GungHo Collab Review & Analysis – February 2020

I will try to reply to all comments by Monday evening as I have my second of 4 all-day hospital procedure early Tuesday morning and the recovery time was around 36 hours last time. Hopefully this one provides more benefits

Introduction

The GungHo Collab is making a return appearance this coming Monday and features several new Weapon Assists for existing cards along with a new 7-star monster.

As a whole, this event is reasonable overall but I feel that it is starting to age badly. This may be the case for many other events as they may not have cards that help the Transform meta but can still help round out weak points in most Monster Boxes.

Another drawback is that the 5-star cards were added back into the event which further dilutes the overall value of this event.

This article will outline the strengths and weaknesses of the GungHo cards to give players an idea of what each card has to offer and whether or not it is worth their Magic Stones.

Video commentary

—Video coming Monday—

Overview

GungHo Collab REM Pros & Cons – February 21, 2020
Pros
Cons
  • Will return on a regular basis
    • Cards should be routinely buffed etc.
  • Valuable cards in all rarities
  • Symmetrical ranking chart
  • Massive rolling pool
    • Harder to acquire one specific card
  • Collab feels “old”
  • Does not help Transform meta
    • May be better to save your Stones
  • Top-heavy event
    • Somewhat offset but huge rolling pool
  • Re-added in 5-stars
GungHo Collab Lineup
 7 Star base
 6 Star base
 5 Star base   
GungHo Collab Rankings – February 21, 2020
S
A     
B
C     
D

Order within each tier is random and not reflective of ranking

Icons show highest evolution available which may or may not be their strongest 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

Lilia (New) – S

Active: For 1 turn, increase combo count by 1; Lock all orbs (11 -> 6 turn CD)

Leader Skill: 1.5x HP for Wood Att.; 8x ATK when 4 or more combos up to 20x at 10 combos; Increase combo by 1 when matching 6 or more connected Wood orbs at once; Reduce damage taken by 25% when matching 6 or more connected Wood orbs [2.25/400/1/43.75%]

Awakenings:  Skill Boost Skill Lock Resist Time Extend Wood Row Wood Row Wood Row
Super Awakenings: 45 
Typing: Attacker / Healer
Available Killers: Dragon Killer Devil killer physical killer 37
Weighted Stats (Limit Break): 1008 (1260)
HP 3148 (3935) / ATK 2403 (3004) / RCV 638 (798)
Weapon Assist Awakenings: Wood Row Wood Row Wood Row Auto heal Imp HP

Pros
Cons
  • Combo-oriented LS
    • Hard to fully activate on 6×5
    • Does not require 6 Wood for ATK
  • Damage Reduction with 6 Wood match
  • +1 Combo with 6 Wood match
  • Evolved form grants Auto Follow Up Damage
  • Lower personal damage
  • Hard to fully activate on 6×5

Lilia is the only new card to be released in the GungHo Collab and follows the trend of the other 7-star cards: a Base, Evolved, and Weapon Assist form.

In her Base form, Lilia has the capacity to hit large ATK multipliers when hitting up to 10 combos. While this is impressive on paper, it will not occur as often as players would probably like on a 6×5 board. As a saving grace, Lilia will grant an additional combo and Damage Reduction with 6 or more Wood orbs. This is not tied to her ATK multiplier and helps her mitigate the combo loss due to more connected orbs.

While all of this is powerful, the main drawback is her Evolved form having more value due to the ability to deal 1 Auto Follow Up Damage when matching 9 or more Wood orbs.

Lilia (Dark Form)

Active: Change Water, Jammer, Poison, and Mortal Poison orbs to Wood orbs; Lock Wood orbs (5 -> 5 turn CD)

Leader Skill: 2x HP for Wood Att.; 8x ATK when 4 or more combos up to 20x at 10 combos; 1 additional damage when matching 9 or more Wood orbs [4/400/1]

Awakenings: Skill Boost Skill Boost Skill Lock Resist Time Extend  45 45
Super Awakenings: 45 
Typing: Attacker / Healer
Available Killers: Dragon Killer Devil killer physical killer 37
Weighted Stats (Limit Break): 1008 (1260)
HP 3148 (3935) / ATK 2403 (3004) / RCV 638 (798)
Weapon Assist Awakenings: Wood Row Wood Row Wood Row Auto heal Imp HP

Pros
Cons
  • Fast orb changer/low CD
  • Follow Up Damage with match 9-Wood
  • High scaling ATK multiplier
  • Can abuse 7×6 leader swaps
  • Strong personal damage
    • Can use Devil Killers Devil killer
  • Damage may be inconsistent on 6×5
    • No built in combo count
  • Auto Follow Up Damage requires 9 Wood orbs
    • Not always possible
    • Should bring 1 FUA card

Dark Lilia will most likely be the for most players pursue as it grants Wood their first truly viable Auto Follow Up leader when matching 9 or more Wood orbs.

For the most part, this should be done via VDP which will most likely be needed against most spawns but it would still be beneficial to have one FUA on the team for lesser floors that do not require the 9 Wood orbs as Lilia’s ATK multiplier is only tied to combos.

It is nice to have a combo-oriented leader but Lilia’s scaling can be a bit shaky. With no pairing she can hit an impressive 20x ATK at 10 combos but an average board is more likely to have 7-8 combos which drops her damage down to 14-16x or 196-256x ATK with dual leaders. This may or may not be a problem, but is something to consider when team building.

On the other hand, Lilia is well suited for 7×6 swapping due to her low cooldown and wonderful scaling multiplier that can benefit from the additional 12 orbs.

Weapon Assist Wood Row Wood Row Wood Row Auto heal Imp HP

Active: For 1 turn, increase combo count by 1; Lock all orbs (11 -> 6 turn CD)

Pros
Cons
  • Passive Damage for Wood teams
  • Cloud Resist
  • Active is okay
  • Shorter CD runs risk of accidentally charging up

Lilia’s Weapon Assist is able to provide three Wood Rows Wood Row along with a Cloud Resist . This overlap of offensive and defensive awakenings help form a stronger Weapon Assist but the opportunity cost is quite high here.

