Heroine REM Review and Analysis – November 2019

Introduction

The Heroine Rare Egg Machine will be returning to North America once again while providing various buffs to several cards along with new Weapon Assists for five of the 6* cards.

While this does sound nice, this event may be skipped by many players due to how many times it has come around and no one wanting a seventh duplicate of a 5-star card.

This is the exact situation I am in as I have heavily rolled in this event the first couple of times it came around and despite never acquiring a 7-star card, I have no interest in pursuing them. This is not because they are weak, but the 10-Stone cost combined with me owning numerous copies of almost every 5-star card will result in countless wasted rolls. Furthermore, the 5-star cards were once unique and strong but have now become somewhat Powercrept by newer and flashier options.

As a result, the motivation/desire to roll may be lower, even for new players as fewer cards at the bottom rarity stand out like they did in the past.

This article will summarize each card’s strengths and weaknesses to give players a better understanding of what each card can do for their Monster Box.

Video commentary

—video coming soon—

Overview

Heroine REM Pros & Cons – November 22, 2019
Pros
Cons
  • Value at all rarities
  • Select 6-star cards have powerful Weapon Assists 
  • High weighted stats at top rarities
  • Old event
    • Many players have rolled many times
    • 10 Stones per roll
  • Few buffs this time around for 5-star cards
  • 5-star cards are becoming Powercrept
  • More top heavy
Heroine REM Rarities
 7 Star base  
 6 Star base        
 5 Star base     
Heroine REM Rankings – November 22, 2019
S
A  
B   
C
D

Order within each tier is random and not reflective of ranking

All icons show Evolved form

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

Limit Breaking

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

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

You can read more about Super Awakenings HERE.

Monster Exchange

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

Weapon Assists

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

My approach to Collab rolling

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

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

3274 Ilmina – A

Active: Deal 300000 fixed damage to all enemies; Change all orbs to Fire, and Light orbs (13 turn cooldown)

Leader Skill: [Board becomes 7×6] 7x ATK and 2x RCV when matching Fire+Light; 1.5x HP & ATK for Devil type [2.25/110.25/4]

Awakenings: Skill Boost Skill Boost Skill Boost Skill Boost  37 God Killer Dragon Killer 
Super Awakenings:  
Typing: Attacker / Devil
Weighted Stats (Limit Break): 1204 (1505)
HP 5485 (6856) / ATK 3005 (3756) / RCV 164  (205)

Pros
Cons
  • Powerful active
    • Bicolour
    • 300,000 True Damage
  •  VDP Super Awakening
  • 3 Killers
  • 4 SB Skill Boost
  • 7×6 Leader Skill
  • Massive weighted stats
  • Floof
  • Active does not produce hearts
  • Damage is inconsistent due to Killers
  • Primarily a Ranking/Farming solution

Ilmina is one of the original Heroine cards and has been a chase card since her debut. Not only is she fluffy, but she was also a powerful sub and leader years ago.

Since then, Ilmina has received a few buffs over the years but is now mostly a Farming or Ranking Dungeon solution. This is because her 4 Skill Boosts Skill Boost help ensure all actives are ready in time along with her active potentially solving 2 floors.

By being able to overcome 2 floors with a single active can greatly ease team building requirements and she was frequently featured in Crowning Ranking Dungeons teams.

Depending on the Ranking Dungeon featured today, this may hold true assuming players can take advantage of her active.

Ilmina

Active: Deal 100000 fixed damage to all enemies; Unlock all orbs; Change all orbs to Fire, and Light orbs (13 turn cooldown)

Leader Skill: [Board becomes 7×6] 7x ATK and reduce damage taken by 25% when matching Light+Fire; 1.5x HP & ATK for Devil type [2.25/110.25/1/43.75%]

Awakenings: Skill Boost Skill Boost Skill Lock Resist  Dark Reduction Dark Reduction Dark Reduction 45 
Super Awakenings:  
Typing: Physical / Devil
Weighted Stats (Limit Break): 1203 (1504)
HP 9010 (11262) / ATK 1505 (1881) / RCV 4 (5)

Pros
Cons
  • Powerful active
    • Bicolour
    • 100,000 True Damage
  • 7×6 Leader Skill
  • Massive weighted stats
    • Exceptionally high HP
  • Fluffy
  • 3 Dark Damage Dark Reduction is wasteful
    • Brings fewer useful awakenings
  • Primarily an HP-stick
  • 4 (5) RCV

Ilmina’s evolved form retains the same 1,500+ weighted stats and greatly shifts them towards HP. This pushes them to exceptionally high values and can help teams survive large preemptives. Furthermore, Ilmina also provides sizable Dark Damage Reduction.

Sadly, these two aspects are most of the appeal as her other awakenings are nothing special and the Dark Damage Reduction is somewhat redundant/wasteful as it does occupy 3 awakening slots.

These aspects would make me more motivated to keep Ilmina in her Base form as she will provide more niche/situational value compared to an HP-stick. This is mostly because Light is already saturated with strong subs and it will be hard to give up someone else for Ilmina in end game content.


Uruka – A

Active: Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, bypass damage absorb shield effects (20 turn CD)

Leader Skill: [Board becomes 7×6] 1.5x HP & ATK for Dragon type; 8.5x ATK and reduce damage taken by 25% when matching Fire, Water, Wood, Dark, Heal at once [2.25/162.56/1/43.75%]

Awakenings:  Bind Clear awakening Time Extend Time Extend  Skill Lock Resist 45 45
Super Awakenings: TPA  45
Typing: God / Dragon
Weighted Stats (Limit Break): 1202 (1503)
HP 4525 (5656) / ATK 2274 (2842) / RCV 885 (1106)

Pros
Cons
  • Perky butt
  • Powerful active skill
    • Fujin  style active
    • Dark Kali  board
    • 20 turn cooldown
  • Can gain Skill Charge
  • Can gain a third 7c 45
  • Bind Immune
  • 1,503 Weighted Stats
  • Many teams do not support Skill Charge
  • Competes with Beach Fujin

Uruka has been greatly buffed to have her powerful active ready in only 20 turns. This is only a single turn longer compared to Fujin and Uruka can utilize Skill Charge .

