Fist of the North Star Collab REM Review & Analysis – November 2019

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. 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
Pros
Cons
  • Raoh Raoh
  • Raoh Raoh
  • Raoh Raoh
  • Raoh Raoh
    • 4 makes a System
  • Many 5* cards have questionable value
    • None have Weapon Assists
  • 7* cards exist
    • Slightly higher Exchange costs
  • Terrible rolling rates
Fist of the North Star Collab REM Rarities
7-Star Base Raoh kenshiro
6-Star Base toki yuria 
5-Star Base shin rei juda shew thouzer 1875
juza fudo rihaku huey nano
Fist of the North Star Collab REM Rankings – November 15, 2019
S Raoh
A kenshiro toki yuria
B shin thouzer juza huey nano
C rei fudo rihaku
D juda shew 1875

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: Fire Row Dark row Fire Row Skill Lock Resist  Fire Row Fire Row
Super Awakenings: 45  
Typing:
Attacker / Devil
Weighted Stats (Limit Break): 950 (1187)
HP 3838 (4798) / ATK 2725 (3406) / RCV 63 (79)
Weapon Assist: Blind Resist Blind Resist Jammer Resist Poison resist Fire Row Fire Row Imp ATK

Pros
Cons
  • Super Blind Resist
    • 100% coverage
  • Synergistic awakenings for Evolved form
  • Evolved form is king
  • Weapon Assist is strong
  • Hard to justify this form
  • Not Bind Immune

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.

Raoh 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: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45
Super Awakenings: 45  
Typing:
Attacker / Devil
Weighted Stats (Limit Break): 1100 (1375)
HP 4338 (5422) / ATK 3225 (4031) / RCV 63 (79)
Weapon Assist: Blind Resist Blind Resist Jammer Resist Poison resist Fire Row Fire Row Imp ATK

Pros
Cons
  • Premier Fire leader
  • Can form a System
    • Utilizing Haste to continuously cycle actives
    • Can use Combo Orbs
    • Requires four 7 turn CDs with Haste
    • Raoh provides Haste
    • Can use a single Kuroyuri
  • Built in Follow Up Damage
    • Counters Resolve spawns
  • Valuable awakenings
  • Can pair with various leaders
    • Eg. Nakoruru
  • Worth Monster Exchanging for
    • Assuming you can field a team
  • Requires Dark for HP multiplier
  • No natural Damage Reduction
    • Vulnerable to Gravity + Hit

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 Poison resist and Jammer Jammer Resist 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 Fire Row or Enhanced Orbs Enhnaced Fire Orb. 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 Squall, Nidhogg , Antares 3054, 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: Blind Resist Blind Resist Jammer Resist Poison resist Fire Row Fire Row Imp ATK
Active: Change top-most row & bottom-most row into Fire orbs. Reduces cooldown of other skills by 1 turn. (14 turn CD)

Pros
Cons
  • Provides four Resists
  • Fire Rows Fire Row for Raoh
  • Valuable active
  • Comes from Raoh
    • Never enough Raohs

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: Skill Boost Skill Boost TPA TPA Skill Lock Resist  TPA Skill Lock Resist
Super Awakenings:  Skill Boost
Typing:
Physical / Attacker
Weighted Stats (Limit Break): 950 (1187)
HP 4905 (6131) / ATK 2170 (2712) / RCV 76 (95)
Weapon Assist: Poison resist Poison resist Blind Resist Jammer Resist Time Extend Imp HP

Pros
Cons
  • Super Jammer Resist
    • Provides 100% protection
  • Underwhelming active
    • Long CD for what it does
  • Not bind immune
  • Does not provide too much overall

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 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: Bind Immune Bind Immune Skill Boost Skill Boost 45 45 45
Super Awakenings:  Skill Boost
Typing:
Physical / Attacker
Weighted Stats (Limit Break): 1100 (1375)
HP 6405 (8006) / ATK 2170 (2712) / RCV 76 (95)
Weapon Assist: Poison resist Poison resist Blind Resist Jammer Resist Time Extend Imp HP

Pros
Cons
  • High offensive capabilities
    • 18x personal damage when above 80% HP
  • Underwhelming active
    • Long CD for what it does
  • Does not have VDP
    • Large offense wasted on Void spawns
  • HP conditional LS

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: Poison resist Poison resist Blind Resist Jammer Resist Time Extend Imp HP
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
  • 20 turn cooldown
    • Less likely to charge up
  • 4 Resists
  • Does not provide offensive aspects
    • Minor detail
    • 4 Resists make up for it
    • Just looks ideal compared to Raoh’s Weapon

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 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: Skill Boost Skill Lock Resist Time Extend Time Extend Fire resist Water Red Wood resist Light reduction Dark Reduction
Super Awakenings:  45
Typing:
Devil
Weighted Stats (Limit Break): 1000 (1250)
HP 7603 (9504) / ATK 1200 (1500) / RCV 0 (0)

Pros
Cons
  • Built in Follow Up Damage
    • 100x card’s ATK
  • No Skyfalls
    • Faster farming
  • Only for farming