This is because Lilia will be able to function as one of the stronger Wood leaders and converting your only copy into a Weapon Assist may not be the best idea. Furthermore, the lower cooldown means it runs the risk of accidentally charging up at inopportune times.


Omega – A

Active: Create 1 Fire orbs over non Light orbs (6 -> 1 turn CD)

Leader Skill: 2x all stats for Fire Att.; 5x ATK on the turn a skill is used; 2x ATK and reduce damage taken by 25% when matching 3+ Fire combos [4/400/4/43.75%]

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Lock Resist 45 45 God Killer Devil killer
Super Awakenings  
Typing: Devil / Attacker
Available Killers: God Killer Devil killer physical killer
Weighted Stats (Limit Break): 1001 (1251)
HP 3495 (4369) / ATK 3250 (4062) / RCV 5 (6)
Weapon Assist: Fire Row Fire Row Fire Row Time Extend Imp HP

Pros
Cons
  • Massive ATK value
    • Synergy with offensive awakenings
  • 1 turn cooldown
    • Can act as Kuroyuri base
  • Wonderful LS multipliers
  • Too orb hungry to be practical as leader
  • Abysmal RCV
  • Dark form is universally stronger

Base Omega comes with a massive base ATK along with offensive awakenings. This enables him to function as a potent damage card who can gain VDP via Super Awakenings. Furthermore, his 1 turn base cooldown can be greatly abused to inherit anything you desire or as a Kuroyuri base.

While he does have amazing Leader Skill multipliers on paper, hitting 3+ Fire combos is too orb hungry to be truly practical as it is rare to have 9 Fire orbs present.

While it is always desirable to have a strong pool of 1-cooldown cards to use, Omega will find more value in their Dark form.

Dark Omega

Active: Reduce HP by 50%; Change top row to Fire orbs and change bottom row to Dark orbs (9 -> 9 turn CD)

Leader Skill: 6x ATK for Fire Att.; 2x HP for Dark Att.; 3x ATK and reduce damage taken by 25% when below 50% HP [4/324/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist
Super Awakenings  
Typing: Devil / Attacker
Available Killers: God Killer Devil killer physical killer
Weighted Stats (Limit Break): 1009 (1261)
HP 4150 (5188) / ATK 2540 (3175) / RCV 260 (325)
Weapon Assist: Fire Row Fire Row Fire Row Time Extend Imp HP

Pros
Cons
  • Massive potential when under 50% HP
    • No combo/colour requirement
    • Synergy with active skill
    • Three <50%
  • Active generates 2 Rows
  • Exceptionally vulnerable when just above 50% HP
  • Juggling HP may be troublesome for some players
    • Corrected via Zaerog Core

Dark Omega is a powerful <50% HP card who is able to unleash a massive 324x ATK when below half health. This has no combo or colour requirement and the only real challenge is getting to the correct HP and staying there. With that being said, many players have now gained access to Zaerog Core who provides a -50% HP cut and +3 seconds of Orb movement time on a 1-turn cooldown. While he does not fully benefit from the full Leader Skill, being able to adjust your HP at whim is invaluable.

While being under 50% HP may sound dangerous, his 43.75% Damage Reduction takes effect with no orb requirement so Dark Omega can be deceivingly tanky. Furthermore, many players have now begun to only use Dark Omega in content where everything can be planned out and is one of the stronger Farming options.

Being able to deal 324x ATK with no matching requirement means he will be able to easily dance through Void + Resolve spawns as both patterns can be easily formed without worry. This also means he can efficiently stack <50% awakenings to deal massive amounts of damage in content such as TA2 or A5.

Weapon Assist: Fire Row Fire Row Fire Row Time Extend Imp HP

Active: Create 1 Fire orbs over non Light orbs (6 -> 1 turn CD)

Pros
Cons
  • Passive damage Fire Row
  • Tape Resist
  • 6 -> 1 turn CD is short
    • Can accidentally charge up
    • Weak end result

Dark Omega’s Weapon Assist is able to provide both Tape Resist and three Fire Rows Fire Row and is somewhat similar to Lilia’s. While this set of awakenings is valuable, the main problem is the 6 -> 1 turn cooldown. This will cause the inherit to charge up at inopportune times on a regular basis and the resulting active only generates a single Fire orb.


Gamayla – S

Active: Delay enemies for 2 turns; Change Wood, Jammer, Poison, Mortal Poison orbs to Water orbs (16 -> 11 turn CD)

Leader Skill: 2x HP for Dragon type; 4x ATK when matching 5 Water orbs in L shape; 4x ATK and increase combo by 1 when matching 3 or more colors [4/256/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 45
Super Awakenings TPA
Typing: Dragon / Attacker
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1005 (1256)
HP 3450 (4312) / ATK 2450 (3062) / RCV 512 (640)
Weapon Assist: Imp HP

Pros
Cons
  • Natural Tape Resist
  • Natural L awakening
  • Modest array of offensive awakenings
  • Dark form is stronger
  • Lackluster active
  • LS is awkward

Base Gamayla comes with a reasonable kit overall but may not provide enough of anything to truly justify using. This is further compounded by the fact that her evolved form has tremendous potential on 7×6 teams and can function as a potent VDP solution  .

With that being said, if you lack teams that work in this manner, it will be more challenging to take full advantage of her evolved form and the utility offered here may be tempting. Having natural L and Tape Resist  can help overcome various mechanics, and she may find usage on various Water teams. Furthermore, this evolution can be changed any time in the future should one be able to now take advantage of her Evolved form.