Skill Charge provides a single turn of Haste for the owning card when matching all 5 colours. This can greatly accelerate her active skill and help ensure it is ready in time. With that being said, the 20 turn cooldown is still quite manageable without the extra Haste.

While this is valuable, she does compete with Beach Fujin as both cards fulfill a similar role. Beach Fujin is able to gain triple 7 Combo 45 via Super Awakenings along with providing an additional Time Extend Time ExtendUnfortunately, in order to gain the third 7 Combo, Beach Fujin cannot become Bind Immune. This presents a hurdle in itself as Uruka is able to inherit any utility required whereas Beach Fujin often demands a Bind Immune Weapon Assist.

Uruka

Active: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, bypass damage absorb shield effects (21 turn CD)

Leader Skill: [Board becomes 7×6] 1.5x HP & ATK for Dragon type; 8.5x ATK and 2x RCV when matching Fire, Water, Wood, Dark, Heal at once [2.25/162.56/4]

Awakenings:  Time Extend Time Extend Skill Lock Resist TPA TPA TPA 
Super Awakenings: TPA  45
Typing: God / Dragon
Weighted Stats (Limit Break): 1199 (1499)
HP 4325 (5406) / ATK 3574 (4468) / RCV 155 (194)

Pros
Cons
  • Active now Unlocks orbs
    • 21 turn cooldown
    • Fujin  style active
    • Board changer
  • Skill Charge
  • High base ATK
    • Helps with TPA TPA
  • Less ideal awakenings
    • TPA TPA rarely works with blobs
  • Water form has more universal value

Dark Uruka has always been the less ideal form to pursue due to the fact that TPAs TPA have been less powerful as an offensive awakening for some time now. This is not to say they are bad, but they have anti-synergy with the current meta and only truly shine with an exceptionally high ATK or many, many awakenings.

While Uruka is able to gain 4 and does have high base ATK, it will have less synergy with current options. This is because the meta is largely dominated now by Blob-style teams who rely on connecting numerous orbs together for damage. This is often their primary colour which means 6 Dark orbs will be required for activation.

As a result, there is seldom additional Dark orbs remaining for a TPA and the team would have been better served by additional Rows Dark row or Orb Enhances Dark Orb Enhance as these will benefit the entire team.

With this in mind, it is harder justify making Dark Uruka as Blue has more universal value along with a healthier spread of RCV.


Planar – S

Active: For 1 turn, increase combo count by 3; Change all orbs to Fire, Dark, and Heal orbs (16 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 25% when matching 6 or more connected Fire or Dark orbs; 4x ATK and reduce damage taken by 25% when matching 1+ Heal combos [1/256/1/68.64%]

Awakenings:  Skill Lock Resist   Fire Row Fire Row Dark row Dark row 
Super Awakenings: 45  
Typing: God / Machine
Weighted Stats (Limit Break): 1355 (1558)
HP 5105 (5871) / ATK 3305 (3801) / RCV 550 (632)

Pros
Cons
  • +3 combo count active
  • Tri-elemental board changer
  • Huge weighted stats
  • Potential Roah Raoh sub
  • Long base cooldown
  • Mix of Fire Fire Row and Dark Dark row rows
    • Would have been better if only Fire

Planar’s Base form is able to provide a powerful active skill that should overcome any Combo Shield due to the +3 aspect. While +3 may feel like overkill, it can be valuable for when you are forming a VDP or facing an exceptionally high shield. Furthermore, this ability is tied to a tri elemental board of Fire, Dark, Hearts.

This will often be your Kill Board and the only major drawback is the lengthy 16 turn cooldown. This will often make it difficult to use it more than one time in a given dungeon so be sure to inherit something with valuable awakenings. With that being said, most board changers are only able to be used twice in a dungeon and with Planar, it will almost always be at the end and the additional combos will provide some damage while always ensuring one overcomes combo shields.

Looking at Base Planar as a sub, she can find herself on Raoh Raoh teams due to the her Fire and Dark attributes (fully benefits from the Leader Skill) while also providing strong weighted stats and some passive damage from 2 Rows Fire RowWhile this is nice, the Dark Rows Dark row will usually go to waste and would have been significantly stronger if it was 4 Fire Rows.

One interesting thing about Planar on Raoh teams is that she can greatly benefit from the Haste from his System which means players can more rapidly use Planar’s powerful ability. Unfortunately, this means only 1 other sub can be used that is not contributing towards the System.

Planar

Active: For 1 turn, increase combo count by 3; Unlock all orbs; Change all orbs to Fire, Dark, and Heal orbs (17 turn CD)

Leader Skill: 3x ATK & RCV when 6 or more combos; 3.5x ATK for each cross of 5 Dark, Fire orbs [1/16548.25/9]

Awakenings:  Skill Lock Resist Skill Boost  Time Extend  45 
Super Awakenings: 45  
Typing: God / Machine
Weighted Stats (Limit Break): 1355 (1558)
HP 8205 (9436) / ATK 2305 (2651) / RCV 220 (253)

Pros
Cons
  • Powerful active
    • +3 combo count active
    • Tri-elemental board changer
    • Unlocks orbs
  • God Typing
    • Dark Metatron Sub
  • Generous Time Extend
  • Huge weighted stats
    • High HP
  • Long base cooldown

Planar’s Evolved form has been one of the best Dark Metatron subs available as she provides generous orb movement time and FUA for a team that usually lacks these aspects. While Dark Metatron is strong, she has been Powercrept by newer options.

On the bright side, all of the valuable aspects of Planar can be applied to other Dark teams such as Ina Ina teams are quite flexible in terms of team building and when paired with Phenom , they desire full Rainbow coverage. As such, Planar’s Fire sub attribute can be invaluable as many players may not own Hiei or Ranger Slayer .

With these factors in mind, I would be more inclined to pursue Planar’s Dark form as it has no “wasted” awakenings along with being able to perform well on any type of team. With that being said, just be aware that she still has a lengthy 17 turn cooldown which will make it difficult to use multiple times in a dungeon.


