Yu-Gi-Oh Duel Monsters Collab Review and Analysis – Jan 2020

Introduction

The highly anticipated Yu-Gi-Oh Collab will be making a debut in North America on Friday, January 31st and alongside a healthy dose of nostalgia, it features tremendously powerful cards.

The main theme of this Collab is Transforming cards with Yugi paving the way for new and powerful cards. At this point in time, Yugi will be the strongest leader available by a significant margin and will probably signal a new era of Powercreep due to the additional step to achieve Transformation.

While having strong prizes at the top rarity is the norm, the Yu-Gi-Oh Collab also features numerous valuable options across all rarities and should encourage players to roll a modest to large amount. This is because many of these cards help facilitate Transformation and it is my belief that this will be the next era of PAD for the foreseeable future.

This article will outline the pros and cons for each card to help players make a more informed decision as to whether or not they should roll.

Video commentary


Overview

Yu-Gi-Oh Duel Monsters Collab – January 28, 2020
Pros
Cons
  • Exceptionally high weighted stats
    • +25% Limit Break growth
  • All cards have Weapon Assists
  • Yugi
    • Can roll many key subs for him here
  • Many cards help prep for future Transformation meta
  • Debut event
  • Nostalgia
  • 10 Magic Stones per pull
    • Steeper Monster Exchange rates
Yu-Gi-Oh Duel Monsters Collab REM
 7 Star base   
 6 Star base       
 5 Star base     
Yu-Gi-Oh Duel Monsters Collab – January 28, 2020
S
A  
B
C  
D

Order within each tier is random and not reflective of ranking.

Icons show Base form regardless if it is their most powerful evolution

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

Base Yugi – S

Active: Change all orbs to Light, Dark, and Heal orbs; Changes to [5781] for the duration of the dungeon (20 -> 20 turn CD)

Leader Skill: 9x ATK when matching 9 or more connected Light or Dark orbs [1/81/1]

Awakenings: Light Row Light Row Dark row Dark row
Super Awakenings: –
Typing: Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 706 (-)
HP 1373 (-) / ATK 2095 (-) / RCV 448 (-)
Weapon Assist: Dark row Dark row Dark row Dark row Skill Lock Resist Imp ATK

Base Yugi is used to Transform into his all powerful Yami Yugi & Dark Magician & Dark Magician Girl who is arguably the best leader in the game. Just be aware that you must have 20 Skill Boosts from 4 subs / Friend Leader + 6 inherits in order to Transform right away. Furthermore, these subs should be Devils to take fully take advantage of his new Leader Skill.

Yami Yugi & Dark Magician & Dark Magician Girl (Transformed)

Active: Change Fire, Water, Jammer, Poison, and Mortal Poison orbs to Dark orbs; For 2 turns, increase combo count by 2; For 2 turns, bypass damage absorb shield effects (10 -> 10 turn CD)

Leader Skill: [Disable Poison & Mortal Poison orb effects] 2x all stats for Devil type; 10x ATK when matching 6 or more connected Dark orbs; 1000000 additional damage when matching 6 or more Dark orbs [4/400/4]

Awakenings: Skill Lock Resist  Dark row Dark row
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1452 (-)
HP 6673 (-) / ATK 2595 (-) / RCV 798 (-)
Weapon Assist: Dark row Dark row Dark row Dark row Skill Lock Resist Imp ATK

Pros
Cons
  • Auto Follow Up Damage
  • Immunity to Poison
  • Huge multipliers
  • Incredible active
  • Many key subs are found in Yu-Gi-Oh Collab
  • Worth Monster Exchanging for
  • Valuable in dupes
  • Strongest leader in the game
  • Has asymmetrical pairings
    • Can pair with a friend
  • Requires 20 Skill Boosts Skill Boost
  • Restricted to Devil types
  • Cannot be Limit Broken
    • No Super Awakenings

If you looked up Powercreep in the dictionary, you would possibly see a picture of Yugi’s Transformed evolution simply because it is just so powerful. In my previous article talking about Transforming leaders, it becomes clear that they have to be stronger compared to other available options. Otherwise, players would not go through the hassle of bringing sufficient Skill Boosts Skill Boost. While the first Transforming leader, Fagan Rai is powerful, Yugi is in a league of his own.

Once Transformed, Yugi is able to provide 2/20/2 along with Auto Follow Up Damage AND immunity to Poison orbs matches (Poison orbs can still appear but matching does not inflict damage). Furthermore, their active skill is ridiculously strong as it functions as an orb changer, +2 combos for 2 turns, and 2 turns of Damage Absorb Void (Fujin style) on a 10-turn cooldown.

Of course, players will have to Transform him first and this will prove to be the largest hurdle along with having Devil type cards. One thing that can possibly make this easier is the ability to pair Yugi with a wide variety of Dark leaders as his activation requirement is only 6 connected Dark orbs. This means players do not need to own Yugi to take advantage of along with having one other card who can provide Skill Boosts.

In regards to asymmetrical pairings, the future 7* GFE Nere is the best option but other cards include, but are not limited to: Genjuro , Tao Ren , Halloween Madoo , Ina , Halloween Bastet or basically any Devil who has a reasonably similar Leader Skill. I say this because you have to remember that Yugi brings such incredibly high multipliers. For comparison sake, Ina (the other premier Dark Auto Follow Up Damage leader) boasts 1.5/15/1.5/25% multipliers when above 80% HP.

In regards to team building, many valuable subs can be found within this Collab such as Dark Magician , Fortress Dragon , Dark Magician Girl , Bakura , and Yugi’s other evolution . Of course, players can use other Devils and just make sure you have sufficient Skill Boosts to activate. One common approach is to use two Fortress Dragons along with Dark Magician. This provides a total of 19 Effective Skill Boosts which means your 4th sub and friend’s leader only needs 1 to achieve Transformation.

While no card can be perfect, Yugi comes pretty close as his main faults are requiring 20 Effective Skill Boosts, No Limit Break/Super Awakenings, and being restricted to Devil types. With that being said, these are relatively small prices to pay for such a powerful card.

Yami Yugi & Slifer the Sky Dragon (Regular Evolution)

Active: Remove all awoken skill binds; Change the top row to Dark orbs and change the bottom row to Light orbs (10 -> 10 turn CD)

Leader Skill: 4x ATK and increase combo by 2 when matching 4 or more connected Light and Dark orbs at once; 5x ATK and 2x HP for Dark Att. [4/400/1]

Awakenings:    Dark row Dark row Dark row Dark row Dark row
Super Awakenings:  
Typing: Balance / Devil / God
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1402 (1753)
HP 5573 (6966) / ATK 3395 (4244) / RCV 498 (622)
Weapon Assist: Dark row Dark row Dark row Dark row Skill Lock Resist Imp ATK

Pros
Cons
  • Powerful Dark sub
    • Powerful on Yugi Transform teams
  • Super Blind
  • 4 Skill Boosts Skill Boost
  • Valuable active
  • Exceptionally high weighted stats
  • Strong leader skill
  • Competes with Yugi’s Transform

Yugi’s other form is a regular evolution from their Base form and is a powerful card in their own right. They can provide 4 Skill Boosts Skill Boost along with Super Blind which makes them a powerful sub option for Transforming Yugi .