Dark Gamayla

Active: Unlock all orbs; Change all orbs to Water, Light, and Dark orbs; For 1 turn, increase combo count by 2 (14 -> 14 turn CD)

Leader Skill: 3x ATK for Dragon type; Reduce damage taken by 50% when 7 or more combos; 4x ATK and increase combo by 1 when matching Water, Light, Dark at once [1/144/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist TPA TPA 45
Super Awakenings TPA
Typing: Dragon / Attacker
Available Killers: Devil killer Machine Killer Healer Killer physical killer 
Weighted Stats (Limit Break): 1001 (1251)
HP 5260 (6575) / ATK 2320 (2900) / RCV 35 (44)
Weapon Assist: Imp HP

Pros
Cons
  • Incredible damage with 10 combos
  • Powerful VDP solution
  • Functions well on 7×6 teams
  • Natural Cloud
  • Challenging to hit 10 combos and VDP
    • Requires 7×6 or Bonus combo leaders
      • Eg. Beach Veroah

Dark Gamayla still retains her ability to function as a powerful sub on mono Water teams when they are able to tap into 10 or more combos. This is because she is built like Bradamante in the sense that she has VDP , 10 and 7 45 Combo awakenings which translates into 25x personal damage.

This can result in explosive damage but having 9 Water orbs and 10 combos is impossible on a 6×5 board without heavy skyfalls or bonus combos. As such, she only truly shines on 7×6 teams or on something like Beach Veroah who adds +6 combos with dual leaders when matching a VDP.

Dark Gamayla could have potentially stopped there as her damage output is quite spectacular but she also has access to a natural Cloud Resist This can greatly alleviate team building requirements as Cloud Resist has become somewhat mandatory in end game content.

While Gamayla is a powerful option, one thing to keep in mind is that she must hit 10 combos to truly shine.

Weapon Assist: Imp HP

Active: Delay enemies for 2 turns; Change Wood, Jammer, Poison, Mortal Poison orbs to Water orbs (16 -> 11 turn CD)

Pros
Cons
  • Tape Resist
  • Team HP & RCV
  • Longer CD
    • Less likely to accidentally charge up
  • Delay could be used to help Transform
  • ?

Gamayla’s Weapon Assist is able to provide Tape Resist along with Team HP and RCV . This combination of added bulk with protection against a sometimes lethal mechanic can be invaluable.

Furthermore, the Delay aspect may find merits on some Transforming teams. This is because if a card has a low enough cooldown, they could use the Delay turn 1 to grant two turns of stalling.


Aoi Shikigami – B

Active: For 1 turn, reduce enemies’ defense by 100%; Recover all HP; Change Light orbs to Dark orbs (16 -> 11 turn CD)

Leader Skill: 2x HP & ATK for Dark Att.; Increase orb movement time by 3 seconds; 3.5x ATK for each cross of 5 Fire, Dark orbs [4/7354.78/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Machine Killer Devil killer
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): 1003 (1254)
HP 4120 (5150) / ATK 2130 (2662) / RCV 495 (619)
Weapon Assist:  Imp HP

Pros
Cons
  • Massive damage potential with Colour Crosses
  • 4 Skill Boosts Skill Boost
  • Devil Typing
  • Potential Yugi sub
  • Useful active in Training Arena
  • Colour Crosses are awkward
    • Inability to VDP
    • Naturally low combo count
  • Low value active outside of high DEF dungeons (eg. TA2)

Aoi Shikigami is able to provide 4 Skill Boosts Skill Boost while also having Devil typing which means he can function as a potential Yugi sub. For the most part, I am not terribly impressed with his potential for Arena-style content, but his 100% DEF Break means he can be greatly abused in Training Arena.

This is because Training Arena features spawns with gargantuan HP pools and massive levels of Defense with no other mechanics. Thus, being able to ignore the Defense aspect can be invaluable.

As a leader, Aoi Shikigami has the potential for large multipliers but forming Fire or Dark crosses is awkward and prevents the chance to VDP .


Dark Aoi Shikigami

Active: Reduce HP to 1; For 1 turn, no skyfall; Change far left column and far right column to Dark orbs (6 -> 6 turn CD)

Leader Skill: [No Skyfall]; 4x ATK and reduce damage taken by 50% when 7 or more combos; 4x ATK when matching 2 Dark combos, up to 5x at 3 Dark combos [1/400/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend God Killer Dragon Killer
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): 1002 (1252)
HP 5360 (6700) / ATK 2130 (2662) / RCV 120 (150)
Weapon Assist:  Imp HP

Pros
Cons
  • Active generates 10 Dark orbs on 6 turn CD
  • HP set to 1
  • Valuable for farming with <50% awakenings
  • Powerful Leader Skill multipliers
  • LS has no skyfalls
  • Orb hungry
  • HP being set to 1 can be dangerous

Dark Aoi Shikigami has impressive Leader Skill multipliers as he is able to access 75% Damage Reduction quite easily. A given board will almost always have at least 7 combos and matching this will yield 75% Damage Reduction. This is equivalent to 4x HP and can enable him to survive massive amounts of punishment.

Furthermore, the 400x ATK is impressive but is Dark orb hungry. With 2 Dark combos, he is able to achieve 256x ATK and jumps to 400x with 3 Dark combos. While this is not unreasonable, it can have inconsistency issues along with the No Skyfall clause hurting more than it helps.

No Skyfall Leader Skills used to be for Damage Control which is somewhat a thing of the past as it is not a feasible strategy to use now. As a result, it is just hindering your overall damage potential and you are stuck with whatever board you are given.

On the other hand, his active skill generates an impressive 10 Dark orbs on an even more impressive 6 turn cooldown. This will have great potential for farming teams as his active will come back up relatively quick.


Weapon Assist:  Imp HP

Active: For 1 turn, reduce enemies’ defense by 100%; Recover all HP; Change Light orbs to Dark orbs (16 -> 11 turn CD)

Pros
Cons
  • Full Bind Immunity
  • >80%
    • 1.5x personal damage
  • Must remain above 80% HP to be effective

Aoi Shikigami’s Weapon Assist is able to provide Full Bind Immunity along with >80% While most things are bind immune, the additional 1.5x personal damage can be meaningful and can help damage sticks to perform better.

For example, Bakura has the capacity to deal massive amounts of damage but is also vulnerable to Binds. As such, Aoi Shikigami’s Weapon Assist can correct this problem. With that being said, it may not be the best choice overall and the window for success is quite low due to >80%.