Cherun – A

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (13 turn CD)

Leader Skill: 5x ATK when matching 5 or more connected non Water orbs; 4x ATK and reduce damage taken by 25% when matching 4 or more connected Water orbs [1/400/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist   Water Row Water Row  
Super Awakenings:
Typing: Devil / Attacker
Weighted Stats (Limit Break): 1301 (1561)
HP 5002 (6002) / ATK 3488 (4186) / RCV 310 (372)

Pros
Cons
  • Powerful active skill
    • Bicolour with Hearts
    • +1 Combo
    • Unlock
  • LS is awkward
  • Combo Orb is hard to use

Cherun is the newest 7-star card from the Heroine Collab and will begin to gain more relevance when Draconic Orchestra and Minaka comes to North America. This is because she is the equivalent to a Water Tifa which will bring Water Row Water Row cards to a new high.

As such, Cherun can potentially be utilized as a sub for this team but I feel she will have more merits in her Evolved Form as it is only 2 Water Rows along with the Combo Orbs being somewhat wasted.

Combo Orbs can potentially be powerful on 6×5 boards with Systems to ensure a steady flow of orbs, but have less merits on 7×6. This is because the additional combo is often not needed along with Water lacking a viable System.

As a leader, Base Cherun has two activation requirements as they must match 5 of anything but Water and a 4-match of Water. This will take up sizable space on the board and leave players vulnerable to high combo shields. Furthermore, there is no HP multiplier and only a smaller Damage Reduction for the Water component.

Cherun

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (13 turn CD)

Leader Skill: [No skyfall] 10x ATK when there are 11 or fewer orbs remaining; 3x ATK for each cross of 5 Water orbs [1/8100/1]

Awakenings: Bind Immune Bind Immune Skill Lock Resist      
Super Awakenings:
Typing: Devil / Physical
Weighted Stats (Limit Break): 1308 (1569)
HP 7702 (9242) / ATK 2588 (3106) / RCV 60 (72)

Pros
Cons
  • Powerful active skill
    • Bicolour with Hearts
    • +1 Combo
    • Unlock
  • Valuable utility
    • Team HP
    • Time Extend
    • FUA
  • LS is pure Glass Cannon
  • Lacks personal damage

Cherun’s Evolved form is able to provide an exceptionally high amount of utility for a given team due to her +2 seconds of orb movement time, FUA , Team HP , and 1-2 Super Skill Boosts .

All of these aspects are valuable and when combined, make her a powerful sub on mono water teams. In the past, I have been critical of cards who lack personal damage but now realize it is fine for a few members to provide utility instead of raw damage.

With this in mind, Cherun can function on any mono Water team that does not have multiple colour activations (eg. Beach Barbara & Julie will not work) and I feel will have merits on the future Minaka teams.

Minaka functions like a Water Tifa and depending on the pairing, HP may be on the lower end. As such, the additional 10% can make a dramatic difference as it can mean players can stall on more floors or tank larger preemptives.

Moving away from her utility sub potential, Cherun can run a Glass Cannon leader that relies on Water Crosses and leaving 11 or fewer orbs on the board. This translates into 900x with a single cross and 8,100x with two. This is spectacular damage but the lack of any Effective HP means they are vulnerable to everything.

6 Star base

Meridionalis – B

Active: Change Dark & Heart orbs to Water orbs. +2 combo count for 1 turn (12 turn CD)

Leader Skill: [No skyfall] 2.5x ATK & RCV for Water Att.; 3x ATK when matching 6 or more connected Water orbs up to 4.5x at 9 orbs [1/126.56/6.25]

Awakenings: Water Row Water Row Water Row Water Row Water Row Skill Boost Water Row Time Extend
Super Awakenings:   
Typing: Machine / God
Weighted Stats (Limit Break): 1002 (1253)
HP 4875 (6094) / ATK 1968 (2460) / RCV 364 (455)

Pros
Cons
  • Damage stick on future Minaka
    • Cloud or Tape SA
  • No Skyfall LS
    • Aids in Farming
  • Not Bind Immune
  • Almost only provides Rows Water Row

Meridionalis was at one point the strongest leader I had in my box and enabled me to farm Arena 3 and Colosseum somewhat effortlessly 3 years ago. Fast forward to today and the lack of Effective Health along spawns who deal comically high amounts of damage means those days are over.

Thankfully, Meridionalis can still be used as a Farming leader due to the No Skyfall clause and Water blobbing mechanic. Excluding Skyfalls was at one point a form of Damage Control but is now simply a way to hasten clear times due to less animations.

Amusingly, Meridionalis may find themselves as a damage stick on future Minaka teams. This is because she crave for Water Rows and Meridionalis provides a walloping 6 and can gain Cloud or Tape via Super Awakenings.

While she is vulnerable to Binds, Zordon from the Power Rangers Collab corrects this while also providing another 4 Rows to bring Meridionalis’s total to 10.

That is so much damage that even Flex Tape could not fix it.


Julie – A

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. 50% damage reduction for 1 turn (16 -> 11 turn CD)

Leader Skill: 1.5x HP & ATK for Water, Wood Att.; 5x ATK and reduce damage taken by 25% when matching Water+Wood [2.25/56.25/1/43.75%]

Awakenings: Skill Boost Skill Lock Resist Time Extend Time Extend Skill Lock Resist 37 Dragon Killer God Killer God Killer
Super Awakenings:  
Typing: Machine / Dragon
Weighted Stats (Limit Break): 1008 (1260)
HP 4812 (6015) / ATK 2014 (2518) / RCV 371 (464)
Weapon Assist:  Jammer Resist Poison resist Imp ATK

Pros
Cons
  • 4 natural Killers
    • Two God Killers God Killer
    • Can use God Killers latents
  • Lackluster active

Julie has gained a second God Killer God Killer this time around and pushes her natural Killer awakenings up to 4. This can enable her to deal meaningful damage against Gods, especially if they share a Dragon or Attacker typing. Furthermore, Julie can utilize God Killer latents to further pusher her damage.

