Introduction
The Fist of the North Star Collab will be making a triumphant return this coming Monday, November 18. This comes as a bit of a surprise as it has been several years since the last time this Collab returned and essentially every cards has been buffed/reworked to help them keep abreast with today’s cards.
This is a 5-Magic Stone Rare Egg Machine which is home to one of the strongest leaders in the game: Raoh . Raoh is the premier Fire leader we have been waiting for as he offers built in Follow Up Damage and can create an abusive System to clear end game content.
While this is exciting, the Collab as a whole features many weak cards and the 5-Stone cost somewhat works against them. Furthermore, due to the fact that Raoh is classified as a 7* card, he will require five, not four Trade Fodder to Monster Exchange for.
This article will cover the strengths and weaknesses of each card to give players a better understanding of what to expect in the Fist of the North Star Collab REM.
Video commentary
–video coming soon–
Overview
Fist of the North Star Collab REM Pros & Cons – November 15, 2019 |
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Pros |
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Fist of the North Star Collab REM Rarities |
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7-Star Base | ![]() ![]() ![]() |
6-Star Base | ![]() ![]() ![]() |
5-Star Base | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Fist of the North Star Collab REM Rankings – November 15, 2019 |
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A | ![]() ![]() ![]() ![]() |
B | ![]() ![]() ![]() ![]() ![]() |
C | ![]() ![]() ![]() ![]() |
D | ![]() ![]() ![]() |
Order within each tier is random and not reflective of ranking
All icons show the most evolved 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 can be acquired via the Monster Exchange system and will cost 5 fodder total consisting of 6* GFE or other 7* Fist of the North Star
Raoh – S
Active: Change Heal, Jammer, Poison, Mortal Poison orbs to Fire orbs; Charge allies’ skill by 1 turn (7 turn CD)
Leader Skill: 5x ATK and 1.5x HP for Attacker, Devil type; 2x ATK when matching 4 or more connected Fire orbs up to 4x at 8 orbs [2.25/400/1]
Awakenings:
Super Awakenings:
Typing: Attacker / Devil
Weighted Stats (Limit Break): 950 (1187)
HP 3838 (4798) / ATK 2725 (3406) / RCV 63 (79)
Weapon Assist:
Pros |
Cons |
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Raoh is the top prize within the Fist of the North Star Collab and has received numerous buffs in all his forms. In fact, this is his weakest iteration and is still quite strong but will be grossly overshadowed by his Evolved and Weapon Assist form.
The Greatest Enemy, Raoh
Active: Change Heal, Jammer, Poison, Mortal Poison orbs to Fire orbs; Charge allies’ skill by 1 turn (7 turn CD)
Leader Skill: 3.5x ATK for Fire Att.; 2x HP for Dark Att.; 5x ATK when matching 6 or more connected Fire orbs; 50000 additional damage when matching 6 or more Fire orbs [4/306.25/1]
Awakenings:
Super Awakenings:
Typing: Attacker / Devil
Weighted Stats (Limit Break): 1100 (1375)
HP 4338 (5422) / ATK 3225 (4031) / RCV 63 (79)
Weapon Assist:
Pros |
Cons |
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Raoh’s Evolved form will be the most popular evolution to pursue as it unlocks the strongest Fire leader in the game. if you have been reading my previous reviews, I constantly eluded to Fire finally gaining a premier leader through Raoh and we just have to be patient until this glorious day.
There are several factors that go into why Raoh is so powerful but in essence, he has the incredibly strong natural Follow Up Damage which trivializes Resolve spawns along with the ability to form a System.
A System is a series of actives used over the course of several turns that include Haste and are often on a 7 turn cooldown. This Haste enables players to loop their actives continuously and allows them to be used more often than normal. This is valuable for teams that are semi orb hungry (Raoh requires 6 Fire) as orb changers can be continuously used to create a steady flow of Fire orbs. To use a single active every turn, there needs to be four with Haste that have a 7 turn cooldown or less.
This continuous flow of Fire orbs will hasten clear times and can be used for even more exciting aspects. Firstly, the inclusion of so much Haste enables a single Kuroyuri to act as a 40% Healing Loop which solves the issue of 1x RCV while the constant stream of Fire orbs means Combo Orbs
can be utilized.
Up until now, Combo Orbs were difficult to fully utilize due to the 10-12 orb requirement. This is usually impossible and would mean an earlier turn is less ideal to make a future turn have additional combos. As such, the Raoh system can often produce a total of 10 Fire orbs (from actives and naturally found on board) to continuously match in blobs. This will result in a potential stream of Combo Orbs which can address the naturally lower combo count that comes from blobbing.