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 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: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend  45
Super Awakenings:  45
Typing:
Devil / Physical
Weighted Stats (Limit Break): 1100 (1375)
HP 8603 (10754) / ATK 1200 (1500) / RCV 0 (0)

Pros
Cons
  • Interesting Leader Skill
    • Similar to Beach Veroah
    • Less HP, more RCV multipliers
    • +2 not 3 combos
  • Active provides up to 10 Dark + Haste
  • Requires 9 Dark orbs
  • 9 turn cooldown
    • Harder to System

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: Bind Immune Bind Immune Skill Boost Water Row Skill Lock Resist Bind Clear awakening Skill Boost
Super Awakenings: TPA 
Typing:
Attacker / Healer
Weighted Stats (Limit Break): 910 (1138)
HP 2315 (2894) / ATK 2007 (2509) / RCV 832 (1040)

Pros
Cons
  • Clears 5 turns unable to match X orbs mechanic
    • Still relatively rare
  • Strong LS multipliers
  • Does not remove Awoken Binds
  • LS restricted to Healer or Attacker
  • Active is redundant with 2 leaders

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.

toki 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: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost TPA TPA 45 45
Super Awakenings: TPA 
Typing:
Attacker / Healer
Weighted Stats (Limit Break): 1000 (1250)
HP 2815 (3519) / ATK 2207 (2759) / RCV 832 (1040)

Pros
Cons
  • 3 Skill Boosts Skill Boost
  • Clears 5 turns unable to match X orbs mechanic
    • Still relatively rare
  • Strong Leader Skill
    • Add +1 combo
  • Somewhat generic awakenings
  • Active is redundant with 2 leaders
  • LS requires match 4 Light & Water
  • LS ideally uses Water/Light cards

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 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: Light Row +heart Skill Boost Skill Lock Resist +heart +heart Light Row
Super Awakenings:
Typing:
Healer
Weighted Stats (Limit Break): 904 (1130)
HP 3685 (4606) / ATK 1255 (1569) / RCV 854 (1068)

Pros
Cons
  • Healing solution via Enhanced Heal Orbs +heart
    • High RCV
    • Alternative to Kanan
  • 5 turn cooldown
  • 2 Light Rows Light Row
  • Gains SFUA via SA
  • RCV is somewhat solved via Tifa

Yuria is now the only Light card to have 3 Enhanced Heal Orb +heart 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 Light Row 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: Bind Clear awakening Skill Lock Resist Time Extend Dark Reduction Dark Reduction Dark Reduction
Super Awakenings:  45
Typing:
Attacker / Physical
Weighted Stats (Limit Break): 908 (1136)
HP 4575 (5719) / ATK 2125 (2656) / RCV 78 (98)

Pros
Cons
  • High damage on 7×6
  • 7 turns Bind & Awoken Bind clear
  • No VDP
    • High damage is wasted vs Voids
  • Reliant on 7×6
  • Several “dead” awakenings
  • Light has many superstar subs

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 Dark Reduction 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

shin 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: TPA Time Extend Light Row Skill Boost physical killer physical killer physical killer
Super Awakenings: TPA
Typing:
Devil
Weighted Stats (Limit Break): 710 (923)
HP 3110 (4043) / ATK 1640 (2132) / RCV 212 (276)

Pros
Cons
  • Three Physical Killers physical killer
    • Only other card is Armoured Batman
  • Only effective against Physical types
  • Cannot use Physical Killer latents
  • Yellow Ranger is stronger

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 physical killerThese 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.


rei 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: Bind Clear awakening Skill Boost TPA Time Extend Skill Lock Resist 45 45 Bind Immune Bind Immune
Super Awakenings: TPA  
Typing:
Attacker
Weighted Stats (Limit Break): 817 (1062)
HP 2520 (3276) / ATK 2202 (2863) / RCV 374 (486)

Pros
Cons
  • Reasonable offensive awakenings
  • Tape Resist  via SA
  • A “transitional” sub

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.


juda 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: Skill Lock Resist Dark row Wood Row Dark row Wood Row Dark row Wood Row  
Super Awakenings:  
Typing:
Balance
Weighted Stats (Limit Break): 710 (923)
HP 3205 (4166) / ATK 1325 (1722) / RCV 373 (485)

Pros
Cons
  • ?
  • Does not do anything meaningful

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 Skill Boost hinders the chance of them being used.


shew 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: Time Extend Skill Boost TPA TPA TPA
Super Awakenings:   TPA
Typing:
Attacker
Weighted Stats (Limit Break): 710 (924)
HP 2980 (3874) / ATK 1870 (2431) / RCV 115 (150)

Pros
Cons
  • ?
  • Value from TPA TPA is too low
    • Low ATK
    • Not enough

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 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.


thouzer 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: Skill Boost Skill Lock Resist Light Row Light Row Light Row Light Row Skill Boost Time Extend
Super Awakenings: 37
Typing:
Devil
Weighted Stats (Limit Break): 709 (922)
HP 3485 (4530) / ATK 1624 (2111) / RCV 108 (140)

Pros
Cons
  • Creates a special pattern of orbs
  • Double row makers exist
  • Similar actives exist

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.