While this is powerful, her Weapon Assist may provide more value for many players as it may be their very first Bind Immunity option.

Weapon Assist: Jammer Resist Poison resist Imp ATK
Pros
Cons
  • Bind Immunity
  • Two Resists
  • Lackluster active
  • Several Water Bind Immune Weapon exist

Julie’s brand new Weapon Assist is able to provide full Bind Immunity along with a single Jammer Jammer Resist and Poison Poison resist Resist. These are a nice collateral benefits to ensuring a card is safe from binds and can help players achieve 100% more easily.

With that being said, Water does have several options for Bind Immunity and I am favouring Zordon the most due to the Rows Water Row and valuable active skill.

If planning on using Julie as a Weapon Assist, it would be best to not skill her up as the active tied to this Weapon is quite lackluster.


Elgenubi – A

Active: Change Wood, Heart, Jammer, Poison & Mortal Poison orbs to Fire orbs. Increase skyfall chance of Fire orbs by 15% for 4 turn.(10 turn CD)

Leader Skill: 1.5x all stats for Machine type; 9x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [2.25/182.25/2.25]

Awakenings: Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Enhnaced Fire Orb Skill Lock Resist 
Super Awakenings:   
Typing: Machine / God
Weighted Stats (Limit Break): 1005 (1266)
HP 4345 (5431) / ATK 2125 (2656) / RCV 437 (546)

Pros
Cons
  • 7 Enhanced Fire orb Enhnaced Fire Orb
    • Amazingly high passive damage
  • Potential Raoh Raoh sub
  • Rides a flying saucer
  • Multi aspect active
    • Double orb changer
    • Removes hazards
    • 4 turn fire skyfall
  • Cloud or L SA
  • Primarily offensive
  • Not Bind Immune

The meta has begun to shift towards a more blob-oriented play style while also focusing on one particular colour. This means passive damage such as Rows or Orb Enhances greatly improve the output of all team members. While we often have sufficient damage for most content, current end game dungeons often feature spawns with massive amounts of health.

This may make it difficult to always kill a given floor with regular activation, even with higher damaging subs. As such, incorporating passive damage into your team can result in a much easier time when overcoming durable spawns. You can take a look at passive damage in my latest AA3 video of Tifa x Haohmaru HERE.

With this in mind, using Elgenubi as a sub will provide incredible amounts of passive damage through her 7 Enhanced Fire Orbs Enhnaced Fire OrbThese will greatly augment any mono Fire team and can potentially be used on Raoh Raoh teams.

The Dark sub attribute means Elgenubi will benefit from the HP multiplier and if surrounded by Haste cards, can boast an exceptionally high up time on her 15% Skyfall buff.

With that being said, Elgenubi is almost only aimed at offensive capabilities and is unable to become Bind Immune.


Romia – A

Active: Change all orbs to Fire, Wood & Dark orbs (14 -> 8 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x5 when reaching Wood, Wood & Dark or Wood & Dark & Dark combos

Awakenings: Time Extend Time Extend Time Extend Time Extend Skill Boost Skill Lock Resist 45 Dragon Killer Dragon Killer
Super Awakenings: Dragon Killer 45 
Typing: Devil / Physical
Weighted Stats (Limit Break): 1000 (1250)
HP 5380 (6725) / ATK 1562 (1952) / RCV 449 (561)
Weapon Assist:   Poison resist Imp HP

Pros
Cons
  • Generous movement time
  • Destroys Dragons Dragon Killer
  • Low cooldown active board changer
  • Board changer does not produce hearts
  • Vulnerable to binds
  • Lacks VDP
    • Damage is wasted against Voids

Romia has been buffed to gain a second natural Dragon Killer Dragon Killer which stacks with her 7 Combo 45 and Super Awakenings. These can transform her into a reliable Dragon slayer assuming they do not have a Void mechanic.

While not every card needs to have a VDP , damaging cards tend to be somewhat wasted if they are unable to harm what are most likely the most dangerous spawns in the dungeon.

With that being said, Romia still brings value to a given team as a Time Extend Time Extend stick. This is because Wood lacks many strong options for increasing movement time and Romia’s offensive prowess against commons spawns is a nice additional benefit.

On the other hand, if players find themselves not in need for Dragon killing or bonus movement time, her brand new Weapon may be tempting to make.

Weapon Assist:   Poison resist Imp HP
Pros
Cons
  • Cloud Resist
  • Poison Resist Poison resist
  • Only card that provides Cloud and a 20% Resist
  • Active is relevant for Ina and Raoh Raoh teams
  • Board changer does not produce hearts
  • Low cooldown works against itself

Romia’s Weapon Assist is the only card that provides a Cloud Resist along with any of the 20% awakenings (Jammer Resist Poison resist Blind Resist). While the inclusion of a single Poison Resist is small, it can help players secure 100% in all relevant metrics more easily.

As such, if you find yourself lacking a strong option for Cloud Resist, it would be advantageous to pursue Romia’s Weapon Assist. With that being said, just make sure you leave her unskilled to ensure the active does not accidentally charge up.

Finally, one interesting aspect to be aware of is that the active benefits both Ina and Raoh Raoh teams as neither of them require Hearts to overcome Resolve spawns.


Navi – A

Active: Change all orbs to Fire, Water & Wood & Light & Dark orbs. Reduces cooldown of other skills by 1 turn (14 -> 9 turn CD)

Leader Skill: [Board becomes 7×6] 5x ATK & RCV when matching 3 or more colors; Increase orb movement time by 5 seconds [1/25/25]

Awakenings: Skill Lock Resist Skill Lock Resist Skill Lock Resist Skill Lock Resist Skill Boost Skill Boost Time Extend 45 45
Super Awakenings: 45  
Typing: Dragon  / God
Weighted Stats (Limit Break): 1008 (1259)
HP 4485 (5606) / ATK 2309 (2886) / RCV 292 (365)
Weapon Assist:   Poison resist Blind Resist Imp ATK

Pros
Cons
  • 4 SBR Skill Lock Resist
  • 2 Skill Boosts Skill Boost
  • Able to gain three 7 Combos 45
  • 4 SBR Skill Lock Resist is redundant outside farming
  • Active does not generate Hearts
  • Vulnerable to binds

Navi has the capacity to gain three 7 Combos 45 which will in turn push her personal damage to 8x. This is sizable but the main issue is she has 4 SBR Skill Lock Resist which are essentially “dead” awakenings.