This is wonderful but the main issue facing players will be which form they wish to pursue. Transforming Yugi is the most powerful leader in the game but this form can function as a stellar sub for said team. As such, one possible strategy is to use one of Transforming Yugi’s various pairings and keep your own Yugi in this form to act as a sub.

One other interesting aspect to this card is their reasonably powerful leader skill as it provides 4x HP and 400x ATK when matching 4 or more connected Light and Dark at the same time. This is quite powerful and can potentially be used but will of course be overshadowed by the Transforming form.

Weapon Assist: Dark row Dark row Dark row Dark row Skill Lock Resist Imp ATK
Active: Remove all awoken skill binds; Change the top row to Dark orbs and change the bottom row to Light orbs (10 -> 10 turn CD)

Pros
Cons
  • 4 Dark Rows Dark row
  • SBR Skill Lock Resist
  • Tape
  • Valuable active
  • Not enough Yugi to go around

The fun with Yugi continues with his incredibly strong Weapon Assist as it provides sizable passive damage along with a single Skill Bind Resist Skill Lock Resist and Tape Resist . This wonderful mix of offense and defense will be appreciated by most mono Dark teams but the SBR is important for Transforming leaders such as Yugi himself.

This is because many high Skill Boost Skill Boost cards (such as Fortress Dragon ) lack SBR which could lead to awkward situations further down the dungeon. As such, I feel Weapon Assists that feature SBR alongside other strong benefits will become more popular moving forward.

Unfortunately, there will probably not be enough Yugis to go around for the average player to make this Weapon Assist.


Base Seto Kaiba & Blue Eyes White Dragon – A

Active: For 1 turn, no skyfall; Change the top row and the bottom row to Water orbs (13 -> 8 turn CD)

Leader Skill: 5x ATK for Water Att.; Reduce damage taken by 50% when above 80% HP; 3.5x ATK when matching 6 or more connected Water orbs; 50000 additional damage when matching 6 or more Water orbs [1/306.25/1/75%]

Awakenings: Bind Immune Bind Immune  Water Row Water Row Water Row
Super Awakenings:  
Typing: Attacker / Dragon
Available Killers: Devil killer Healer Killer physical killer Machine Killer
Weighted Stats (Limit Break): 1402 (1753)
HP 6920 (8650) / ATK 3300 (4125) / RCV 150 (188)
Weapon Assist: Skill Boost Time Extend Time Extend Imp HP

Pros
Cons
  • Active generates 12 Water orbs
  • LS provides Auto Follow Up Damage
    • Synergy with Minaka
  • Provides passive damage and reasonable VDP potential
  • Huge weighted stats
  • Damage Reduction only works >80% HP
    • Low Effective Health
  • Vulnerable to multi hits
  • Velkhana performs better
    • Higher damage, more Effective HP

Base Seto Kaiba grants players a strong option for Auto Follow Up Damage for mono Water teams as he is able to proc this damage connecting 6 or more Water orbs. This has wonderful synergy with Minaka who provides a larger board along with a similar activation requirement.

While this has the potential to do wondrous things, the main liability will be low Effective Health. Minaka only provides 1.5x HP and Seto Kaiba grants 50% Damage Reduction when above 80% health. As such, your health pool will be quite small and the 4x RCV from Minaka will most likely go to waste. Furthermore, any kind of multi hit will shred through your team as the Damage Reduction will most likely only take effect during the first hit.

This will be the main stopping point for Seto Kaiba x Minaka teams and makes me more inclined to either use Base Minaka or Velkhana pairings with Evolved Minaka instead. Of course, not all players have access to perfect team compositions and Seto Kaiba can most certainly clear plenty of content.

Seto Kaiba & Obelisk the Tormentor

Active: Unlock all orbs; Create 15 Water and Dark orbs over any orbs (15 -> 15 turn CD)

Leader Skill: 5x ATK for Water Att. and reduce damage taken by 35% when above 50% HP; 4x ATK when matching 6 or more connected Water orbs; Increase combo by 2 when matching 9 or more connected Water orbs at once [1/400/1/57.75%]

Awakenings: Bind Immune Bind Immune   Skill Lock Resist 45 45 45
Super Awakenings:  
Typing: Attacker / God
Available Killers: Devil killer physical killer
Weighted Stats (Limit Break): 1403 (1753)
HP 6540 (8175) / ATK 2660 (3325) / RCV 650 (812)
Weapon Assist: Skill Boost Time Extend Time Extend Imp HP

Pros
Cons
  • Super Poison Resist
    • Alternative to Chidori
  • Powerful damage option
  • Wonderful weighted stats
  • Perfect 15-15 board
  • Huge weighted stats
  • LS only works when above 50% HP
    • Can easily go under due to low Effective HP
  • Longer cooldown
  • Does not create Hearts
    • Water somewhat lacks Auto Follow Up Damage

Seto Kaiba’s Evolved form pushes him into a Damage oriented role for mono Water teams as he comes with triple 7 Combo 45 along with VDP via Super Awakenings. In my opinion, this is the best distribution of offensive awakenings for a dedicated damage card as they will enjoy 8x personal damage with essentially any match along with  the capacity to deal wonderful VDP damage when needed.

To top it off, Seto Kaiba comes with a natural Super Poison Resist which enables him to function as an alternative to Chidori . One thing to keep in mind is the Seto Kaiba will perform better than Chidori regardless of board size when VDP is not taken into consideration as she only offers a 10 Combo which is harder to proc. Furthermore, Seto Kaiba has wonderfully high weighted stats that are well distributed among the three metrics.

As a leader, Seto Kaiba must remain above 50% HP which will prove difficult in harder content due to only enjoying 57.75% Damage Reduction and no HP multiplier. This is essentially like Edward who has declined over time for this reason alone.

Weapon Assist: Skill Boost Time Extend Time Extend Imp HP
Active: Unlock all orbs; Create 15 Water and Dark orbs over any orbs (15 -> 15 turn CD)

Pros
Cons
  • Skill Boost Skill Boost + added bulk & healing
  • +1s orb movement time
  • Perfect 15-15 board
  • Long CD
    • Less likely to charge up
  • Huge weighted stats
  • Primarily for Transformation teams

Seto Kaiba’s Weapon Assist is wonderfully powerful as it provides a Skill Boost Skill Boost along with Team HP and Team RCV . This builds upon the Transformation meta as it provides additional bulk and healing potential while also having the valuable Skill Boost. Furthermore, it also provides one full second of orb movement time which can also come in handy as it is possible some Transformation teams lack Time Extend.