Luluna – B

Active: For 1 turn, increase combo count by 3; Change top row to Wood orbs; For 1 turn, increase orb move time by 1 seconds (20 -> 15 turn CD)

Leader Skill: 1.5x all stats for Wood Att.; Increase orb movement time by 2 seconds; 9x ATK and increase combo by 1 when matching 6 or more connected Wood orbs at once [2.25/182.25/2.25]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist Time Extend
Super Awakenings 45
Typing: Attacker / Healer
Available Killers: Dragon Killer Devil killer physical killer 37
Weighted Stats (Limit Break): 1105 (1381)
HP 4350 (5438) / ATK 2200 (2750) / RCV 690 (862)
Weapon Assist: Jammer Resist Poison resist Poison resist Wood Row Wood Row Imp HP

Pros
Cons
  • Strong leadership potential
    • Can efficiently use Zela
  • Viable Wood sub
    • VDP  + SFUA
  • Three Skill Boosts Skill Boost
  • Active generates 6 Wood orbs, Bonus Movement Time, +3 combos
  • Interesting way to add combos via LS & active
    • Can swipe row for +5 combos
  • No Damage Reduction
  • Lower ATK multipliers

Base Luluna is an interesting card as she is able to provide sizable amounts of damage when forming VDP and SFUA This combination can solve Voids and Resolve but hinges on using a Zela -style board.

As a leader, they feature a modest leader skill that is on the lower end for multipliers. Fortunately, it has a built in combo mechanic and when used in conjunction with her active, players can do some interesting things. If using dual Lululna and her active, that premade Wood row will grant +5 combos plus the regular one. This means a single row swipe is 6 combos and finding more should not be difficult. This has applications when farming various content that has lower combo shields as it can be swiped away with an active. When playing through easier content, it is often preferred to have it be as mindless/easy/fast as possible.

Dark Luluna

Active: Recover all HP; Remove all awoken skill binds; For 1 turn, 3x ATK for Wood Att.; For 1 turn, increase orb move time by 1 seconds (12 -> 12 turn CD)

Leader Skill: 2x HP & ATK for Wood Att.; 9x ATK when matching 4 or more colors; Reduce awoken skill binds by 5 turns when recovering more than 20000 HP from Heal orbs [4/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 Devil killer Dragon Killer 37 physical killer
Super Awakenings 45
Typing: Attacker / Healer
Available Killers: Dragon Killer Devil killer physical killer 37
Weighted Stats (Limit Break): 1106 (1382)
HP 3840 (4800) / ATK 2360 (2950) / RCV 750 (938)
Weapon Assist: Jammer Resist Poison resist Poison resist Wood Row Wood Row Imp HP

Pros
Cons
  • Full Awoken Bind clear
  • 3x Wood damage
  • 4 Killers
  • Truly interesting Leader Skill
  • Rainbow clause can be inconsistent
    • Dilutes damage
  • Weaker sub compared to base form
  • Active is redundant with 2 leaders and LS

Dark Luluna has a truly bizarre leader skill as she is able to provide 5 turns of Awoken Skill Bind when healing over 20,000 from Heart orbs. This is pretty cool but somewhat impractical due to no RCV multiplier and being unable to tap into Enhanced Heal Orbs +heart when Awoken bound along with her active solving this problem.

As a result, Dark Luluna teams will have far more Awoken Bind clearing than is really needed with dual leaders. With that being said, her leadership potential is modest, but weaker compared to her Base form as she requires Rainbow activation which dilutes her damage and board changer options.

Furthermore, her sub potential is significantly weaker as her Base form can function as one of the stronger VDP options due to the SFUA .

Weapon Assist: Jammer Resist Poison resist Poison resist Wood Row Wood Row Imp HP
Active: For 1 turn, increase combo count by 3; Change top row to Wood orbs; For 1 turn, increase orb move time by 1 seconds (20 -> 15 turn CD)

Pros
Cons
  • Mixes Resists with Passive Damage
  • Longer base CD
    • Harder to accidentally charge up
    • Value for mono Wood teams
  • Primarily for mono Wood

Luluna’s Weapon Assist is able to provide 20% Jammer Resist Jammer Resist along with 40% Poison Poison resist and two Wood Rows Wood Row. This is a nice healthy mixture of utility and offensive capabilities and the longer cooldown tends to be advantageous in most situations.

With this in mind, pursuing this Weapon Assist is a viable way to improve your mono Wood team’s potential and can be made if you have no interest in the bonus combo aspect of her Base form.


Knight Kisaragi – A

Active: Deal 100000 fixed damage to an enemy; Change all orbs to Wood, and Light orbs (18 -> 13 turn CD)

Leader Skill: 1.3x Egg Drop rate; 10x ATK when 9 or more combos [1/100/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Time Extend
Super Awakenings 45
Typing: Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1001 (1251)
HP 3850 (4812) / ATK 2650 (3312) / RCV 260 (325)
Weapon Assist: Skill Boost Imp HP

Pros
Cons
  • 1.3x Egg Drop rate
    • Alternative to Veroah
  • Less practical compared to Veroah
    • Requires 9c for 10x

Base Knight Kisaragi provides an alternative to Veroah for bonus Egg Drop rates but has more difficulty in hitting his ATK multiplier. Veroah only requires 5 combos for 5x damage whereas Knight Kisaragi requires 9 for 10x. 9 combos is not practical for 6×5 boards and if I had the choice, I would use Veroah in nearly every situation.

With that being said, the best place to use these types of Leader Skils is when solo farming Event dungeons for tickets or Ganesha’s Treasure Trove. These dungeons do not have guaranteed drops on each floor and increasing your chance by 1.3 will save you time/stamina.