This is problematic as Light has arguably the most competitive sub pool and it will be challenging to justify using a card such as Navi when far stronger options exist.

With this in mind, her Weapon Assist form will most likely be the best form to pursue.

Weapon Assist:  Poison resist Blind Resist Imp ATK
Pros
Cons
  • Bind Immunity
  • Two Resists
  • Weaker Cecil
  • Modestly low active CD

Navi’s Weapon Assist is able to provide full Bind Immunity along with a single Poison Poison resist and Blind Blind Resist Resist. This is can help players achieve 100% in two valuable metrics along with protecting a key card against Binds.

While there are no major downsides, one must be aware that Navi’s base cooldown is modestly low which may result in it accidentally charging up at inopportune times.


Barbara – B

Active: Change all orbs to Fire & Dark orbs. Dragon & Machine type cards ATK x2.5 for 1 turn (15 turn CD)

Leader Skill: [Unable to erase 3 orbs or less] 2x all stats for Machine type; 4x ATK when matching Dark+Fire [4/64/4]

Awakenings: Skill Boost Skill Boost Skill Boost Time Extend TPA Devil killer Machine Killer Healer Killer Devil killer
Super Awakenings:  Machine Killer TPA
Typing: Dragon  / Machine
Weighted Stats (Limit Break): 1003 (1253)
HP 4567 (5709) / ATK 2506 (3132) / RCV 134 (168)

Pros
Cons
  • Three SB Skill Boost
  • 4 Killers
  • Gains second Machine Killer Machine Killer via SA
    • Can use Machine Killer latents
  • Dual purpose active
  • Leader Skill is awkward
  • Long active cooldown
  • Cannot use Devil Killer latents

Barbara has gained a second Devil Killer Devil killer awakening which brings her natural Killers up to 4. This helps her deal meaningful damage against these spawns and can also acquire a second Machine Killer Machine Killer via Super Awakenings. Furthermore, she is able to use Machine Killer latents while also owning 3 Skill Boosts Skill Boost.

Together, she makes for a powerful Ranking Dungeon or Farming sub and her active is a burst + board changer.

With that being said, her usage is modestly niche and while nice to have, is far from truly needed.


Erika – A

Active: Delay 2 turns to all enemies. Change all orbs to Wood, Light & Dark & Heart orbs (18 -> 13 turn CD)

Leader Skill: 4x ATK and 1.5x RCV for Light Att.; 4x ATK and reduce damage taken by 25% when matching Wood, Light, Dark at once [1/256/2.25/43.75%]

Awakenings: Skill Lock Resist Skill Boost Time Extend Time Extend 45 45  37 Healer Killer
Super Awakenings: 37 Healer Killer 
Typing: Dragon  / Balance
Weighted Stats (Limit Break): 1101 (1265)
HP 4523 (5201) / ATK 2270 (2610) / RCV 583 (670)
Weapon Assist: Healer Killer Balance killer Imp ATK

Pros
Cons
  • Double 7 Combo 45
  • Two Killers
  • Board changer + Delay
  • Balance typing
    • Can use any Killer latent
  • Cute
  • Has less valuable Killers
  • Competes with many other
    Light subs
  • 13 turn CD
    • Weaker board changer
  • Lacks VDP

Erika has a nice spread of offensive awakenings but is sadly lacking a VDP to fully take advantage of them. I have said it many times before that cards with a heavier emphasis on offensive awakenings for personal damage should have VDP to pierce through Void spawns.

This is because most of Erika’s awakenings are focused on dealing damage and in the case of a Void spawn, will under perform. With that being said, Erika can still be a useful sub and her two Killers, while niche, can have applications when used properly.

Unfortunately, Erika’s active skill is underwhelming because it combines two non-synergistic aspects. Delays can be useful but when it is tied to a board changer, the cooldown is lengthened. This is because a board changer is usually used to kill a floor which is counter intuitive to delaying a spawn. Furthermore, Erika’s board changer produces 3 colours and Hearts which runs the risk of insufficient numbers of your key colour.

Weapon Assist: Healer Killer Balance killer Imp ATK

Pros
Cons
  • Two Killers on a Weapon
    • Rare trait
  • More niche applications

Erika’s Weapon Assist is able to provide a single Healer Healer Killer and Balance Balance killer Killer awakening. While these are two niche Killers, having both in a single weapon is valuable.

This helps when pushing through content that contains both of these spawns as the owning card will enjoy 3x personal damage. This has merits in things like Training Arena 2, farming, and Ranking Dungeons.

Oria – A

Active: Change Heart orbs to Fire orbs. Ignores enemy damage and attribute damage absorb effects for 1 turn (does not include combo shield and damage void). (30 -> 25 turn CD)

Leader Skill: 3.5x ATK and reduce damage taken by 25% when 6 or more combos; 4x ATK when matching 4 or more colors; Increase orb movement time by 2 seconds [1/196/1/43.75%]

Awakenings: Bind Immune Bind Immune   Skill Lock Resist Skill Boost  Devil killer Devil killer
Super Awakenings:  Skill Boost 
Typing: Devil / Balance
Weighted Stats (Limit Break): 1100 (1266)
HP 5108 (5874) / ATK 2064 (2374) / RCV 530 (610)
Weapon Assist:  Jammer Resist Blind Resist Imp ATK

Pros
Cons
  • Valuable active
    • Damage Absorb Void
    • Colour Absorb Void
  • Skill Charge  offsets long CD
  • Personal damage is low except vs Devils
  • Essentially a lesser Reeche

Oria is the final 6-star card within the Heroine Rare Egg Machine and is most similar to Reeche from her awakenings, active, and leader skill.