Depending on your sub line up and inclusion of Kuroyuri, it is possible to forgo Poison and Jammer
Resists as these orbs can be used as fodder for additional Fire orbs (eg. Raoh’s active). This results in significantly more space for inherits which means players can supplement their damage via Rows
or Enhanced Orbs
. This is important when pushing through end game content as spawns often have gargantuan amounts of health and having additional passive damage can make all the difference.
In essence, Raoh is an incredible card and dupes are quite ideal due to the System potential and makes him worth Monster Exchanging for as he can catapult your account into new and difficult content.
Some possible options for System subs includes Squall , Nidhogg
, Antares
, and Raoh. As for leader pairings, another Raoh is still reasonable due to the extra Haste while Nakoruru’s
7×6 board offers a different play style.
Weapon Assist:
Active: Change top-most row & bottom-most row into Fire orbs. Reduces cooldown of other skills by 1 turn. (14 turn CD)
Pros |
Cons |
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Raoh’s Weapon Assist is incredibly strong for his own team. This creates an amusing catch-22 as you need Raoh (and possibly dupes) to create a powerful team and one of his best inherits is himself.
By being able to provide 4 Resists along with a valuable active and Fire Rows gives everything you want in an inherit: defensive aspects, offensive traits, and an active you want to use.
With that being said, you should only consider this Weapon Assist if you have dupes and are able to field a powerful team without an extra Raoh.
Kenshiro – A
Active: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, increase orb move time by 7 seconds; Enhance all orbs (9 turn CD)
Leader Skill: 2x ATK & RCV for Physical, Attacker type; 8x ATK and reduce damage taken by 25% when matching 4 or more colors [1/256/4/43.75%]
Awakenings:
Super Awakenings:
Typing: Physical / Attacker
Weighted Stats (Limit Break): 950 (1187)
HP 4905 (6131) / ATK 2170 (2712) / RCV 76 (95)
Weapon Assist:
Pros |
Cons |
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Kenshiro is the second 7-star card within the Fist of the North Star Collab and is a reasonable card overall as his Evolved and Weapon Assist forms have merits.
With that being said, his Base form’s appeal will be the 100% Jammer Resist . While this is equivalent to 5 awakenings, Jammers are arguably the least dangerous and are often an after thought when team building. As such, the value Kenshiro’s base form provides will be mediocre overall.
Kenshiro
Active: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, increase orb move time by 7 seconds; Enhance all orbs (9 turn CD)
Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 5x ATK when 7 or more combos [1/225/1/57.75%]
Awakenings:
Super Awakenings:
Typing: Physical / Attacker
Weighted Stats (Limit Break): 1100 (1375)
HP 6405 (8006) / ATK 2170 (2712) / RCV 76 (95)
Weapon Assist:
Pros |
Cons |
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Kenshiro’s evolved form is able to provide 18x personal damage when above 80% HP which is quite impressive and will enable him to sweep through the majority of monsters. Sadly, he lacks a VDP which means his offensive prowess will be wasted on Void spawns along with 80% HP being sometime difficult to maintain.
Don’t get me wrong, not all cards need to have VDP to succeed but considering all Kenshiro’s awakenings are tied to personal damage (and not team damage via Rows/Orb Enhances), he will be providing little value against Void spawns. This is certainly a drawback and is worth considering when thinking about using Kenshiro as a sub.
On the other hand, Kenshiro is able to form a modest team that has a Damage Reduction/ATK multiplier tied to his current HP. While above 50%, players will enjoy a respectable ATK multiplier and Damage Reduction. When below Kenshiro becomes a bit like a fish out of water: vulnerable and probably dead.
This is because multi hits will deal their full damage when pushing your team below 50% which is almost always going to be death due to no Effective HP at that point. Furthermore, Kenshiro does not come with self healing and will be reliant on subs to replenish health. One important aspect is that if you are below 50%, you cannot tap into your full ATK multiplier and may become stuck in a loop where you can heal up past 50% and then get hit and drop back down.
Weapon Assist:
Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Change all enemies attributes to Wood. ( Ignores status shield ) (20 turn CD)
Pros |
Cons |
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Kenshiro’s Weapon Assist features a lengthy 20 turn cooldown which helps prevent it from accidentally charging up. This is valuable in longer content and gives more wiggle room for stalling through difficult encounters.
Furthermore, this can be viewed as an upgraded Trojan Horse as it provides an additional Poison Resist
. This can open up inheritance options as players are more likely to achieve 100% protection with fewer assists and means they can actually inherit something they want.