1875 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: Dark Reduction Dark Reduction Dark Reduction Dark Reduction Auto heal Skill Lock Resist Bind Clear awakening Fire Row
Super Awakenings:  
Typing:
Healer
Weighted Stats (Limit Break): 710 (923)
HP 2393 (3111) / ATK 1028 (1336) / RCV 795 (1034)

Pros
Cons
  • Four Dark Damage Reduction
  • Hard to find a use for

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 Dark Reduction sounds cool, it really does not do anything unless you are set on cheesing a specific spawn.


juza 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: +light orb TPA Skill Boost Multiplayer Bonus Multiplayer Bonus +light orb +light orb +light orb +light orb
Super Awakenings: 45
Typing:
Attacker
Weighted Stats (Limit Break): 712 (925)
HP 2343 (3046) / ATK 2102 (2733) / RCV 171 (222)

Pros
Cons
  • Two Coop Boost Multiplayer Bonus awakenings
  • Strong natural ATK
  • 4 turns Light ATK burst
  • Active deals 200x ATK
  • One Skill Boost Skill Boost
  • Requires high EXP investment
  • Reliant on Coop

Juza will be setting a trend for the remaining cards within the Fist of the North Star Collab as he features two Coop Boost Multiplayer Bonus awakenings and a single Skill Boost 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 Multiplayer Bonus 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.


fudo 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: Wood Row Skill Boost Wood Row Multiplayer Bonus Multiplayer Bonus Wood Row Wood Row Wood Row Wood Row
Super Awakenings: 45
Typing:
Physical
Weighted Stats (Limit Break): 710 (922)
HP 4448 (5782) / ATK 1318 (1713) / RCV 4 (5)

Pros
Cons
  • Two Coop Boost Multiplayer Bonus awakenings
  • 4 turns Wood ATK burst
  • 6 Wood Rows Wood Row
  • One Skill Boost Skill Boost
  • Requires high EXP investment
  • Reliant on Coop
  • Lower ATK

Fudo has nearly the same kit as Juza but trades Orb Enhance for Wood Rows Wood RowThese 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 Multiplayer Bonus 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.


rihaku 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: TPA blue + orb Multiplayer Bonus Multiplayer Bonus Jammer Resist blue + orb blue + orb blue + orb blue + orb
Super Awakenings: 45
Typing: Balance
Weighted Stats (Limit Break): 709 (922)
HP 3055 (3972) / ATK 1429 (1858) / RCV 353 (459)

Pros
Cons
  • Two Coop Boost Multiplayer Bonus awakenings
  • 4 turns Water ATK burst
  • Zero Skill Boosts Skill Boost
  • Requires high EXP investment
  • Reliant on Coop
  • Lower ATK
  • Personal active is too low multiplier

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.


huey 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: Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Skill Boost Multiplayer Bonus Multiplayer Bonus Enhanced Wood Orb Enhanced Wood Orb
Super Awakenings: 45
Typing: Attacker
Weighted Stats (Limit Break): 710 (923)
HP 2375 (3088) / ATK 2005 (2606) / RCV 215 (280)

Pros
Cons
  • Two Coop Boost Multiplayer Bonus awakenings
  • 5 turn cooldown
  • High base ATK
  • One Skill Boost Skill Boost
  • Requires high EXP investment
  • Reliant on Coop

Jubei Yagyu is yet another double Coop Boost Multiplayer Bonus 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.


nano 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: Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Skill Boost Multiplayer Bonus Multiplayer Bonus Enhnaced Fire Orb Enhnaced Fire Orb 
Super Awakenings: 45
Typing: Attacker
Weighted Stats (Limit Break): 709 (922)
HP 2658 (3455) / ATK 2193 (2851) / RCV 15 (20)

Pros
Cons
  • Highest ATK for double Coop Boost Multiplayer Bonus cards in FotNS
  • 5 turn cooldown
  • One Skill Boost Skill Boost
  • Requires high EXP investment
  • Reliant on Coop

Shuren is the final card within the Fist of the North Star Collab and has the highest ATK of all the double Coop Boost Multiplayer Bonus 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 Raoh being the only major prize with Yuria yuria gaining merit if the meta shifts away from Tifa. For my 5* pick, I chose Shin shin because he comes ready to use as a powerful Physical Killer card.

My Dream Rolls
7*
Raoh
6*
yuria
5*
shin

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 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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58 thoughts on “Fist of the North Star Collab REM Review & Analysis – November 2019”

  1. 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

    Like

  2. 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….

    Like

    1. 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

      Like

  3. 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!)

    Like

    1. 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

      Like

  4. 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?

    Like

    1. 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

      Like

  5. 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.

    Like

    1. 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?

      Liked by 1 person

  6. 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.

    Like

    1. 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

      Like

        1. 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?

          Like

      1. 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.

        Like

        1. 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

          Like

  7. 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.

    Like

  8. 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.

    Like

  9. 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.

    Like

    1. 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!!!

      Like

      1. 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

        Like

        1. 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!

          Like

    2. 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

      Like

  10. 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?

    Like

    1. 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

      Like

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