Dark Knight Kisaragi

Active: For 99 turns, Light orbs are more likely to appear by 7%; Change top row to Light orbs (12 -> 12 turn CD)

Leader Skill: 4x ATK when 4 or more combos up to 10x at 10 combos; 2x ATK and reduce damage taken by 50% when matching 2+ Light combos [1/400/1/75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist 45 45
Super Awakenings 45
Typing: 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 5030 (6288) / ATK 2120 (2650) / RCV 240 (300)
Weapon Assist: Skill Boost Imp HP

Pros
Cons
  • 99 turn Light skyfall buff
  • Powerful Light sub
  • Strong personal damage
  • Team RCV
  • Light alternative to Hiei
  • 1 Skill Boost Skill Boost
  • Provides no Resists

Dark Knight Kisaragi is still a powerful card within the GungHo Collab as he comes with the highly prized 99 turn Skyfall buffs for Light while also having wonderful awakenings. In fact, he trades Time Extend Time Extend for Team RCV when compared to Hiei and will function in a similar fashion on Light teams.

Not only is his active powerful, but Knight’s awakenings gear him well towards offensive prowess as he can gain triple 7 Combo 45 and VDP Generally speaking, this type of distribution tends to be the best for 6×5 teams as it will provide 8x personal damage on a regular basis along with the ability to counter Void spawns.

While Knight is still a powerful option, one potential drawback is no inclusion of any kind of Resist or supplemental damage. His offensive awakenings are strong, but we are starting to see cards with this distribution who also have a relevant Killer or Resist of some sort (eg. Gourry ). While Knight’s active does help mitigate this (it is quite valuable), it may be a sign of the times for future offensive solutions bringing more to the table.

Weapon Assist: Skill Boost Imp HP
Active: Deal 100000 fixed damage to an enemy; Change all orbs to Wood, and Light orbs (18 -> 13 turn CD)

Pros
Cons
  • Bicolour board changer
  • Skill Boost Skill Boost
  • Combo Orb is usually underutilized
  • Not the 99 turn Light Skyfall active
  • Primarily for Transform teams
    • Less collateral benefits

Knight’s Weapon Assist shares the same active skill as his Base form which creates a bicolour board of Light and Wood orbs along with 100,000 True Damage.

The True Damage aspect is largely negligible and the main value is through the single Skill Boost Skill BoostThis can help Transforming teams but my main gripe is that the additional benefit of a Combo Orb is quite lackluster.

Combo Orb is in an awkward spot due to the fact that it requires 10-12 orbs which is difficult to achieve along with not providing benefit this turn unless the Combo Orb Skyfalls into place.


Cian, the Assault of Lost Gear – C

Active: For 4 turns, recover 30% of max HP; Change all orbs to Wood, Light, and Dark orbs (18 -> 13 turn CD)

Leader Skill: 2x HP for Wood Att.; 4x ATK when matching 5 Wood orbs in L shape; 4x ATK when matching 6 or more connected orbs; 50000 additional damage when matching 6 or more orbs [4/256/1]

Awakenings: Bind Immune Bind Immune  Skill Lock Resist
Super Awakenings:  
Typing: Physical / Attacker
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1000 (1250)
HP 5120 (6400) / ATK 2450 (2938) / RCV 56 (70)

Pros
Cons
  • 50,000 Follow Up Damage
    • Always kills Resolve spawns
  • Tape or Cloud Resist SA
  • Awkward Leader Skill
    • Naturally low combo count
    • Outclassed by many other Wood leads
    • Difficult to VDP  + L
  • Mediocre active

Cian is another returning card who did not receive new evolutions and leaves her with this awkward form.

During her initial debut, there were fewer Auto Follow Up Damage leaders which may have given her some value, but at this point in time, we have many more options who are both stronger and easier to use.

Cian must match a Wood L which means a VDP significantly harder to do. While her Auto Follow Up Damage triggers from any 6 or more match, it is clunky and will negatively impact your combo count when an L is required.

Furthermore, her active skill still feels outdatedas it cannot be used to form a healing loop like Kuroyuri .


White Feathered Knight, Bradamante – S

Active: Change Water, Jammer, Bomb orbs to Light orbs; Lock all orbs (10 -> 5 turn CD)

Leader Skill: [Board becomes 7×6]; 4x ATK when matching 2 Light combos, up to 5x at 3 Light combos; 2x ATK and reduce damage taken by 25% when 7 or more combos [1/100/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend
Super Awakenings:   45
Typing: Physical / Attacker
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1008 (1260)
HP 5720 (7150) / ATK 2160 (2700) / RCV 12 (15)

Pros
Cons
  • 5 turn base cooldown
    • Orb generation + Lock
  • Massive damage potential on 7×6
    • VDP SA
  • Reliant on 7×6
    • Largely irrelevant due to LS or on Tifa
  • Essentially no RCV

Bradamante still retains her position as one of the strongest damage solutions for mono Light teams due to her 7 Combo 45, 10 Combos , and VDP . Together, these allow her to deal massive amounts of damage  but must be used on 7×6 boards to truly shine.

Thankfully, Tifa has still remained a dominant force in today’s meta and the larger board helps ensure Bradamante activates every turn.

Moving beyond her impressive damage potential, Bradamante also possesses a fast charging and powerful orb changer. Converting Water and Jammers to Light on a 5-turn cooldown is quite valuable but being able to lock the board after counters the Spinner mechanic.

This is because Spinners cannot change an orb that has been locked and ensures players are able to match without fear during this time. Furthermore, Spinners are starting to become a more common occurrence and being able to counter them every 5 turns with an orb changer is invaluable.

For myself, I inherit Brachydios’s Weapon Assist on Bradamante for the 4 Enhanced Light Orbs +light orb and >80% along with on-colour stat transfers. This enables her to deal even more damage and can help with team building as fewer cards need to be dedicated to damage.