This will often result in an offensive Weapon Assist as being able to passively improve your team’s damage is valuable in end game content.
With this in mind, I would be more inclined to pursue this form over his Base or Evolved form as a 4 Resist Weapon Assist is still relatively rare.
Kaioh – A
Active: Change far left column and far right column to Dark orbs; Charge allies’ skill by 1 turn (9 turn CD)
Leader Skill: [No skyfall] 8x ATK for Dark Att.; 100x ATK additional damage when matching orbs [1/64/1]
Awakenings:
Super Awakenings:
Typing: Devil
Weighted Stats (Limit Break): 1000 (1250)
HP 7603 (9504) / ATK 1200 (1500) / RCV 0 (0)
Pros |
Cons |
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Kaioh is the final 7* card within the Fist of the North Star Collab and his Base form provides an interesting option for farming. He provides an unconditional 100x ATK Follow Up Damage when matching any orbs. This differs from things like Ina or Raoh
as it is not True Damage so things with high DEF may not die.
With that being said, the main appeal is of Follow Up Damage is the ability to kill Resolve spawns without a Follow Up Attack . Furthermore, the No Skyfalls provide a faster clear time with the 8x damage being unconditional.
Unfortunately, the multipliers and awakenings are only suitable certain Farming builds where stronger multipliers are not required.
Creator of the New Century, Kaioh
Active: Change far left column and far right column to Dark orbs; Charge allies’ skill by 1 turn (9 turn CD)
Leader Skill: 1.5x all stats for Dark Att.; 4x ATK when 5 or more combos; 3x ATK and increase combo by 2 when matching 9 or more connected Dark orbs at once [2.25/324/2.25]
Awakenings:
Super Awakenings:
Typing: Devil / Physical
Weighted Stats (Limit Break): 1100 (1375)
HP 8603 (10754) / ATK 1200 (1500) / RCV 0 (0)
Pros |
Cons |
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Kaioh’s Evolved form reminds me most of Beach Veroah as both leaders rely on matching 9 connected orbs to deal damage and gain additional combos. This has led to truly interesting applications for Beach Veroah for both Farming and end game content as her solid 4x HP and 324x ATK and strong sub pool carries her forward.
While Kaioh has the same ATK, he provides less HP but has an RCV multiplier. This is a worse trade as Kaioh will be unable to survive as large preemptives along with him only providing +2, not 3 combos. This net -2 difference will make it harder to overcome combo shields along with lower overall damage.
6 Star base
Toki – A
Active: For 1 turn, reduce damage taken by 100%; Remove all binds; Reduce unable to match orbs effect by 5 turns (13 turn CD)
Leader Skill: 5x ATK and 1.5x HP for Healer, Attacker type; 2x ATK when matching 4 or more connected Water orbs up to 4x at 8 orbs [2.25/400/1]
Awakenings:
Super Awakenings:
Typing: Attacker / Healer
Weighted Stats (Limit Break): 910 (1138)
HP 2315 (2894) / ATK 2007 (2509) / RCV 832 (1040)
Pros |
Cons |
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Base Toki is the first 6-star card within the Fist of the North Star Collab and comes with the still relatively rare ability to reduce unable to match X orbs mechanic.
For the most part, this mechanic is seldom seen, but can be lethal if not properly prepared. As a result, having one of these types of actives can greatly increase clear capabilities.
Unfortunately, Base Toki’s overall kit will struggle to find an ideal place to use him on. This is because his awakenings are somewhat generic in that they offer nothing special and while his Leader Skill has high multipliers, it is restricted to Healer and Attacker types while also being orb hungry.
The Man who aimed to be the Ken-oh, Toki
Active: For 1 turn, reduce damage taken by 100%; Remove all binds; Reduce unable to match orbs effect by 5 turns (13 turn CD)
Leader Skill: 3x ATK and increase combo by 1 when matching 4 or more connected Water and Light orbs at once; 6x ATK for Water Att.; 2x HP for Light Att. [4/324/1]
Awakenings:
Super Awakenings:
Typing: Attacker / Healer
Weighted Stats (Limit Break): 1000 (1250)
HP 2815 (3519) / ATK 2207 (2759) / RCV 832 (1040)
Pros |
Cons |
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Toki’s Evolved form has a much easier team building restrictions as cards only have to be Water to gain the high ATK multiplier. While a card must have Light for HP, it is possible to only use a few subs with Light as your HP should be high enough for most things outside of Goemon preemptives with some non-Light subs.