Oria has sizable damage against Devils but little value else where and her active, while powerful, relies on her Skill Charge to hasten up in time.

25 turns is a lengthy cooldown but being able to gain +3 every time you match all 5 colours is meaningful. With that being said, Oria will probably have the most value in her Weapon Assist form.

Weapon Assist: Jammer Resist Blind Resist Imp ATK
Pros
Cons
  • Full Bind Immunity
    • On colour for Nidhogg
    • Only Fire card that provides Bind Immunity
  • Jammer Jammer Resist & Blind Blind Resist Resist
  • 30/25 turn cooldown
    • Prevents accidental charging up
  • Useful active when it does charge up
  • Poison Poison resist > Jammer Jammer Resist

Oria’s Weapon Assist comes at a fantastic time due to the release of Raoh Raoh and his ability to form a System. A System is a set of 4 actives with a 7 turn cooldown and a single point of Haste which enables one of these four to be used every single turn.

This provides a steady flow of Fire orbs and many players may have to rely on the farmable Nidhogg to finish their System. Nidhogg is able to generate a row of Fire and Jammers on a 7 turn cooldown while also providing Haste. Unfortunately, Nidhogg is not Bind Immune which is where Oria comes in.

Oria’s Weapon Assist provide the much needed Bind Immunity while also being on-colour and 20% Jammer Jammer Resist & Blind Blind Resist Resist. These are all wonderful aspects and is further improved by the 30/25 turn cooldown.

Lengthy cooldowns are valuable for inherits as they prevent accidental charging up, but in the case of Oria, it has value for mono Fire teams. In fact, she is the only Fire card to provide full Bind Immunity via a Weapon Assist.


5 star base

Kuvia – D

Active: Change Wood & Light orbs to Fire orbs. Increase skyfall chance of Heart orbs by 15% for 2 turns (9 turn CD)

Leader Skill: All attribute cards ATK x3.5 when reaching 2 set of Fire combos. ATK x1.5 for each additional combo, up to ATK x5 when reaching 3 combos. Increases time limit of orb movement by 3 seconds [1/25/1]

Awakenings:  TPA TPA TPA TPA Skill Boost Skill Boost Time Extend
Super Awakenings:  TPA
Typing: Machine / God
Weighted Stats (Limit Break): 3217 (4021)
HP 3217 (4021) / ATK 1516 (1895) / RCV 590 (738)

Pros
Cons
  • 5 TPA TPA with SA
  • Double orb changer that does not break hearts
  • TPA TPA is less valuable and harder to utilize
  • Heart Skyfall is only 2 turns
  • Lowish ATK

Kuvia has been stagnant for a prolong period of time due to the fact that TPA TPA is still a relatively underwhelming awakening. This is because the damage is strictly tied to a 4-match and requires numerous awakenings to function efficiently.

This means fewer awakenings are available for other aspects and faces further problems with the current “Blob” meta.

The Blob meta is the idea that 5 or more orbs must be linked together to deal meaningful damage. For the most part, this is usually the primary colour (eg. Ina  / Raoh Raoh) which means it is unlikely to actually have an extra 4 lying around for a TPA.

Furthermore, Kuvia only has 7 natural awkenings, is not Bind Immune, and has average ATK, even at 110.


Mel – A

Active: Change 2nd column from the right into Heart orbs (5 turn CD)

Leader Skill: All attribute cards ATK x7, 25% all damage reduction when attacking with Heart and Heart combos at the same time. Increases time limit of orb movement by 3 seconds [1/49/1/43.75%]

Awakenings:  +heart +heart +heart +heart +heart +heart TPA Skill Boost Skill Lock Resist
Super Awakenings:  TPA
Typing: Devil / Attacker
Weighted Stats (Limit Break): 821 (1026)
HP 3824 (2119) / ATK 2199 (2649) / RCV 44 (55)

Pros
Cons
  • 6 Enhanced Heart +heart awakenings
    • Enables any team to gain massive healing potential
  • 5 turn cooldown
  • Gains Follow Up Attack  via SA
  • Powerful healing stat stick
  • Mel is Bindable
    • Loses ability to heal
  • No personal damage
  • Low weighted stats
    • Low RCV
    • Counters Enhanced Heal Orbs
  • More options exist

Mel has undergone a wild roller coaster of highs and lows in terms of viability throughout their inclusion in the game. Upon their initial debut, they had almost no value but eventually reversed itself when Enhanced Heal Orbs +heart were buffed.

They now enabled players to tap into significantly more healing and helped popularize 4x HP / 1x RCV teams. As such, Mel became incredibly valuable due to the fact they could act as a stronger healing solution compared to almost every other option.

Furthermore, inclusion in what was once a higher value event meant many players were able to acquire one for themselves.

With that being said, Mel is still a potent healing solution but has begun to decline from more and stronger options coming out. This is not to say they cannot perform well, it is just they have lost their crown/niche of being the top healing solution.

What holds Mel back is the abysmal RCV which is how the healing from Enhanced Heal orbs are based off of. This means their 6 Enhanced Heal Orb awakenings are somewhat wasteful in the sense that if Mel had higher RCV, less would be needed to function.

As such, Mel has fewer awakening slots left as almost all of it is dedicated to healing. While healing solutions are often lacking offensive awakenings, they are at least Bind Immune and often provide some other benefit.


Mito – B

Active: Recover RCV x8 HP. Bind & awoken bind recovery for 3 turns (4 turn CD)

Leader Skill: Healer type cards ATK x4.5. Increases time limit of orb movement by 3 seconds [1/20.25/1]

Awakenings: Bind Immune Bind Immune Skill Boost Bind Clear awakening  Devil killer Devil killer
Super Awakenings:
Typing: God / Healer
Weighted Stats (Limit Break): 822 (1028)
HP 3015 (3769) / ATK 1263 (1579) / RCV 805 (1006)

Pros
Cons
  • Guard Break 
  • Double Devil Killer Devil killer
    • Can equip Devil Killer latents
  • 4 turn cooldown
  • Now clears Awoken Binds
  • Competes with many more options
  • Requires Devil Killer latents to succeed
    • Drain on a valuable resource

Mito is still a solid Devil Killing solution but has begun to lose her niche/edge as more and more cards are released. While she is able to equip Devil Killer latents, this puts a drain on what is arguably the most valuable Killer latent.