GH Reeche – C

Active: Removes lock status on orbs. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Ignores enemy damage and attribute damage absorb effects for 1 turn ( does not include combo shield and damage void ). (35 -> 30 turn CD)

Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 combos. All attribute cards ATK x4 when attacking with 4 of following orb types: Fire, Water, Wood, Light & Dark. Increases time limit of orb movement by 2 seconds. [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune   Time Extend Skill Boost Skill Lock Resist 45 45
Super Awakenings  Skill Boost
Typing: Devil / Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1099 (1264)
HP 4395 (5054) / ATK 2450 (2818) / RCV 510 (586)

Pros
Cons
  • Colour swapped Reeche 
    • Identical except no sub attribute
  • Powerful-multi purpose active
    • Negate Damage Absorb (Fujin )
    • Negate Attribute Absorb
    • Unlock orbs
    • 6-elemental board change
    • Can be charged in 10 turns ()
  • Provides 16x ATK / 25% Damage Reduction / +2s orb movement
  • Flexible leader pairings
  • Rainbow clause can be inconsistent
    • Dilutes damage
  • Active has 30 turn CD
    • Offset by Skill Charge 
    • Difficult to inherit
  • Rarely need all 4 components at once
  • Lower value if owning REM Reeche
    • REM Reeche is seldom used
  • Does not have Reeche’s Weapon Assist

GH Reeche is identical to her REM-cousin  in terms of awakenings, Active and Leader Skill; however, she lacks a sub attribute which translates into a -10% personal damage. In the grand scheme of things, this should not be an issue and being Dark tends to be more advantageous due to no natural colour weakness.

The main appeal of either Reeche is their multi component active skill which can be quickly charged up due to two Skill Charges  which can be invaluable in dungeons with multiple Absorption spawns.

Unfortunately, GungHo Reeche lacks the useful Weapon Assist her REM-cousin enjoys. Furthermore, Reeche is seldom chosen as a leader due to the inconsistencies faced with Rainbow activation along with lower Effective HP compared to current day options. Furthermore, either Reeche is rarely used nowadays in most capacities as there are stronger options available along with Rainbow teams being more restrictive overall due to the large hurdle of VDP.


Noir – A

Active: Randomly spawn 4 Dark orbs from non Dark orbs. Delay 1 turn to all enemies. Enhance all Dark orbs (13 -> 8 turn CD)

Leader Skill: 2x HP for Dark Att.; 2x ATK when 6 or more combos; 4x ATK when matching 2 Dark combos, up to 6x at 3 Dark combos [4/144/1]

Awakenings: Bind Immune Bind Immune Time Extend Time Extend Skill Boost Skill Lock Resist 45 45 
Super Awakenings45  
Typing: Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1005 (1257)
HP 4850 (6062) / ATK 1756 (2195) / RCV 509 (636)

Pros
Cons
  • Balance typing
    • Can use any Killer latent
    • Helps with VDP
  • Strong personal damage
    • Strong VDP potential
  • Active provides damage boost via Enhanced orbs
  • LS is orb hungry
    • Lacks an RCV multiplier
  • Competes with many other high value Dark cards

Noir still retains her ability to function as a potent Damage solution for mono Dark teams. This is because she comes with triple 7 Combo 45, VDP , and Balance typing which means she can use any Killer latent. Furthermore, her active not only produces Dark orbs, but can also act as a pseudo burst due to Dark being Enhanced after.

Noir may not be flashy, but she is strong at what she does and I use her on my Phenom + Ina team as she does her job well and I do not have issues covering all the required colours.


Ralg – B

Active: Inflict Fire nuke damage equal to team Fire & Dark ATK x20 to all enemies. Removes lock status on orbs. Change top-most row into Fire orbs (7 turn CD)

Leader Skill: 3x ATK and reduce damage taken by 25% when matching 6 or more connected Fire orbs; 5x ATK on the turn a skill is used; Increase orb movement time by 2 seconds [1/225/1/43.75%]

Awakenings:  Skill Lock Resist Fire Row Fire Row Fire Row Fire Row Fire Row Fire Row
Super Awakenings:  Fire Row 
Typing: Balance / Dragon
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1056 (1320)
HP 5105 (6381) / ATK 2061 (2576) / RCV 400 (500)

Pros
Cons
  • 7 turn cooldown
  • Multi component active
    • Button damage potential
    • Fire row
    • Orb unlock
  • Strong Fire farming potential
    • Easy 225x ATK / 43.75% damage reduction
  • Relevance on Omega teams
  • Primarily a farming leader/sub
  • 20x ATK may be too low for a button
  • Niche usage overall

Ralg is an older card and their age is showing due to a lack of relevant buffs along with falling behind compared to other options. With that being said, the Dark Omega gives Ralg some value as both kits have strong synergy.

Ralg’s active is able to generate a row of Fire on a fast 7 turn cooldown while also providing Orb Unlock and reasonable Button damage due to the inclusion of Fire & Dark. With that being said, the row itself can be used to delete spawns as his 6 natural Fire rows Fire Rowadd considerable damage.

As such, Dark Omega is able to deal magical amounts of damage with a single swipe and possibly button through weaker spawns at the same time. This two-in-one active can help ease team building/active skill requirements but the true value lies in his passive damage potential through Fire rows.

Taking this into consideration, Ralg is still a niche/situational card.


Orage – C

Active: Deals damage equal to 5% of enemies’ max HP. Change middle row into Water orbs. Change 3rd column from the right into Water orbs (17 -> 10 turn CD)

Leader Skill: [No Skyfall]; 6x ATK for Water Att.; 1.5x ATK when matching 2+ Water combos; 2x ATK when matching 6 or more connected Water orbs [1/324/1]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist   
Super Awakenings Skill Boost 
Typing: Attacker / Machine
Available Killers: Devil killer Balance killer God Killer physical killer
Weighted Stats (Limit Break): 1006 (1157)
HP 4638 (5334) / ATK 2602 (2992) / RCV 67 (77)

Pros
Cons
  • Natural Cloud Resist 
  • Active generates 10 Water orbs
    • Easy to form into many combos after full mono board change
  • 3 Skill Boosts Skill Boost
    • 4 with Super Awakening
  • LS is orb hungry for full activation
    • Requires 2 Water Combos + 6 connected Water
    • Less ideal for swipe farming
    • No defensive multiplier
  • Many double row makers exist
    • Lowers value of active
  • Not enough SB for Transform meta

Orage is like Orange without the N which is something I have said for several years now. Sadly, Orage has declined in value over time as her previous niche of Skill Boost Skill Boost + special orb generator is less unique.