Regardless, Toki’s activation requirements are reasonable as players only have to match a 4 Water and Light at the same time. This will increase combo count by 1 per leader and makes overcoming combo shields much easier while offsetting the potential combo loss with a match 4.
While Toki should be able to clear plenty of content, he will still be outclassed by other options and has some innate drawbacks. His active (while powerful) is redundant with 2 leaders and does not remove Awoken Binds. This is strange and you are somewhat overpaying for a longer cooldown to include regular Binds. Furthermore, players must be mindful of which board changers they bring as Toki must match Light and Water.
Yuria – A
Active: For 3 turns, Heal orbs are more likely to appear by 15%; Create 3 Heal orbs over non Light orbs (5 turn CD)
Leader Skill: 2x ATK and reduce damage taken by 25% when matching 1+ Heal combos; 6x ATK when matching 4 or more connected Light orbs up to 8x at 6 orbs [1/256/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Healer
Weighted Stats (Limit Break): 904 (1130)
HP 3685 (4606) / ATK 1255 (1569) / RCV 854 (1068)
Pros |
Cons |
Yuria is now the only Light card to have 3 Enhanced Heal Orb awakenings due to the fact that Kanan
will most likely never return. This gives her a unique niche as she can act as the strongest healing solution for Light teams while also providing some passive damage via Rows
and utility via SFUA
.
As a whole package, Yuria is a solid support sub and the only major drawback is a lower dependency on Enhanced Heal Orbs for Light teams due to Tifa .
Tifa provides 6x RCV which is usually more than enough for the vast majority of content and being able to heal even more is somewhat overkill. This is not to say that Enhanced Heal Orbs have no value, it is just they play a lesser role on Tifa teams outside of content that features numerous RCV debuffs.
With that being said, if the meta shifts away from Tifa, Yuria may become more valuable if the new leaders have high HP, low RCV.
Leader of the Hokuto Army, Bat – C
Active: Delay enemies for 2 turns; Reduce binds and awoken skill binds by 7 turns (11 turn CD)
Leader Skill: 3x ATK & RCV for Light Att.; Increase orb movement time by 3 seconds; 3x ATK and increase combo by 2 when matching 4 or more colors [1/81/9]
Awakenings:
Super Awakenings:
Typing: Attacker / Physical
Weighted Stats (Limit Break): 908 (1136)
HP 4575 (5719) / ATK 2125 (2656) / RCV 78 (98)
Pros |
Cons |
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Bat is the final 6-star card within the Fist of the North Star Collab and features a kit that performs best on 7×6. This is because 10 Combos is unlikely to be achieved on a regular 6×5 board and the majority of his personal damage is tied here.
As such, using him on Tifa can allow him to deal meaningful damage and also function as a Bind / Awoken Bind clearing option. While these two aspects are pleasant, Bat faces extreme competition from other Light subs (eg.
) which will make it difficult to justify using.
The main reason for this is a lack of VDP which negates his high personal damage against Void spawns while the three Dark Damage Reductions
are nice but not practical. If they had been Fire Reduction it could have been more useful as the largest preemptives (Goemon and Tsubaki) are both Fire.
5 Star base
Nanto Seiken Master, Shin – B
Active: Deal 77 fixed damage to an enemy; Create 7 Light orbs (7 turn CD)
Leader Skill: 2.5x ATK and 1.5x RCV for Devil type [1/6.25/2.25]
Awakenings:
Super Awakenings:
Typing: Devil
Weighted Stats (Limit Break): 710 (923)
HP 3110 (4043) / ATK 1640 (2132) / RCV 212 (276)
Pros |
Cons |
Shin is the first 5-star card within the Fist of the North Star Collab and is one of two cards in North America who has three Physical Killers . These provide Shin with 27x personal damage when facing these spawns and can have merits in Farming or Ranking dungeon situations.
Without latents, Shin has the highest potential for Light but if Yellow Ranger has latents, they will deal more damage.
Beyond this, there are relatively few applications for Shin but being exceptionally good at one niche is still better than a generalist.
The Successor of Nanto Suicho Ken, Rei – C
Active: Change Heal, Jammer, Poison, Mortal Poison orbs to Water orbs; For 1 turn, 1.3x ATK for Attacker type (6 turn CD)
Leader Skill: 3x ATK and 1.5x HP for Attacker type; 3x ATK for each cross of 5 Water orbs [2.25/729/1]
Awakenings:
Super Awakenings:
Typing: Attacker
Weighted Stats (Limit Break): 817 (1062)
HP 2520 (3276) / ATK 2202 (2863) / RCV 374 (486)
Pros |
Cons |
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Rei will mostly be used as a transitional sub for newer players as his awakenings and stats are average overall and he falls more into a generalist category.