Base Yami Marik & The Winged Dragon of Ra – S

Active: For 1 turn, 2x RCV; For 1 turn, 2x ATK for Dark Att.; Change Wood orbs to Dark orbs; Change Water orbs to Heal orbs (13 -> 8 turn CD)

Leader Skill: 6x ATK and 2x HP for God and Devil type; 3x ATK and reduce damage taken by 25% when matching 2+ Dark combos [4/324/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost 45 45 TPA TPA
Super Awakenings:  TPA
Typing: Devil / God
Available Killers: God Killer Devil killer
Weighted Stats (Limit Break): 1401 (1751)
HP 6505 (8131) / ATK 3420 (4275) / RCV 200 (250)
Weapon Assist:   Skill Lock Resist Bind Clear awakening Bind Clear awakening Imp ATK

Pros
Cons
  • Super Poison Resist
    • Only Dark card to have this
  • Useful active
    • Creates Dark, Hearts, & buffs RCV
  • Huge weighted stats
  • LS requires 2 Dark combos
    • Worse compared to connect 6
    • Requires 12 for VDP

Base Yami Marik comes with Super Poison Resist which can open up inheritance options as he effectively brings 5 Resists himself. Furthermore, his active will create Dark, Hearts and gives 2x RCV to overwrite any existing debuffs.

As a whole, Yami Marik is a reasonably strong card but aside from his Super Poison Resist, he does not provide too much overall as he does not provide sufficient damage or other kinds of utility. Furthermore, if we do start to see more powerful leaders like Yugi who have Poison Immunity, Yami Marik will go down in value.

Thankfully, his other forms are quite powerful.

Yami Marik & The Winged Dragon of Ra – Immortal Phoenix

Active: Remove all binds and awoken skill binds; For 1 turn, increase combo count by 2 (13 -> 13 turn CD)

Leader Skill: [No skyfall] 2x HP & ATK for Fire and Dark Att.; 9x ATK when 10 or more combos; increase combo by 3 when matching 5 or more colors (4+heal) [4/324/1]

Awakenings: Bind Immune Bind Immune Skill Lock Resist Skill Boost Skill Boost Skill Boost 45 
Super Awakenings:  TPA
Typing: Devil / God
Available Killers: God Killer Devil killer
Weighted Stats (Limit Break): 1401 (1752)
HP 6005 (7506) / ATK 3220 (4025) / RCV 470 (588)
Weapon Assist:   Skill Lock Resist Bind Clear awakening Bind Clear awakening Imp ATK

Pros
Cons
  • Full Bind + Awoken Bind
  • 3 Skill Boosts Skill Boost
  • High personal damage on 7×6 boards
  • Huge weighted stats
  • High personal damage is wasted without VDP
  • Requires 7×6 to truly shine

Yami Marik’s Evolved form enjoys 10x personal damage when hitting 10 or more combos which naturally fits well on 7×6 boards. Sadly, this high value become moot against Void spawns which means he becomes effectively a 3 Skill Boost Skill Boost card. While he can be used as a Yugi sub, I feel there are stronger options unless you crave for a Bind and Awoken Bind solution.

Weapon Assist:   Skill Lock Resist Bind Clear awakening Bind Clear awakening Imp ATK
Active: Remove all binds and awoken skill binds; For 1 turn, increase combo count by 2 (13 -> 13 turn CD)

Pros
Cons
  • Cloud Resist
  • 1s orb movement time
  • SBR Skill Lock Resist
  • Full Bind + Awoken Bind clear
  • Universally helpful Weapon Assist
  • 6 turns soft bind clear Bind Clear awakening
  • Huge weighted stats
  • ?

Yami Marik’s Weapon Assist is able to function as a universally powerful option as it provides an extra second of orb movement time , Cloud Resist , and SBR Skill Lock Resist.

Furthermore, this card provides a full Bind and Awoken Bind clear along with +2 combos. As such, it makes Yami Marik’s Weapon Assist a universally powerful option. There are no real downsides to this Weapon Assist and gaining 6 turns of soft bind clear Bind Clear awakening can enable any Bind Immune card the ability to clear 6 turns of binds for the entire team with a row of Hearts.

All in all, Yami Marik’s Weapon Assist provides so many different layers of value and will almost always be valuable when used.

6 Star base

Téa Gardner & Shining Friendship & Fire Sorcerer – B

Active: Recover all HP; For 3 turns, recover 20% of max HP; Replace all orbs (10 -> 10 turn CD)

Leader Skill: 4x ATK when matching 4 or more colors; 1.5x HP for Healer type; 4x ATK and reduce damage taken by 25% when recovering more than 50000 HP from Heal orbs [2.25/256/1/43.75%]

Awakenings: Bind Immune Bind Immune  Skill Lock Resist
Super Awakenings:  
Typing: Healer / Attacker
Available Killers: Dragon Killer Devil killer physical killer 37 
Weighted Stats (Limit Break): 1006 (1257)
HP 2740 (3425) / ATK 2145 (2681) / RCV 908 (1135)
Weapon Assist: Skill Lock Resist Auto heal Auto heal RCV Latent

Pros
Cons
  • High base RCV
  • Solid healing solution via 3 Team RCV
  • Natural Tape Resist
  • 4 Skill Boosts
  • Future Faska sub
  • Underwhelming active

Tea Gardner is the first 6-star card to be featured within the Yu-Gi-Oh Collab and is able to function as a potent healing solution due to her three Team RCV and naturally high RCV.

While Enhanced Heal Orbs +heart are often the go-to option for recovering health, Tea can function as a solid alternative but her main appeal will be for the future Transforming Faska due to Tea’s 4 Skill Boosts and correct typing. Furthermore, the natural Tape Resist can be valuable depending on your team composition and pairing.

Unfortunately, Tea has an underwhelming active that does not provide much value and has a modestly long cooldown of 10 turns.

One thing to keep in mind with high Skill Boost cards with other valuable traits is that they can help future Transforming cards perform better.

Weapon Assist: Skill Lock Resist Auto heal Auto heal RCV Latent
Active: Recover all HP; For 3 turns, recover 20% of max HP; Replace all orbs (10 -> 10 turn CD)

Pros
Cons
  • Weaker Yami Marik Weapon
  • Cloud Resist
  • SBR Skill Lock Resist
  • Active is weak
  • 10 turn CD may be too short and accidentally charge up

Tea’s Weapon Assist looks quite similar to Yami Marik’s Weapon as both provide Cloud Resist and SBR Skill Lock Resist. As such, the amount of value it brings to a given team comes down to how much you can benefit from these two awakenings as the active itself is underwhelming along with the 10 turns running the risk of accidentally charging up.


Joey Wheeler & Red Eyes B. Dragon – C

Active: Deal 150x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs (15 -> 10 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 50% when matching 5 Fire orbs in an L shape; 6x ATK and increase combo by 1 when matching 4 or more colors [1/324/1/75%]

Awakenings:  Skill Boost Time Extend 45 45
Super Awakenings:
Typing: Balance / Dragon
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37 
Weighted Stats (Limit Break): 1005 (1257)
HP 3835 (4794) / ATK 2595 (3244) / RCV 308 (385)
Weapon Assist: Imp ATK

Pros
Cons
  • Double row maker
  • 150x ATK Button
  • Too many L’s
    • Eats into other awakenings

Joey Wheeler is able to generate a row of Dark and Fire orbs along with 150x ATK to all enemies. This Button plus orb generation can save active skill when trying to efficiently farm content as you can potentially solve 3 floors with one active.