Despite having more options available, Mito may still be valuable due to the 4-turn cooldown which helps her inherit an active of your choice along with Guard Break for potentially Ranking Dungeons.

One interesting aspect for Mito is her ability to now clear Awoken Binds. While this is cool, it may have the most value for Light Metatron and her Weapon Assist who shares the same skill. This means players may have an inheritable solution that also provides some awakenings.


Momiji – C

Active: Change all orbs to Wood, Light & Heart orbs (9 turn CD)

Leader Skill: All attribute cards ATK x3.5 when reaching 2 set of Light combos. ATK x1.5 for each additional combo, up to ATK x5 when reaching 3 combos. Increases time limit of orb movement by 3 seconds [1/25/1]

Awakenings: Time Extend Time Extend Time Extend TPA TPA Skill Boost 
Super Awakenings: TPA 
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 822 (1027)
HP 2937 (3671) / ATK 2025 (2531) / RCV 369 (461)

Pros
Cons
  • Tri-elemental board changer with hearts
  • Follow Up Attack 
  • Underwhelming Super Awakenings
  • TPA TPA is less ideal
  • Quickly replaced

Momiji can be best described as a budget Follow Up Attack  option. This is because she requires minimal investment to succeed and comes somewhat ready to use.

This is important for newer players who have either not acquired a board changer or FUA card. Unfortunately, her other awakenings leave much to be desired and will often be replaced by more offensive options. With that being said, she may still find merit as a board changer on various Light or Wood combo teams as an inherit.

Overall, Momiji will mostly serve as a stepping stone into stronger characters but will provide value for newer accounts.


Sheena – B

Active: Change all orbs to Light & Dark orbs (12 turn CD)

Leader Skill: Dragon & Attacker type cards ATK x2.5, RCV x2.5. All attribute cards ATK x2 on the turn a skill is used [1/25/6.25]

Awakenings: Dark row Dark row Skill Boost Skill Lock Resist 45 physical killer Machine Killer Devil killer
Super Awakenings: 45  
Typing: Dragon / Attacker
Weighted Stats (Limit Break): 922 (1153)
HP 4231 (5289) / ATK 2428 (3035) / RCV 40 (50)

Pros
Cons
  • No animation bi-colour board changer
  • 3 unique Killers
    • Can use all 3 as Killer latents
  • Valuable in Ranking Dungeons
  • Dupes are desired
  • Lower weighted stats

Sheena is one of the original cards within the Heroine event and comes with a fairly powerful kit. She naturally comes with 3 Killer awakenings and is able to utilize all of them as latents.

This is meaningful as she is able to further stack her capabilities against a particular spawn. As such, I have found that owning more than one to be useful. Regardless, I find myself mostly using Sheena as a Ranking Dungeon solution as she provides a board changer with no animation, VDP , and high personal damage against 3 different typings.

While these are valuable aspects, her low weighted stats, especially RCV, will exclude her from end game dungeons with more developed boxes.


Runelis – B

Active: Change Fire & Light orbs to Wood orbs. Increases time limit of orb movement by 150% for 1 turn (8 turn CD)

Leader Skill: Dragon & Devil type cards HP x2, ATK x2. Matched attribute ATK x2.5 when matching exactly 5 connected orbs with at least 1 enhanced orb. [4/25/1]

Awakenings: Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Skill Lock Resist Skill Boost   45
Super Awakenings:  45 
Typing: Devil / Dragon
Weighted Stats (Limit Break): 1002 (1153)
HP 4805 (5526) / ATK 2345 (2697) / RCV 158 (182)

Pros
Cons
  • Double orb changer that does not remove hearts
  • Enhanced Wood Orbs Enhanced Wood Orb add sizable damage
  • Mostly used on mono-wood combo teams
    • Niche use otherwise
    • Hard to give up a sub slot for Runelis
  • Not Bind Immune

Runelis is the final card within the Heroine Rare Egg Machine and is an okay card that lacks an ideal place to be used. This is because they function best on mono Wood teams but faces stiff competition due to the fact that Zela is almost always included and often in dupes.

This leaves little room for additional subs and top mono Wood teams usually have all cards owning strong personal damage. While the additional Orb Enhances Enhanced Wood Orb can help push their values higher, it comes at the cost of no natural Bind Immunity along with lower weighted stats.

With that being said, if you are not swimming in premier Wood subs, Runelis can help pad your overall damage.

Do I plan to roll?

I do not plan to roll in the Heroine event simply because I have done so several times in the past. This has left me with numerous dupes of all the 5-star cards along with a few 6-star ones. Despite the fact that I have never acquired any of the 7-stars, I still have no motivation to roll as it will most likely result in Sheena number 5.

For my dream rolls, I chose Cherun as my 7-star card due to the future power of Water due to Minaka and the wonderful utility she brings to the team. I am still lacking a perfect pairing for Minaka but I would most likely use Cherun as a sub. With that being said, I have wanted Planar for quite some time. While she would most likely be an upgrade, my Dark Box is already quite strong and my Phenom  + Ina team can comfortably clear all content.

Elgenubi adds a spectacular amount of passive damage and despite not owning Raoh Raoh or other elite Fire card, I feel Enhanced orbs in general will become more popular moving forward and do not foresee a new card surpassing Elgenubi in this regards.

As for my 5-star pick, Runelis is the default winner as I do not own a single copy of them whereas I have up to five of others.

My Dream Rolls
7*
6*
5*

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 Heroine REM returns to North America along with various buffs for the higher rarity cards. This is most profound in the new Weapon Assists with 3/5 providing full Bind Immunity . This does help keep the 6* cards relevant despite their older age.

Unfortunately, the 5-star cards are starting to become Powercrept as they received minimal buffs along with newer cards coming with stronger kits. Furthermore, many players may have already excessively rolled in this event making it less appetizing this time around.