A generalist is someone who can do several things modestly well but does not excel in any particular area. This gives them flexibility and are often used in lieu of stronger options.
As such, Rei may find most usage from newer accounts as he can fulfill a generic Water sub reasonably well but will quickly be replaced when stronger options become available.
Nanto Kokakuken Master, Juda – D
Active: Deal 49 fixed damage to an enemy; Create 2 Wood, Dark orbs (3 turn CD)
Leader Skill: 3.5x ATK when matching 7 or more connected Wood orbs [1/12.25/1]
Awakenings:
Super Awakenings:
Typing: Balance
Weighted Stats (Limit Break): 710 (923)
HP 3205 (4166) / ATK 1325 (1722) / RCV 373 (485)
Pros |
Cons |
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Juda is a disappointing card within the Fist of the North Star Collab as they feel like they belong from a long distant era of PAD. This is because they do not provide much of anything in terms of awakenings or active skill.
Being able to deal 49 True Damage had some relevance against Dark Metatron Tamadras found in some dungeons but with the invention of VDP and stronger Leader Skills, there is no need for this. Furthermore, the mix of different colour Rows and a lack of Skill Boost
hinders the chance of them being used.
Nanto Hakuroken Master, Shew – D
Active: Replace all orbs (6 turn CD)
Leader Skill: 2x ATK for Attacker type; May survive when HP is reduced to 0 (HP>50%) [1/4/1]
Awakenings:
Super Awakenings:
Typing: Attacker
Weighted Stats (Limit Break): 710 (924)
HP 2980 (3874) / ATK 1870 (2431) / RCV 115 (150)
Pros |
Cons |
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Shew is the second disappointing card who may have a newer awakening () but still feels several years out of date. This is because their low Weighted Stats, lack of enough useful awakenings, and low value active means they may most likely end up collecting dust. While the 4 TPA
may sound appealing, he does not have high base ATK along with only owning 4 with few other awakenings.
Of course there is always a chance Fist of the North Star gets buffed again in the future giving all cards Weapon Assist , it is still a long shot and not likely to happen.
Holy Emperor, Thouzer – B
Active: Change 3rd row from bottom to Light orbs; Change 3rd column from right to Light orbs (9 turn CD)
Leader Skill: 1.5x HP for Devil type; 3x ATK for each cross of 5 Light orbs [2.25/81/1]
Awakenings:
Super Awakenings:
Typing: Devil
Weighted Stats (Limit Break): 709 (922)
HP 3485 (4530) / ATK 1624 (2111) / RCV 108 (140)
Pros |
Cons |
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Thouzer is one of the older cards people remember from the Fist of the North Star Collab as his active became amazingly strong for farming set ups after using a mono colour board changer.
This would result in 20-10 board which can be easily solved into various patterns and was unique for a prolong period of time.
Fortunately, we now have many more options for producing a fixed number of orbs through double row makers or other cards with a similar type of active. Having more options is great for the average player as they are more likely to have one of these but is less ideal for Thouzer as he has lost his specialized niche.
Unrequited Warrior Woman, Mamiya – D
Active: Change Water, Jammer, Poison, Mortal Poison orbs to Fire orbs; Recover 30% of max HP (6 turn CD)
Leader Skill: 2.5x ATK and 1.5x RCV for Healer type [1/6.25/2.25]
Awakenings:
Super Awakenings:
Typing: Healer
Weighted Stats (Limit Break): 710 (923)
HP 2393 (3111) / ATK 1028 (1336) / RCV 795 (1034)
Pros |
Cons |
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Mamiya is another underwhelming card within the Fist of the North Star Collab as she does not provide anything meaningful. Her awakenings are all over the place and while having a passive 28% Dark Damage Reduction sounds cool, it really does not do anything unless you are set on cheesing a specific spawn.
Five Stars of Nanto, Juza of the Clouds – B
Active: Deal Light damage to an enemy depending on HP level (200x at 1 HP and 20x at 100% HP); For 4 turns, 2x ATK for Light Att. (10 turn CD)
Leader Skill: 3.5x ATK and 0.5x RCV; 1.5x ATK for Attacker type when below 20% HP [1/27.56/0.25]
Awakenings:
Super Awakenings:
Typing: Attacker
Weighted Stats (Limit Break): 712 (925)
HP 2343 (3046) / ATK 2102 (2733) / RCV 171 (222)
Pros |
Cons |
Juza will be setting a trend for the remaining cards within the Fist of the North Star Collab as he features two Coop Boost awakenings and a single Skill Boost
plus passive team damage awakenings.