Moving beyond that, I feel Joey Wheeler’s base form lacks sufficient value as he has far too many L awakenings which eats into his overall potential. Don’t get me wrong, I want to have at least 1 L on every team, but this is excessive combined with the fact that he does not provide much else. Thankfully, his Weapon Assist is quite valuable.

Weapon Assist: Imp ATK
Active: Deal 150x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs (15 -> 10 turn CD)

Pros
Cons
  • Bind Immunity
  • L
  • Only card that provides both
  • Active generates 6 Fire & 6 Dark
  • Most cards are bind immune

At this point in time, there are only 15 cards that provide an L awakening via Weapon Assist but Joey’s is the only one that also provides Full Bind Immunity . How much value will this bring to your team depends on cards being vulnerable to binds which is relatively rare.

With that being said, the active tied to this card has value for mono Dark and Fire teams and would still be reasonable to have in most content.


Mai Valentine & Cyber Harpie Lady – C

Active: Delay enemies’ next attack by 2 turns; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs (15 -> 10 turn CD)

Leader Skill: 4x ATK when 5 or more combos up to 9x at 10 combos; 2x ATK and reduce damage taken by 25% when matching 2+ Heal combos [1/324/2/43.75%]

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend physical killer physical killer physical killer
Super Awakenings:  
Typing: Attacker / Physical
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1006 (1257)
HP 6254 (6254) / ATK 2528 (3160) / RCV 0 (0)
Weapon Assist: Time Extend Imp ATK

Pros
Cons
  • 3 Physical Killers physical killer
  • Can use Physical Killer latents
  • Natural Cloud Resist
  • Only strong vs Physical spawns

Mai Valentine is the only card in the game that has 3 Physical Killers and is able to also wield Physical Killer latents. This grants her the highest personal damage against these spawns and may prove to be a popular solution for Ranking Dungeon or Farming set ups.

With that being said, that is essentially the extent of their value in this form and it may be somewhat redundant if you already own other triple Physical Killers.

Weapon Assist: Time Extend Imp ATK
Active: Delay enemies’ next attack by 2 turns; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs (15 -> 10 turn CD)

Pros
Cons
  • FUA
  • FUA is less needed

Mai Valentine’s Weapon Assist is the second card in the game to provide a FUA which is kind of cool but underwhelming in practice. This is because we are entering an age with Auto Follow Up Attack leaders along with many popular/powerful cards already coming with this awakening.

Perhaps if this came out 2 years ago it would have been game changing but at this point in time, it does not provide much value.


Yami Bakura & Dark Necrofear – A

Active: Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs (10 -> 5 turn CD)

Leader Skill: [Disable Poison & Mortal Poison orb effects] Reduce damage taken by 35% when above 50% HP; 15x ATK when matching 4 or more connected Poison or Mortal Poison orbs [1/225/1/57.75%]

Awakenings: Skill Boost Skill Boost Skill Boost Time Extend
Super Awakenings:  
Typing: Attacker / Devil
Available Killers: Devil killer God Killer physical killer
Weighted Stats (Limit Break): 1005 (1257)
HP 4285 (5356) / ATK 2668 (3335) / RCV 130 (162)
Weapon Assist: Time Extend Imp ATK

Pros
Cons
  • Exceptionally high personal damage under the right circumstances
    • Synergy with their own Weapon Assist
  • Super Blind
  • 5 turn cooldown
    • Exceptionally fast for 3 element board
  • 3 Skill Boosts Skill Boost
  • Reliant on Poison Orbs to deal damage
    • Not ideal under most circumstances
    • Ideally have immunity to Poison damage
    • Requires numerous duplicates of himself
  • Semi reliant on 7×6
  • Really requires his own Weapon Assist to truly shine
  • No SBR Skill Lock Resist

Bakura is a truly interesting card that seems counter intuitive at first glance. This is because they come with three Poison Orb Blessings which increases the chance of Poison orbs appearing along with 2x personal damage when matching Poison. As such, they can enjoy 8x personal damage with no combo/HP requirement but that also means they must have Poison Orbs present to function.

For the most part, this is not an ideal situation for the vast majority of teams and in theory functions best on 7×6 where the larger board helps ensure Poison Orbs will be present while not taking away too many of your key colours. With that being said, matching Poison Orbs will deal damage to you but this is where Yugi comes in.

Yugi is immune to Poison damage and is hungry for Skill Boosts Skill Boost to Transform. As such, Bakura can be a potential damage solution due to their correct typing and 3 Skill Boosts and Super Blind Of course this will require a certain degree of setting up and ideally a larger 7×6 board and Bakura’s Weapon Assist to further push their damage output. Amusingly, Bakura’s active has synergy with this play style as it will generate Poison, Dark, and Heal orbs.

I am not sure how I feel about this new method for dealing damage but if I am fortunate enough to roll well in the Yu-Gi-Oh Collab, I will experiment with this.

On the other hand, if you are able to clear AA3, acquiring Gaslowe may result in an interesting team composition and give rise to a potentially powerful Poison team.

Edit

Bakura can be a truly outrageous card if you are able to roll numerous duplicates of himself in order to use his Base plus Weapon form numerous times. This can create a team with a steady flow of Poison orbs to deal spectacular damage and this only becomes easier with his 5-turn cooldown.

With that being said, I feel that this will not be applicable to the vast majority of players as it requires so many copies to work. This is the main reason why I rank him lower due to the impracticality of forming this set up and possible chance of misleading players if they only have a single copy. Furthermore, it hinges on not dying to Poison matches which is also quite restrictive.

Weapon Assist: Time Extend Imp ATK
Active: Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs (10 -> 5 turn CD)

Pros
Cons
  • Synergy with himself
  • Adds 2x personal damage and higher chance for Poison orbs
  • Bind Immunity
  • Reliant on owning 2 Bakura
  • Not helpful for the vast majority of situations without dupes

Bakura’s Weapon Assist enables him to perform his unique approach to high damage output by granting him Bind Immunity another 2x personal damage via Poison Orb Blessing .

As such, it will grant him 16x personal damage whenever Poison orbs are matched which will result in comically high damage output which is then further supplemented via two VDP .

This is a truly unique set up that can work under the right circumstances but at the same time, may be difficult to work around for the vast majority of teams. Furthermore, this set up relies on owning two Bakuras which may or may not be possible for most players.


