.
    I have Dark Omega and Phenom :S

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  13. Since I feel like trading for Green Ranger, what cards should be traded for it? I have a better version of Veroah and I feel like getting rid of some beach & bride creatures that are not currently being used & are not at S ranked. I want to save $ on rolling.

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