The Coop Boost helps correct his lackluster Weighted Stats and inflates his already higher ATK to more lethal value for Buttoning. The idea with Button Farming is to inherit an active that cares about a monster’s ATK to deal damage. Thus, inflating the value with Coop Boost is a viable option.
With that being said, Juza can either inherit a stronger Button or Coop Boost as he comes with a natural 200x Button when at 1 HP. This can enable him to execute a spawn with a push of a Button and can significantly hasten clear times.
With that being said, Juza has little value outside of Coop farming.
Five Stars of Nanto, Fudo of the Mountains – C
Active: Deal 30x Wood damage to an enemy; For 4 turns, 2x ATK for Wood Att. (10 turn CD)
Leader Skill: 4x ATK when below 20% HP; May survive when HP is reduced to 0 (HP>50%) [1/16/1]
Awakenings:
Super Awakenings:
Typing: Physical
Weighted Stats (Limit Break): 710 (922)
HP 4448 (5782) / ATK 1318 (1713) / RCV 4 (5)
Pros |
Cons |
Fudo has nearly the same kit as Juza but trades Orb Enhance for Wood Rows . These provide a sizable amount of passive damage to the team assuming the conditions are met but Fudo suffers from lower ATK.
The main goal of a double Coop Boost card is to deal meaningful damage when using a Button-style active. This works best when the base card has high ATK as the Button will usually scale with it. Thus, by having significantly lower ATK compared to other options, Fudo will be less effective in his role.
Five Stars of Nanto, Rihaku of the Ocean – C
Active: Deal Water damage equal to 10x of team’s total Water ATK to an enemy; For 4 turns, 2x ATK for Water Att. (10 turn CD)
Leader Skill: 2x ATK when 3 or more combos up to 3x at 5 combos; Increase orb movement time by 2 seconds [1/9/1]
Awakenings:
Super Awakenings:
Typing: Balance
Weighted Stats (Limit Break): 709 (922)
HP 3055 (3972) / ATK 1429 (1858) / RCV 353 (459)
Pros |
Cons |
Rihaku follows the same trend of double Coop Boost and is unfortunately like Fudo as he also has low base ATK. This will dramatically lower his Buttoning potential and is more likely to be passed over for stronger options.
Nanto Goshasei, Huey of the Wind – B
Active: Change far right column to Wood orbs; Enhance all Wood orbs (5 turn CD)
Leader Skill: 3x ATK for Wood Att. when HP is full; 1.5x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [1/20.25/1]
Awakenings:
Super Awakenings:
Typing: Attacker
Weighted Stats (Limit Break): 710 (923)
HP 2375 (3088) / ATK 2005 (2606) / RCV 215 (280)
Pros |
Cons |
Jubei Yagyu is yet another double Coop Boost card within the Fist of the North Star Collab but is one of the stronger ones due to the 5 turn base cooldown paired with higher ATK.
While 2,606 at level 110 may not be the highest overall, it is high among double Coop Boost cards and can give players and edge when Buttoning through content.
With that being said, Jubei will almost only be used in a Coop farming setting as their base stats are terribly low and the Enhanced Orbs will not justify their inclusion.
Five Stars of Nanto, Shuren of the Flames – B
Active: Change far right column to Fire orbs; Enhance all Fire orbs (5 turn CD)
Leader Skill: 2.5x ATK when matching 2+ Fire combos; 1.5x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [1/14.06/1]
Awakenings:
Super Awakenings:
Typing: Attacker
Weighted Stats (Limit Break): 709 (922)
HP 2658 (3455) / ATK 2193 (2851) / RCV 15 (20)
Pros |
Cons |
Shuren is the final card within the Fist of the North Star Collab and has the highest ATK of all the double Coop Boost cards in this event. While the difference is small, it may be all you need to overcome a specific floor when using a Button.
Furthermore, his 5 turn cooldown helps charge up the desired active with relative ease. Sadly, his main value is through Coop Button Farming which may not be desirable for all players.
Do I plan to roll?
I do not plan to roll in the Fist of the North Star Collab due to Raoh being the only major prize with Yuria
gaining merit if the meta shifts away from Tifa. For my 5* pick, I chose Shin
because he comes ready to use as a powerful Physical Killer card.
My Dream Rolls |
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7*
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6*
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5*
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The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box and goals and whether or not I have dupes.