Dark Magician – S

Active: Delay enemies’ next attack by 3 turns; Unlock all orbs; Change Jammer, Poison, Mortal Poison, and Bomb orbs to Dark orbs (17 -> 12 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; 7x ATK on the turn a skill is used; Increase combo by 1 when matching 9 or more connected Dark orbs at once [4/196/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist 45 45
Super Awakenings:  
Typing: Devil / Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1020 (1275)
HP 4070 (5088) / ATK 2500 (3125) / RCV 340 (425)
Weapon Assist: Skill Boost 42 Imp ATK

Pros
Cons
  • 7 Effective Skill Boosts Skill Boost
    • Key enabler for Transform teams
  • Amazing sub for Yugi
  • SBR Skill Lock Resist
    • Many SB cards lack this
  • Strong personal damage
  • Rolling 2 is good
  • Can only benefit from 1 DM active
    • Delays do not stack (Haste will)
  • Less efficient for Ranking/Farming

Dark Magician sets the tone for future Skill Boost Skill Boost options as he is able to provide a walloping 7 Effective Skill Boosts when using his Delay active. This works due to his natural 4 and by delaying a spawn by 3 turns, players can match 1 combo three times to net 7 turns of charging up. This is valuable because Dark Magician comes with useful awakenings including a SBR Skill Lock Resist which is often absent from many Skill Boost options.

With this in mind, it is well worth trying to roll one (ideally two for Assist) Dark Magicians in order to take advantage of his Skill Boost potential but players must be aware that only one can be used efficiently on a given team. This is because Delays do not stack which means you cannot use two in quick succession as the second will not further delay the spawn. This means players would have to take a single hit from said spawn which will often prove fatal for pre-Transform teams.

Furthermore, this is not as efficient as 7 natural Skill Boosts if time is an issue in Farming or Ranking Dungeons. Regardless, this is a card you will want to own moving forward for either his Base form or Weapon Assist. One thing to keep in mind is that subs/inherits tend to be Powercrept slower compared to leaders and assuming the Transform meta will be here for a while, Dark Magician should have strong staying power.

Weapon Assist: Skill Boost 42 Imp ATK
Active: Delay enemies’ next attack by 3 turns; Unlock all orbs; Change Jammer, Poison, Mortal Poison, and Bomb orbs to Dark orbs (17 -> 12 turn CD)

Pros
Cons
  • 4 Effective Skill Boosts Skill Boost
  • Relatively low CD of 12
    • Easier to inherit
  • Primarily for Transform teams
  • Must have a card with a low CD to inherit on

Dark Magician’s Weapon Assist retains the same 3 turn delay while also providing a single Skill Boost Skill Boost. This means it can be inherited for 4 Effective Skill Boosts assuming the base card can be used right away (or receives sufficient Haste).

This is valuable because it can transform a card with a relatively low cooldown into a powerful Skill Boost option as Dark Magician cannot be used as a sub all the time.

For example, if you decided to use Ina as your Yugi pairing, inheriting Dark Magician’s Weapon would grant her an Effective 5 Skill Boosts assuming you have 15 to being with. Of course you may be better suited in directly using Dark Magician as a sub for this team but I just wanted to illustrate how it would work.

While there are two other cards that can provide at least 3 turns of Delay and a Skill boost (Ilmina link) both of these have a 15 turn cooldown which may make it harder to successfully inherit.


Blue-Eyes White Dragon – B

Active: For 1 turn, increase combo count by 2; Change the far left column and the 2nd column from the left to Water orbs and change the 2nd column from the right and the far right column to Light orbs (20 -> 15 turn CD)

Leader Skill: 5x ATK and 1.5x HP for Dragon type; 3x ATK and increase combo by 1 when matching Water and Light at once [2.25/225/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost  
Super Awakenings:
Typing: Dragon / Attacker
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1006 (1257)
HP 4058 (5072) / ATK 3000 (3750 ) / RCV 0 (0)
Weapon Assist: Imp ATK

Pros
Cons
  • Strong VDP potential
  • Active generates 10 Light & Water orbs on 6×5
    • +2 combos
  • Orb Skin
    • Can directly purchase
  • Damage is tied to VDP
    • Contributes low damage with out 3×3 Box

Blue Eyes White Dragon can function as a powerful VDP solution for mono Water teams due to their three awakenings plus >80% . While this can give them tremendous damage output when forming a 3×3 Box, it leaves them lacking for all other forms of matching.

For myself, I personally prefer my damage-oriented cards to feature triple 7 Combo 45 or <50% along with a VDP. This set up grants strong personal damage from all given matches and will represent the majority of floors you will be playing through. Of course, if you are playing something like Beach Veroah you will be regularly forming 3×3 Boxes and the main hurdle will be working around the lengthy 15 turn cooldown.

Weapon Assist: Imp ATK
Active
: For 1 turn, increase combo count by 2; Change the far left column and the 2nd column from the left to Water orbs and change the 2nd column from the right and the far right column to Light orbs (20 -> 15 turn CD)

Pros
Cons
  • >80% awakening
    • 1.5x personal damage
  • Combo Orb is currently underwhelming
  • >80% has small window for success

Blue-Eyes White Dragon’s Weapon Assist is able to provide >80% along with a Combo Orb For the most part, >80% tends to be the least reliable offensive awakening due to the small window for success along with only providing 1.5x personal damage.

As such, it is best to have this awakening featured alongside other useful aspect and sadly, Combo Orbs are currently underwhelming. This is because they require 10-12 orbs for success and this is impractical overall unless you have a System for continuous orb generation. As such, I feel this Weapon Assist will not be as highly prized at this point in time.

Orb Skin


Dark Magician Girl – B

Active: Unlock all orbs; Create 5 Light and Dark orbs (11 -> 6 turn CD)

Leader Skill: 3.5x ATK and 1.5x HP for Light and Dark Att.; 4x ATK and reduce damage taken by 25% when recovering more than 50000 HP from Heal orbs [2.25/196/1/43.75%]

Awakenings: Light Row Light Row Light Row Dark row Dark row Dark row
Super Awakenings: 45  
Typing: Devil / Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37 
Weighted Stats (Limit Break): 1007 (1259)
HP 4558 (5698) / ATK 2105 (2631) / RCV 390 (488)
Weapon Assist: Light Row Light Row Dark row Dark row Skill Lock Resist Imp HP

Pros
Cons
  • 4 Skill Boosts Skill Boost
  • 6 turn base CD
  • Functions as a potent Yugi sub
  • Fortress Dragon Transforms into DMG
  • No SBR Skill Lock Resist
  • Fortress Dragon provides more Effective SB
  • Two Row colours dilute awakenings

Dark Magician Girl (DMG) is the final 6-star card within the Yu-Gi-Oh Collab and continues the trend of facilitating Transforming leaders. This is because she boasts a useful 6 turn cooldown (can inherit something like Dark Magician ) along with 4 Skill Boosts Skill Boost. Furthermore, she provides passive damage for both mono Light and Dark teams and is actually the the Transformation result of using Fortress Dragon’s active.

This is a pretty wild concept as a completely different Collab card can Transform into another. With that being said, the main difference between owning Dark Magician Girl or Fortress Dragon is which Weapon Assist you could potentially make along with whether Limit Break/Super Awakenings are included.

Fortress Dragon is unable to be Limit Broken and that carries over once Transformed into Dark Magician Girl. This represents a -25% in Weighted Stats but Fortress Dragon does provide 6 Effective Skill Boosts. As such, it is more effective to run Dark Magician Girl directly for stats if you can afford the loss of 2 Skill Boosts.