4 Skill Boosts is on the higher end for the average card, but when it comes to Transforming, it is on the lower end as there is no Effective Skill Boost component. Furthermore, the special cross of Water orbs was originally more valuable due to the fact that we had no/few other options. Presently, we have had access to two Farmable double row makers.

I had once experimented with using Orage as a Ranking Dungeon solution due to four Skill Boosts and Cloud Resist but her longer cooldown hindered her ability to take a more useful inherit.


Karin Shindou – A

Active: Water & Light attribute ATK x3 for 1 turn. Change Heart, Jammer, Poison & Mortal Poison orbs to Light orbs (20 -> 14 turn CD)

Leader Skill: 4x ATK when 4 or more combos up to 8x at 8 combos; 2x ATK and reduce damage taken by 25% when matching 4 or more colors [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Time Extend Time Extend 45 45 
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Available Killers: Devil killer 37 Dragon Killer physical killer
Weighted Stats (Limit Break): 1007 (1259)
HP 3048 (3810) / ATK 2645 (3306) / RCV 521 (651)
Weapon Assist Awakenings: Skill Boost physical killer Imp ATK Imp ATK

Pros
Cons
  • 256x ATK / 43.75% damage reduction
  • Flexible team building
  • Synergistic awakenings
  • Weapon Assist form grants Skill Boost Skill Boost
  • Dark Karin should be made almost every time
  • Rainbow reliant
    • Damage reduction tied to rainbow
  • Lower merit as a sub due to Skill Charge  and long cooldown
  • 3,048 base HP (3,505 with Limit Break)

Base Karin was at one point a modest leader, but has quickly been replaced by stronger options as Rainbow teams already have quite a few hurdles to overcome along with low amounts of Effective Health. This becomes problematic as her Damage Reduction only triggers with Rainbow activation and would otherwise be left with only 1x HP.

Perhaps she could function as a Rainbow sub due to Skill Charge but at the same time, her base skill is quite long. Regardless, her Dark form is significantly stronger in almost every metric and should be pursued instead.

Dark Karin

Active: For 3 turns, 2x ATK for Light, Dark Att.; For 3 turns, reduce damage taken by 50% (13 -> 13 turn CD)

Leader Skill: 4x ATK and 1.5x HP for Light Att.; Increase orb movement time by 2 seconds; 4x ATK and 2x RCV when matching 5 or more connected orbs [2.25/256/4]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Lock Resist Skill Boost Skill Boost 45 Dragon Killer Devil killer
Super Awakenings: 45  Skill Boost
Typing: Attacker / Healer
Available Killers: Devil killer 37 Dragon Killer physical killer
Weighted Stats (Limit Break): 1007 (1259)
HP 3048 (3810) / ATK 2645 (3306) / RCV 521 (651)
Weapon Assist Awakenings: Skill Boost physical killer Imp ATK Imp ATK

Pros
Cons
  • Strong Leader
    • Easy to activate
    • Numerous leader pairings
  • Flexible team building
  • Higher personal damage against numerous end game spawns
  • 3 Skill Boosts Skill Boost
    • Actives will be ready in time
  • No Damage Reduction in LS
    • Reliant on active
    • Vulnerable to Gravity + hit
  • Lower effective HP
  • Stronger leaders exist

Karin’s Dark form is still a powerful leader option thanks to the deep sub poo Light enjoys along with access to numerous and favourable leader pairings. For example, Dark Karin can pair with Tifa for a 7×6 board or Haohmaru for Auto Follow Up Damage. Furthermore, both pairings have essentially the same activation requirement as Dark Karin.

These pairings along with the ability to trigger her full multiplier with any match 5 can facilitate faster clears and if opting for double Dark Karin, the ability to trigger from non-Light matches. One other valuable aspect to Dark Karin is her high personal damage against numerous later spawns in the higher levels of Arena where Dragons, and especially Devils are commonly seen.

While Dark Karin is still able to clear plenty of content, she is being edged out by stronger options. This is because her Effective HP is on the lower end (Tifa has a similar bulk but more RCV and a 7×6 board) which can make it harder to survive preemptives or dangerous floors where some stalling is required. While her 50% Damage Reduction active can solve this problem, it is always better to be able to solve issues without an active being used.

One other thing that may be appealing for Dark Karin is her triple Skill Boost and potential to function as a future Faska pairing or sub. As a pairing, Dark Karin grants additional orb movement time for the 7×6 board along with excessive amounts of RCV.

Weapon Assist: Skill Boost physical killer Imp ATK Imp ATK
Active: Water & Light attribute ATK x3 for 1 turn. Change Heart, Jammer, Poison & Mortal Poison orbs to Light orbs (20 -> 14 turn CD)

Pros
Cons
  • Skill Boost Skill Boost
  • Physical Killer physical killer
  • Longer cooldown
    • Harder to accidentally charge up
    • Reasonable active if it does
  • Physical Killer is relatively niche

Karin’s Weapon Assist grants the base card an additional Skill Boost Skill Boost which has gained newfound value through Transforming cards. This is because these monsters require numerous Skill Boosts in order to trigger their active skill which will change them into a significantly stronger card.

As such, we are now starting to look for desirable collateral benefits for our Skill Boost cards. In the case of Dark Karin’s Weapon Assist, the inclusion of a Physical Killer physical killer is quite powerful across numerous game modes.

While Physical Killer is relatively niche, there are several tanky floors in Colo2 that can be made easier with this Weapon and many Ranking Dungeons/Farming builds would greatly enjoy having additional damage and a Skill Boost.