Conclusion
The Fist of the North Star Collab returns have several long years and has bestowed buffs to all featured cards. While this has helped create the super star Raoh , it has still left many 5-star cards with almost no value.
This is problematic as they will be by far the most common roll and no one wants numerous Shews. This is often the fate of 5-Stone machines as their lower cost usually promotes filler cards along with the top value cards being difficult to roll.
As such, if you are GungHo on Raoh, it would be best to utilize the Monster Exchange for him and simply avoid the rest of the event.
With that being said, let me know what you think about the Fist of the North Star Collab REM and how much you plan on rolling in the comments down below.
Happy Puzzling!
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will you be rolling in these or exchanging for raoh at all?
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Thank you for your review. It was very helpful. I like this new “dream roll” feature.
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Glad you enjoy this dream roll feature! It seemed to be a common question so I thought it can go right in the article moving forward
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Can a Raoh team with no Raoh subs still work well? I’m just curious bc Nidhogg is a farmable.
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It can still work for sure, just need Bind Immune Weapons and be aware that Nidhoggs don’t have VDP
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Spelling Fix: You named a 5* card as 2nd Player Colour Jubei Yagyu (A card from Samurai Shodown) but the name should actually be 5 Stars of Nanto, Huey of the Wind
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Thank you for the keen eye and it has been corrected =)
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not sure if this is worth rolling, raoh does seem like a decent card to go for, but the question is how long can he hold on to his throne, you know how fast the game meta changes nowadays….
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Built in Follow Up Damage is the best leader skill mechanic at this point in time and his kit has great synergy with himself.
I doubt he will be powercrept any time soon and may become stronger as more leader pairing are released
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I know Raoh is an amazing card, but not being a cute girl is still a con that should be listed.
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Very good point 😉
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I’m a little surprised on the cons side of each card “not Roah” (except Roah of course) isn’t listed.
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Perhaps next time !
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10 stones spent to get Raoh
Soooo lucky !!
Now I can use myself with the 7×6 fire girl I got from Samurai Collab
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You can always pair with a friend instead of having your own which means you can save your stones etc
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Typo: Rei’s list of pros contains “Tape Resist [physical killer icon] via SA”; awakening icon should probably be Tape Resist.
(and lest you believe I just come here to point out editing issues, thanks for the guide!)
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Thank you for the keen eye! Must have had the physical killer still on c/p from Shin (I write my articles in sections as I do the format/unit info and stats and then write the actual review after all of this is done
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Hi!
Do potential Raoh subs (Squall, Nidhogg, Antares) have an order of preference? I currently possess two Raohs. After one Kuri, that leaves me with two slots open. Should I place two Squalls?
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None of them are bind immune which can place the system in jeopardy
Squall removes hazards and enhances whereas Antares does not enhance so I would favour Squall more
Nidhogg provides rows and produces jammers which can be ammunition for your other actives
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Dantalion’s red/purple evolution has a seven turn haste so it could also be used for a Raoh system. Though I’d guess there’s better cards for this as it’d be forgoing Dantalion’s mega awoken evolution, which has a different active.
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Dantalion’s Dark form only produces 3 Fire which may not be enough to activate which may be a hindrance in itself as the Hearts are less needed
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Fantastic Mantastic! Love your Collab write ups!
Think about trading kenshiro, yuria, Toki, dupe gremory and dupe blodin for Raoh. I can make a solid Raoh team. Do you think it’s worth?
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I rolled 5 times and got all 3 6-star rarity monsters. How valuable is Raoh compared to all these others?
My dilemma is that Raoh is amazing value and obviously the prize of the event, but trading is extremely expensive. Also, I don’t know how much value the 6-star cards have in comparison to Raoh, but I feel like all three 6-stars may be worth less (?) than Raoh? Furthermore, the collab 6-stars will not have trade value after this event… and I have the dupe GFEs to make it work.
Sub-wise, I got Dark Omega and Sonia Another (which I don’t use atm). What do you think I should do with these 6-stars: keep or trade?
Thank you for your review Mantastic! Great stuff as always.
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Of the 6-stars, I only foresee Yuria being truly viable moving forward if Tifa is dethroned. Bat is awkward and Toki is solid but will fall off in time
For trading, do you think having Raoh will actually advance your progress? Do you have a solution to the 1x RCV?
Raoh is often worth trading for assuming you can field a team that is better compared to what you have right now
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My current best team is d meta, romega, and Genjuro/Ina. Would a Raoh go further with more ease than these teams?