Regardless of how you ended up with Dark Magician Girl, neither her nor Fortress Dragon owns SBR Skill Lock Resist which may pose some issues if not properly addressed.

Weapon Assist: Light Row Light Row Dark row Dark row Skill Lock Resist Imp HP
Active
: Unlock all orbs; Create 5 Light and Dark orbs (11 -> 6 turn CD)

Pros
Cons
  • Two Dark Dark row and Light Light Row Rows
  • SBR Skill Lock Resist
  • Cannot fully take advantage of both colour Rows
  • Short CD may accidentally charge up

Dark Magician Girl’s Weapon Assist is able to provide two Dark Dark row and Light Light Row Rows along with a single SBR Skill Lock ResistWhile the SBR can help Transforming teams achieve 100% protection, the second set of Rows will often go to waste.

As such, this Weapon should be viewed as a way to add some passive damage along with Skill Bind protection. Finally, another thing to keep in mind is that this Weapon has a 11 -> 6 cooldown which means it may accidentally charge up at the wrong time.

5 Star base

Gandora the Dragon of Destruction – C

Active: For 1 turn, increase ATK by 30% for each Enhanced Team HP awakening skill on the team; Reduce HP by 50% (15 -> 10 turn CD)

Leader Skill: [No skyfall] 2x HP; 6x ATK when there are 10 or fewer orbs remaining up to 11x ATK when 0 orbs left; 2x ATK when matching 2+ Dark combos [4/484/1]

Awakenings: Skill Boost Skill Boost Skill Lock Resist  
Super Awakenings: Skill Boost
Typing: Dragon
Available Killers: Machine Killer Healer Killer 
Weighted Stats (Limit Break): 906 (1133)
HP 2080 (2600) / ATK 2080 (2600 ) / RCV 0 (0)
Weapon Assist: Imp ATK

Pros
Cons
  • Three Team HP
  • High personal damage when <50% HP
  • Lacks VDP
    • Personal damage can go to waste
  • Active is lackluster

Gandora is the first 5-star card within the Yu-Gi-Oh Collab and comes with the ability to grant +15% Team HP due to his three awakenings. This can add significant bulk and his own personal damage reaches 8x when below half health.

This has applications for speed farming or teams who enjoy being low health. With that being said, a lack of VDP means his personal damage will often go to waste. Depending on the type of team he is used on, this may or may not be a deal breaker as Zaerog Core is almost always featured on <50% HP teams and his own personal damage can somewhat carry the team on his own.

On the other hand, Gandora does not bring too much else to the team outside additional bulk and his active functions like a Gemstone Princess in that it scales off awakenings to provide additional damage. Sadly, this burst only lasts for a single turn and scales from Team HP which is almost always going to be less common compared to Skill Boosts as Carat Carat tends to be the most universally useful burst.

Weapon Assist: Imp ATK
Active
: For 1 turn, increase ATK by 30% for each Enhanced Team HP awakening skill on the team; Reduce HP by 50% (15 -> 10 turn CD)

Pros
Cons
  • Two Team HP
    • Rare for Weapon Assists
  • Does not provide much overall

Gandora’s Weapon Assist is able to provide 2 Team HP which is relatively unique as only a total of 5 Weapon Assists have this. Sadly, that is essentially all he does provide and the active skill itself will often prove underwhelming.

With that being said, it is a way to add sizable bulk to a given team but will most likely be passed over for assists that provide more.


Gaia the Fierce Knight – C

Active: Deal 100000 fixed damage to all enemies; Change the far left column and the 2nd column from the left to Wood orbs and change the 2nd column from the right and the far right column to Dark orbs (20 -> 15 turn CD)

Leader Skill: 2x HP for Attacker type; 3x ATK when matching Wood and Dark; 3x ATK when matching 5 or more connected Wood or Dark orbs [4/81/1]

Awakenings: Devil killer Devil killer Devil killer Skill Boost
Super Awakenings:
Typing: Attacker
Available Killers: Devil killer physical killer
Weighted Stats (Limit Break): 907 (1133)
HP 3600 (4500) / ATK 2453 (3066) / RCV 168 (210)
Weapon Assist: Enhanced Wood Orb Enhanced Wood Orb Imp ATK

Pros
Cons
  • Three Devil Killers Devil killer
    • Can use Devil Killer latents
  • Super Blind
  • Double column generator
  • 100,000 True Damage to all enemies
  • Only effective against Devils
  • Super Blind will often go to waste

Gaia the Fierce Knight comes with three natural Devil Killers Devil killer along with the ability to utilize Devil Killer latents. This grants him impressive personal damage against Devil spawns but at the same time, that is all he is effective against.

Despite the inclusion of a Super Blind it will often go to waste as it will be nearly impossible to justify his usage on teams tackling Arena-style content.

On the other hand, Farming builds and possible Ranking Dungeon set ups can benefit from the massive unconditional damage and the ability to generate two columns of orbs can help with having sufficient orbs present along with the 100,000 True Damage component.

Weapon Assist: Enhanced Wood Orb Enhanced Wood Orb Imp ATK
Active
: Deal 100000 fixed damage to all enemies; Change the far left column and the 2nd column from the left to Wood orbs and change the 2nd column from the right and the far right column to Dark orbs (20 -> 15 turn CD)

Pros
Cons
  • Two Wood Orb Enhances Enhanced Wood Orb
    • Provides some passive damage
  • Combo Orb may become useful in the future
  • Combo Orb is currently underwhelming

Gaia’s Weapon Assist is able to provide two Enhanced Wood Orb Enhanced Wood Orb which can provide a modest amount of Passive Damage for the entire team along with a single Combo Orb .

At this point in time, Combo Orbs tend to be underwhelming due to the 10-12 orb requirement and while it can have merits on System-based teams (able to use orb changers every turn), it tends to fall flat in most other cases. While Combo Orbs have been buffed since their release, they are still struggling to find universal value due to the orb hungry nature of its activation.


Mystical Elf – B

Active: Recover 50% of max HP; Reduce unable to match orbs effect by 9999 turns; Change the far left column to Heal orbs (15 -> 10 turn CD)

Leader Skill: 7x ATK and reduce damage taken by 50% when matching 2+ Heal combos; 10x RCV additional heal when matching orbs [1/49/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend 
Super Awakenings:  45 
Typing: Healer
Available Killers: 37 Dragon Killer
Weighted Stats (Limit Break): 907 (1134)
HP 4008 (5010) / ATK 1220 (1525) / RCV 788 (985)
Weapon Assist: Auto heal Auto heal Jammer Resist Jammer Resist Jammer Resist RCV Latent

Pros
Cons
  • Powerful, universal active
    • Becomes a valuable Weapon Assist
  • Easy to roll
  • Make Weapon Assist

Mystical Elf owns a wonderfully strong active that has value for essentially any team that needs to overcome Unable to Match Orb Effects. While this type of mechanic can sometimes be stalled and is rare, it would not surprise me if it became more common as we move forward due to the number of different cards owning their respective counter.