Zeta – A

Active: For 1 turn, increase combo count by 2; Change Light, Jammer, Poison, and Mortal Poison orbs to Water orbs (16 -> 10 turn CD)

Leader Skill: All attribute cards ATK x3.5, 25% all damage reduction when reaching 7 combos. All attribute cards ATK x4, 25% all damage reduction when attacking with 6+ Water orbs at the same time

Awakenings:   Time Extend Skill Lock Resist 45 Water Row Water Row Water Row Water Row
Super Awakenings:  45  
Typing: Attacker / Dragon
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1057 (1322)
HP 4860 (6075) / ATK 2683 (3354) / RCV 106 (132)
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Healer Killer Imp ATK

Pros
Cons
  • Multi component LS
    • Reliable damage reduction
    • Damage control
    • Massive damage reduction shield
      • High effective health
  • Synergistic active skill
  • Useful Super Awakenings
  • Has Weapon Assist evo
  • Make his Dark form
  • Combos and Rows don’t mix well
  • Make his dark form

Base Zeta is an interesting leader in that he has two distinct components to his Leader Skill with at least one being available on virtually every given board. This is great because he has 25% damage reduction applies to each component and stacks if both are met.

This is important because it enables Zeta to enjoy 68.4% damage reduction which makes his effective HP high enough to tank essentially any hit in the game.

Sadly, Zeta is a row/Combo hybrid leader with both components being challenging to activate at the same time. Even assuming one has 6 water orbs, having to match a row and hit 7 Combos is not always possible. As such, your damage will heavily suffer as Zeta will be hitting like a wet noodle without both components.

As a sub or inherit, Zeta’s active skill reasonable as far as +2 Combo count actives go as it does not heavily disrupt the board, but is not as special considering many other options exist.

Regardless, his Dark form and Weapon Assist are infinitely stronger and there is no reason to keep this form as dupes of the Dark form are preferred subs.

Dark Zeta

Active: Reduce HP by 50%; Deal 200x Water damage to an enemy; Create 6 Water, Dark, Heal orbs (8 turn CD)

Leader Skill: 2x HP for Water Att.; 4x ATK when below 80% HP; 3.5x ATK and reduce damage taken by 25% when matching Water+Dark [4/196/1/43.75%]

Awakenings: Bind Immune Bind Immune Time Extend Skill Boost Skill Lock Resist  
Super Awakenings:  45  
Typing: Attacker / Dragon
Available Killers: Devil killer Machine Killer Healer Killer physical killer
Weighted Stats (Limit Break): 1057 (1322)
HP 4860 (6075) / ATK 2683 (3354) / RCV 106 (132)
Weapon Assist Awakenings: Blind Resist Blind Resist Blind Resist Water Row Water Row Healer Killer Imp ATK

Pros
Cons
  • Powerful leader skill
    • Massive effective HP
    • High personal damage
    • Not combo reliant
      • Easier to VDP + FUA
  • Synergistic active
  • A team full of Zeta can solve most dungeons
  • L grants more damage and Orb Unlock
  • Team ideally has numerous Zeta dupes
  • Water + Dark can have minor orb troll
  • Must be below 50% to truly shine
    • Harder to juggle in higher content
  • Stronger leaders now exist

Dark Zeta was considered one of the strongest leaders in the game during the last GungHo event due to the fact that his ability to VDP + FUA is quite easy to achieve due to the fact that he has no combo requirement and his personal damage only cares about being below 50% HP.

While this still holds true today, newer and flashier cards have come out with higher/easier to activate leader skills along with Auto Follow Up Damage which overcomes Resolve spawns.

While Dark Zeta can still mow through content quickly, especially with dupes of himself, juggling health can become an issue in higher level content.

With that being said, he does have some sub potential, especially if you have duplicates of himself. This is because his active sets him up for both orb generation and being below 50% health. Thus, having duplicates of himself will make provide a more consistent health management and more damage overall.

Weapon Assist: Blind Resist Blind Resist Blind Resist Water Row Water Row Healer Killer Imp ATK
Active: For 1 turn, increase combo count by 2; Change Light, Jammer, Poison, and Mortal Poison orbs to Water orbs (16 -> 10 turn CD)

Pros
Cons
  • 60% Blind Resist Blind Resist
  • Two Water Rows Water Row
  • Modest length cooldown
  • Healer Killer Healer Killer
  • Only shines for Water teams
  • Healer Killer is niche

Zeta’s Weapon Assist grants the base card 60% Blind Resist Blind Resist along with 2 Water Rows Water RowIf using on non-Water teams, this average overall but for mono Water teams, the additional Passive Damage can be meaningful. On the other hand, Zeta’s Weapon Assist has now gained a Healer Killer awakening which grants the owning card 3x personal damage against Healer spawns.

This is a nice additional bonus and while this typing is relatively niche, no one will say no to free additional damage.

Furthermore, the cooldown is of modest length to help prevent accidental charging up along with the orb changer/hazard removal and +1 combo count being helpful overall.


Elena – B

Active: Removes lock status on orbs. Increase skyfall chance of Fire orbs by 15% for 4 turn. Change all orbs to Fire & Light orbs. (20 -> 14 turn CD)

Leader Skill: 4x ATK when matching 2 Fire combos, up to 8x at 3 Fire combos; 2x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [1/256/1/43.75%]

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Time Extend Skill Lock Resist God Killer Dragon Killer Devil killer
Super Awakenings:  God Killer Dragon Killer Devil killer
Typing: Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1057 (1259)
HP 4790 (5988) / ATK 1804 (2255) / RCV 503(629)
Weapon Assist Awakenings: TPA Balance killer Auto heal Imp ATK

Pros
Cons
  • Multi component active
    • Orb unlock
    • Fire & Light board
    • 4 turn skyfall
  • 3 Popular Killers
    • High effective damage
  • Leader Skill is too orb hungry
  • Stronger/more specialized Fire Killer cards exist
    • Harder to line up correct typings

Elana’s base form is an interesting card that is able to perform several roles at once, but does not excel in any one particular area.

Firstly, her active skill is multi component which can be great value assuming all 3 aspects can be taken advantage of to justify the longer cooldown. While the animation time is a bit longer, she can still be used as a possible Ranking Dungeon option as the bicolour can be quickly solved and the Skyfalls may translate into free points.

On the other hand, Elena’s Killer awakenings are useful as they cover 3 popular typings, it is rare that all 3 will take effect. This means that she will usually have only 3-9x personal damage which makes options like Tsubaki 3260 or No.6  more specialized choices. With that being said, her Super Awakenings can help bridge the gap as one will be able to choose which type they wish to be more efficient against.