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My(Rusley) comment above BTW
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Raoh and Ina are comparable assuming ideal subs but for yourself, the main weakness of Genjuro pairing is less Effective HP
With that being said, who would you populate your teams with?
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I have a fully loaded Zela Kitty team and a weird Shiki/Fatalis (or Fatalis/Fatalis) team. I don’t know if I could field a better team with Raoh but if the 6-stars are not very useful (except maybe Yuria), I would rather trade them in for something far more useful.
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Do you feel your Raoh team would be able to surpass your Zela Kitty team? I do agree that the 6* (outside Yuria) will decline over time and if you can put them to use now, it may be worthwhile
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Valentine Sonia is one of the best leader pairing for Roah.
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She is definitely a great pairing!
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Argh.
Rolled ken and toki…. so now I’m out of stones and more or less halfway to raoh.
I have a ralg i could pair with and a ton of antares so maybe that’s good enough.
I imagine i won’t be able to use ken and toki to trade in future events so do you think I should trade their muscley butts in now….i imagine they won’t get buffed enough to stay relevant when/if collab comes back.
Honestly I should have held off and waited for something else.
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Kenshiro has the most chance of being buffed due to 7* status and his weapon assist is pretty good. Toki will probably never ascend higher than he is right now
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Thanks! Your reply brought me luck… rolled once more and got the Raoh. Now I can keep Ken and Toki.
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Wow congrats!
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Thank you Mantastic ! Don’t you think Kaioh deserve a S rank ? He is sooo cool.
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His two forms are nice but no where near the same league as Raoh
Maybe if he get a spicy Weapon Assist in the future
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What about pairing him with ina? Apparently its top tier on those naughty lists.
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What are these naughty lists? With Ina pairing, you have 2.25x HP/RCV which is kind of awkward along with having a 9-orb clause
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How about Yda in stead of squall. Has better awakenings even if it doesnt have the haste
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Without the Haste, Lyse does not help close the active skill loop
Of course, a System is not required and she can function as a solid sub
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Bit of a dilemma – free and $1 roll both coughed up diamonds, but I have nothing else to exchange…. I kinda feel obligated to go for it and aim for 3 more diamonds.
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Rolling for Diamonds will result in lots of sadness as the rates are quite lackluster
I would just take your winnings and move on. Btw, which ones did you roll?
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Bat x2
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Partial sadness?
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Hi Mantastic,
Thanks for the thorough review of the collab cards!
My Main was lucky enough to roll Roah after 7 stone rolls. I am trying to make a decision whether I should trade for Roah on my Alt which has Nakoruru and Kuroyuri (two), Squall, Nidhogg , Antares (the awoken form though).
Do you think it is ok if I do not trade for my Alt but to use Nakoruru to pair with my Main? My Main also has Dark Elena for 99 turns of fire orbs skyfall.
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My Alt’s current strongest teams are B&J and DMeta, and the trading folder available for Roah are the following:
One dupe of each: Base Cotton, Ryune, ROdin, Gremory and Aten
One copy of each: Bat, Kaioh
Thanks!!!
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Ah seeing this now
You can successfully trade away your GFE dupes and acquire Raoh or maybe 4 GFE and Bat.
Bat is a 6*, not very good at the moment, and unlikely to become truly amazing. As such, using him as a Trade Fodder may be better since you can save a GFE for the future
I would save Kaioh due to 7* and chance he gets upgraded/weapon assist in the future
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That sounds good, thanks a lot!!!
I tend to save Aten as it has not received a mega awoken form, and will trade Base Cotton, Ryune, ROdin, Gremory and Bat for Roah then. I am actually surprised that Bat can be used as a trade folder…This could be the only chance to use him as a trade folder, so I still want to catch the train lol
Thanks again for your advice!
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You are very welcome and hope you enjoy Raoh!
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Trading for a Raoh will just provide a stronger System which can be seen as an upgrade but is probably not needed.
On the other hand, Raoh will most likely remain relevant for a while so owning him is great if a new pairing emerges
In the end, your alt is probably fine without trading
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Is there any niche use to Raoh devidra?
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No since its not a True Gravity
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Kaioh worth it for easy access to ina teams?
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To trade for? I would say no. To use if you rolled, go for it
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Thinking of trading for Raoh. Do not have Ralg, but I do have three Antares and a Nidhogg. Awoken Antares would be the best evo, yeah?
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You do not have to go for a System with Raoh, it is simply a possibility and your subs will all be vulnerable to binds which may be an issue
As for Antares, the Awoken form is 8 turn CD which is one turn too long for a System but should be okay
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