With that being said, it is best to pursue their Weapon Assist form as it provides awakenings as Mystic Elf will almost always be inherited. Furthermore, this will probably be the first type of active many players may acquire due to the relative ease it should be in acquiring a bottom rarity card.

Weapon Assist: Auto heal Auto heal Jammer Resist Jammer Resist Jammer Resist RCV Latent
Active
: Recover 50% of max HP; Reduce unable to match orbs effect by 9999 turns; Change the far left column to Heal orbs (15 -> 10 turn CD)

Pros
Cons
  • 60% Jammer Resist Jammer Resist
  • Fully clears Unable to Match Orb Effects
  • Generates a column of Hearts on far left
  • Auto Heal Auto heal looks out of place

Mystic Elf’s Weapon Assist is able to provide 60% protection against Jammers Jammer Resist along with a powerful active skill. I have often bashed Jammer Resist for being underwhelming compared to Poison or Blind, but it still has its merits, especially when it comes alongside a valuable active.

Mystic Elf’s active is able to fully clear Unable to Match Orb Effects and while it is still a relatively new mechanic, being able to completely counter it can be invaluable, as GungHo likes to introduce a new/problematic mechanic and subsequently provide players with a direct counter via an active skill. While this is not the most enjoyable way to play the game, it is important to have in your Monster Box for when the situation arises.

Furthermore, it is possible many players lack this type of active skill and having it available at the bottom rarity can be invaluable and gives further motivation to roll in this event.


Winged Dragon, Guardian of the Fortress #1 – A

Active: Charge all allies’ skills by 3 turns; Changes to [5802] for the duration of the dungeon (14 -> 14 turn CD)

Leader Skill: 2x ATK when 4 or more combos up to 3x at 6 combos; 3x ATK and reduce damage taken by 35% when above 50% HP [1/81/1/57.75%]

Awakenings: Skill Boost Skill Boost Skill Boost Healer Killer Healer Killer Healer Killer
Super Awakenings: –
Typing: Dragon
Available Killers: Machine Killer Healer Killer
Weighted Stats (Limit Break): 907 (-)
HP 5064 (-) / ATK 1895 (-) / RCV 65 (-)
Weapon Assist: Imp HP

Pros
Cons
  • Triple Healer Killer Healer Killer
  • 3 natural Skill Boosts Skill Boost
  • 3 turns Haste + self Transform
    • Net 6 Skill Boosts
  • Transforms into Dark Magician Girl
    • Better awakenings/stats
  • High value sub for Yugi
  • Bottom rarity card
  • No SBR Skill Lock Resist in either form

At first glance, Fortress Dragon seems like an odd card to be so highly prized but their true power lies within their effective 6 Skill Boosts Skill Boost due to awakenings and Haste. We are starting to entire an era where Transformation will reign supreme and in order for this to be successful, we must have high Effective Skill Boost cards.

As such, the three Skill Boosts from Fortress Dragon combined with the three turns of haste can quickly charge up your Transforming cards.

Furthermore, Fortress Dragon will also Transform into Dark Magician Girl who boasts stronger awakenings and a better base active skill post-Transform.

As a result of this Transformation, players will now have Dark Magician Girl on their team instead which in turn has synergy with various team, most notably, Yugi due to her Devil typing and now more useful active. This can be a step above other high Skill Boost cards as the entire kit of Fortress Dragon changes.

When planning inherits for your Fortress Dragon, keep in mind that if you want on-colour bonuses, the Weapon Assist should be Light along with ideally having a useful active to take advantage of Dark Magician Girl’s fast 6 turn active.

While all of is powerful, players should be mindful that Fortress Dragon and Dark Magician Girl both lack Skill Bind Resist Skill Lock Resist which may become an issue if not paid close attention to.

Weapon Assist: Imp HP
Active
: Change Heal, Jammer, Poison, and Mortal Poison orbs to Fire orbs; For 1 turn, reduce damage taken by 75% (10 -> 10 turn CD)

Pros
Cons
  • Two Team RCV
  • >80%
  • Mediocre Weapon Assist
  • Base form is far stronger

Fortress Dragon’s Weapon Assist is underwhelming compared to their Base form as the main appeal is a single >80% awakening. This will grant the owning card 1.5x damage if above 80% health but we have numerous other ways to achieve this along with stronger secondary effects.

As such, it is best to leave them in their Base form for their 6 Effective Skill Boosts.


Kuriboh – B

Active: For 5 turns, increase combo count by 1; For 5 turns, reduce damage taken by 30% (18 -> 13 turn CD)

Leader Skill: [Board becomes 7×6] 1.5x HP & RCV for Wood Att.; 2x ATK when 4 or more combos up to 10x at 12 combos  [2.25/100/2.25]

Awakenings: Skill Boost Skill Boost Skill Lock Resist Jammer Resist Poison resist Blind Resist
Super Awakenings:   
Typing: Devil
Available Killers: God Killer
Weighted Stats (Limit Break): 906 (1132)
HP 4565 (5706) / ATK 1705 (2131) / RCV 325 (406)
Weapon Assist: Skill Lock Resist Skill Lock Resist Imp HP

Pros
Cons
  • Potent 7×6 leader for Wood
    • Can be effectively leader swapped
  • 20% to three Resists Jammer Resist Poison resist Blind Resist
    • Can ease team building/assists
  • Tape or Cloud SA
  • No ideal team to fully take advantage of 7×6
  • Active is okay

Kuriboh is the final card of the Yu-Gi-Oh Collab and comes with a potent 7×6 leader skill. We are starting to once again see a rise in 7×6 usage due to higher combo shields along with teams being more orb hungry (requiring 6 of a single colour) and with 12 additional orbs, everything becomes easier.

Due to the modest multipliers found on 7×6 leaders, it is often preferable to utilize a Leader Swap. With that being said, I do not feel there are any ideal Wood leaders at this time to truly take advantage of the larger board as most of them just want to hit 7 combos.

Weapon Assist: Skill Lock Resist Skill Lock Resist Imp HP
Active
: For 5 turns, increase combo count by 1; For 5 turns, reduce damage taken by 30% (18 -> 13 turn CD)

Pros
Cons
  • L
  • Two SBR Skill Lock Resist
  • Has value on some Transform teams
  • Most teams have enough SBR

Kuriboh’s Weapon Assist is able to provide both an L awakening along with two Skill Bind Resists Skill Lock ResistFor most teams, this is underwhelming as the vast majority of monsters already come with a single SBR which would result in 120% coverage for a given team.

With that being said, it may become more common in the future for Transform teams to be potentially lacking in SBR coverage. Take for example Fortress Dragon (transforms into Dark Magician Girl ) who provides 6 Effective Skill Boosts Skill Boost but neither of their forms provides any SBR. As such, if players were to utilize two of them, they could run into situations where they sit at 80% SBR.

Thus, Kuriboh’s Weapon Assist can come in handy along with the single L which may or may not be possible to achieve for Skill Boost oriented teams.

Do I plan to roll?