While Heroine is by no means a bad event, it is now lost its elite status and while it will still most likely have value for newer players, it is by no means the mandatory to roll in event of the past.

Let me know what you think about the Heroine REM event and how much you plan on rolling in the comments below.

Happy Puzzling!

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28 thoughts on “Heroine REM Review and Analysis – November 2019”

  1. Will Planar show up in future seasonal Godfests? I vague recall that she did in the past. If so, I feel like it means this REM has even less value bc Planar and arguably Ilmina are the only chase cards.

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  2. Rolled Planar and Uruka out of 14 rolls along with two Romias, so I am content.

    On a slightly related topic, do you think I could make a viable rainbow team with Mega Awoken D-Kali as leader and Uruka, Light Shelling Ford, Hao Future King, and L-Ideal as subs? D-Kali deals the most damage (by far) and has the rare unmatchable orb status countermechanic along with the classic rainbow board change (although two is slightly redundant) while my subs are tech options for dealing with VDP or just have massive personal damage. Unfortunately, all my subs except Uruka are not God type, so they don’t get the 4x stat boost (if Shelling Ford is a GFE, why not make him a God type, gdi!).

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    1. Pretty nice rolls!

      I personally am not a fan of Rainbow teams since I have no Void Damage Void

      For yourself, without the 4x stat boost, there is much less merits in running them as you will rely on that durability to clear meaningful content

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  3. Great review!

    Bought the 7* hoping to get a new card on top of my Cherun, but of course I roll a Cherun.

    Really want to trade for Ilmina or Planar but I don’t know if it’s worth it at this point. I’m able to beat everything except AA3 with my main main leads being Dmeta and B&J. I’ve also been playing around with D, Knight pairing with Tifa with Bride Zela as a sub for non arena dungeons and that’s been fun too.

    I’d be trading dupes of shelling ford, saline, Athena non and maybe Cherun. None of these seem to be useful for having dupes.

    Not sure how much more my box will improve if I trade for them. Revo Lucifer is my main FUA sub and he works well for my Dmeta team as a Fujin base cause of his short CD. Ilmina is more of a luxury for ranking teams since I don’t have any meta R/L meta teams (Unless you count Omega)

    Could use some guidance on this, thanks!

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    1. Well for your two teams, Planar would most certainly help your Dark Metatron team and I do know people who have cleared AA3 with her. Planar also looks pretty well positioned to remain relevant as a sub for a prolong time

      With that being said, do you feel a stronger leader would help you more? For example, Minaka (Water Tifa) from Orchestra is going to be a top tier leader and will be here soon

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  4. I’m trying to make a Raoh team, and so I was super happy to roll Oria for my free roll.

    Thanks for doing these. Your writeups are always super helpful, so I check your site all the time. But I was thinking it’d be helpful is besides the cards from the egg machine, to also writeup cards on the exchange or for monster points, so players could also know whether its worth the time to grind whatever tokens are in use this time. The heroine collab card this time seems like it has a pretty useful active for dark teams.

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  5. Anything to look for in this event for someone focusing primarily on grass (specifically playing PAD b/c I love Yoh from the SK collab)? Was looking forward to spend $ but was disappointed this morning that there seems nothing worth getting.

    I did already accidentally get Raoh, Ranger Slayer, and the halloween Madoo, but I don’t think that tiny chance of getting Planar is worth pulling this machine.

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  6. Did one pull and got Uruka… I’m happy with getting a high damage Fujin-style sub with a reasonable cool-down active, since I have been mostly stuck with Reeche, Lugh, and Gilgamesh (the pantheon one).

    But I know I’m going to irrationally try to roll Planar somewhere down the line and have a terrible 2 weeks… ;_;

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      1. I would say not very much, but that’s bc I have little recollection of what I was doing back in my noob days.

        Looking in my monster box, I notice I have almost none of the diamonds but about 1 of every 5-star save for Kuvia, so I suppose I did roll a bit, but had terrible luck.

        I actually rolled twice more to see if I can get some diamonds (need some bind immune weapons for Jeanne and Yuna), but got my second Runelis and a second Mito. So like, 1 amazing roll and 2 terrible ones, I’m pretty satisfied so far.

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          1. I feel like I will stop rolling at this point bc I only budgeted 3 or 4 rolls for this event and this has already turned out much better than I expected. 🙂

            As for Planar, maybe next year!

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  7. In Julie’s description:

    “Can use God Killers” –> “Can use God Killer Latents”
    “natural awakenings up to 4” –> “natural Killers up to 4”

    Last time I rolled this, a full half my rolls were Meridionalis for some reason, and I didn’t get Mel at ALL. At least that means my dupe chance is still low, I suppose.

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      1. I must unfortunately report that you put in “Can use God Killers latents” which is a double plural. Please let me know if repeated correction is getting annoying!

        I’ll probably pull a couple of times. I did get Mel from the memorial machine, so my dupe rate is a bit higher than I’d like (44.64%), but I’m still missing a lot of the 6* and the ones I have I could use a dupe to evolve into an equip anyway. Of course, the 5* I’m missing are now Kuvia/Momiji and I’m tempted to say I don’t even want ONE copy of those, which puts me at close to 2/3 of getting something I don’t want.

        I’ll have to think about it more. The only non-5* cards I have from the machine are Meridionalis (who I actually only have two of, my mistake) and Navi, but I’m kinda concerned about burning 50 stones on a bunch of golds.

        My partner, of course, got Cherun and Planar in a low number of pulls, the bastard.

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  8. Erika’s weapon has some interesting applications on MNN to give her 6 killers. While niche killers, the active synergizes well with Tifa teams and let’s MNN hit x9 more reliably, which it’s nice. Not sure if this applies much in higher content, but the synergy seems nice.

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    1. Are you referring to the Shinrabansho collab card?

      If yes that certainly adds Killers and gives her more coverage. The only downside is the fact that she is probably discontinued as that collab will most likely never return

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  9. Yeah. Couldn’t remember if it was two Ms or two Ms 😅 While discontinued, players might have been more inclined to get her.

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