I do plan on rolling reasonably hard in the Yu-Gi-Oh Collab on a special Friday Twitch Twitch Stream at around 6pm PST due to the power offered at all rarity levels. Furthermore, this Collab is the best way to acquire high Effective Skill Boost Skill Boost cards for current and future Transforming monsters. With this in mind, I feel it would be beneficial for the vast majority of players to roll here as even the bottom rarity cards will help position them well moving forward.

For my dream 7-star card, Yugi is the obvious choice and in an ideal world I would somehow own at least 2 due to the power he offers in all of his forms. Yugi is the next big thing in Powercreep and being able to acquire him at his release will help easily clear all content currently available.

For 6-star cards, I am most interested in Dark Magician as both of his forms will greatly facilitate Transforming as he offers 7 Effective Skill Boosts as a sub or 4 via Weapon Assist. It would be ideal if I owned two as I could have one in Base and Weapon form. Further copies will have less value as players can only utilize one Delay on floor 1.

Finally, Fortress Dragon is my dream 5-star card due to his 6 Effective Skill Boosts and how he can transform into Dark Magician Girl who can provide value for both mono Dark and Light teams.

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, goals and whether or not I have dupes. Icons show Base form regardless if it is their strongest iteration.

Conclusion

The Yu-Gi-Oh Collab is a high value event that has powerful cards across all rarity level. Furthermore, the main theme is Transform which I believe will be the next meta shift for Puzzle and Dragons as they must be stronger compared to current options in order to justify the Skill Boost Skill Boost requirements.

As such, I would encourage players to roll in this event as it will help position them well moving forward as numerous high Effective Skill Boost cards exist.

Regardless, let me know what you think about the Yu-Gi-Oh Collab in the comments below along with your own personal approach to this event.

Happy Puzzling!

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82 thoughts on “Yu-Gi-Oh Duel Monsters Collab Review and Analysis – Jan 2020”

  1. Should I trade for Yugi? I luckily rolled two Kaibas, one from the bundle and one from the normal machine, one of which I evolved to use on my Minaka team. If I include the extra Kaiba, I’ve got more than enough trade fodder. So far, I’ve rolled a Dark Magician, 4 Dark Magician Girls, and 3 Fortress Dragons.

    Like

    1. Well with DM + two Fortress Dragons you have 19/20 SB needed and you have 1 sub + friend + 6 inherits so you can make it work for sure

      One thing I want to say is if you have yet to clear the higher arenas, this is a phenomenal time to “catch up” on Powercreep

      Like

    2. Will this team be a huge upgrade from current options as you can transform turn 1? I would personally not trade away Kaiba as he is harder to acquire compared to GFE fodder

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  2. I rolled Yugi on my last roll out of 20 on my 2nd account, which is already stacked with Ina. Is it worth to trade for on my 1st account to pair with that Ina? And reap some friend points, my only other decent lead is Halloween Madoo(on my 1st acct.) otherwise…

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    1. Well is your main goal to coop with yourself?
      If yes, Hmadoo x Yugi works for sure and you will have enough SB. Barring no coop play, you can enter coop and then disconnect

      Like

  3. Thanks for the write up dude! My question was the trade for on 1st account, and Ina on the other with lucky 20th Yugi roll…thx again

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  4. So for the most part people seem to run
    Yugi/Fortress Dragon/Fortress Dragon/Bokura

    Do you plan on making a team building guide for Yugi?

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      1. Great then I hope for that time to come as for me 20 rolls, got Yugi in my first 7th roll and 2nd Yugi from the 7 star egg machine, but man in the beginning I got so so many Dark Magicial Girls, 6 of out of the first 10. I dreaded for the last half. Atlas no manly man dark magician 😦

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  5. If you have Akine, you can pair marik with gilgamesh FSN and solve the VDP problem and has 2x hp is okay. You just may need shield or kuroyuri to solve the healing problem,

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    1. Since you have 2 Yugi you can be more flexible as he can be a sub in his evo form

      Thus your subs could look like:
      Fortress Dragon, Dark Magician, Yugi evo

      That has 17 skill boosts and you still have one more sub slot along with inherits + friend

      By using only 1 Fortress dragon, you no longer have SBR issues

      As for inherits for generic team building, you should try and find cloud resist, tape, and really whatever you need for the current dungeon

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  6. One thing to note if you use 2 Fortress Dragons on your Yugi team is that they provide no Skill Block Resists. You’ll need 5 for 100% resist.

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    1. I bought yugi paired with 2 fortress rikuu assits for skill up and sbr. New sonia for board and lord Zedd for power. Gets me to 14 skill. So hit both fortress and im there. With this i can run double yugi. Should i?

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  7. I think you forgot the part where Bakura is immune to poison damage via LS. I happened to roll him and I’m fairly certain that he is.

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  8. Thanks so much for the review!!

    I rolled heavily and got everything except for Dark Magician and Kaiba. Also got two Yugis!

    If you meet the number of sb required to transform on first turn, is it better to pair with another Yugi or there are more benefits to pair with another card? I am speaking about this moment, before Nere hits

    Like

    1. Unless you are using 7×6 swapping (eg. Nohime then swap into Hbastet) double Yugi works wonderfully well

      Also, congrats on your two Yugi! How do you plan on building his team?

      Like

      1. So far I am using Yugi, Evo Yugi, two dragons, bakura, and helper Yugi. SRevo Anubis is actually a good candidate to be in the team if moving to a bigger board. I am still figuring out assists although I will probably have to throw in a Rikku on somebody so I can transform first turn. Chuan also adds a lot of rows, not that we are short on damage

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  9. Hey, assuming I got every card possible in multiples except only 1 Yugi, what do you think would be the best possible Yugi team made of just the collab cards?

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  10. I’ve rolled two dark magicians, Yugi, and three fortress dragons. Would you agree that for solo play, it’s better to use dark magician and other cards over multiple fortress dragons due to fortress dragon’s lack of skill bind resist, plus dark magician’s skill boost awakening and delay making it effectively a seven skill boost, but for 3-player, iirc super awakenings don’t apply, and the delay/stall strategy won’t really work, and therefore it’s better to stack up on fortress dragons?

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    1. Aside from the SB Fortress Dragon offers, they also turn into a fast 6-turn orb generator which when combined with Yugis helps ensure a constant flood of Dark orbs.

      Also, if using two Fortress, you only need 1 SBR weapon and if you had Fagan weapon on your Yugi, friend can be Yugi on Yugi for Tape and SBR

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  11. I bought yugi paired with 2 fortress rikuu assits for skill up and sbr. New sonia for board and lord Zedd for power. Gets me to 14 skill. So hit both fortress and im there. With this i can run double yugi. Should i?

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  12. It is somehow a tradegy that I buyed Rechee. Combo, color, 220k HP, shield was way to good. Esp with leader swap options.
    I could buy a Marik who could replace RevoAnubis (i like the super poison) or a Kaiba for idk.
    Only 1 card is missing for juying Yugi. But Marik could be useful, too. Even for Rechee.
    Boah…maybe I have some luck. At least the dragon is good for Rei.