Introduction
The Dragonbound & Dragon Caller (DBDC) Rare Egg Machine returns to North America on Monday, March 9 and comes with numerous buffs/upgrades to existing cards across all rarities. This is greatly appreciated due to the fact that many of these cards had less than 9 awakenings.
For the most part, the DBDC event features monsters who are quite specialized in a particular niche. These types of cards may not be used all the time but are a boon to own, especially the lower rarity cards who feature numerous Killer awakenings.
In the past, the DBDC was one of the highest value machines available and while it has declined in relative value compared to newer options, it is still home to numerous strong cards. For myself, I always look at the bottom rarity to determine whether or not it is worth rolling in and in the case for DBDC, they are mostly Killer solutions which has the most value in Ranking Dungeons or Farming builds.
Another point to consider is the Dragonbound & Dragon Caller event will return on a regular basis so there is no “rush” to pull/acquire these cards if you cannot foresee a use for them over the next several months. As such, it may be best to “time” your rolls for when the event returns after stronger buffs which makes the cards relatively more valuable compared to current options.
Regardless, this article will summarize each card’s strengths and weaknesses to give you a better understanding of what is in store within this event.
Video commentary
–video coming soon–
Overview
DBDC Pros & Cons – March 6, 2020 |
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Pros |
Cons |
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Dragonbound & Dragon Caller REM |
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7 Star base |
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6 Star base | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 Star base | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
DBDC REM Rankings – March 6, 2020 |
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All 7-star cards are available for trade within the Monster Exchange but have incredibly high costs
Order within each tier is random and not reflective of ranking.
Regardless of card’s ranking, you should almost 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 5-star pool to determine if it is worth rolling in.
This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt.
7 Star base
All 7-star base cards can be acquired via the Monster Exchange System with each trade costing five 7-star GFE or top rarity seasonal/collab cards.
Base Rehven – A
Active: Reduce HP to 1; For 2 turns, bypass damage absorb shield and att. absorb shield effects (25 -> 20 turn cooldown)
Leader Skill: 2x HP for Fire Att.; 12x ATK when below 50% HP; 2x ATK and increase combo by 1 when matching 3 or more colors [4/576/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1301 (1496)
HP 5030 (5784) / ATK 2615 (3007) / RCV 825 (949)
Pros |
Cons |
Base Rehven is the first card within the Dragonbound & Dragon Caller Rare Egg Machine and carries on the tradition of making highly specialized cards due to his non-diverse set of awakenings. Leven brings little utility to the table this way, but makes up for it in raw offensive potential due to his personal 16x damage when below 50% HP.
This damage is also not tied to a combo count and means he can fully activate from a single combo. This promotes faster clears and has synergy with his leader skill.
Base Rehven’s leader skill provides 4x HP and a blistering 576x ATK when below 50% HP and any 3 colours are matched. This combined with his high personal damage should sweep most content with relative ease. Furthermore, 144x triggers from just being below 50% HP which means it is possible to one-combo some floors. This potential for speed combined with 4x HP and a 576x ATK cap can lead to fast high level clears.
With that being said, Rehven is somewhat of a high-risk, high reward character as it requires careful planning on when to heal and when to fast combo. As such, there may be some issues with consistency as one has to juggle to distinct mechanics and may be more of a mental strain compared to other options. While this may be limiting, his ability to efficiently farm predictable content such as Training Arena 2 makes him valuable in his own right.
One final thing to consider is that both forms of Rehven share the same powerful 2-turn Damage and Colour Absorb Void on a relatively short 20 turn cooldown. The main drawback is your HP being set to one along with it being somewhat redundant on two leaders along with no Weapon Assist to transfer awakenings if used as an inherit.
Rehven
Active: Reduce HP to 1; For 2 turns, bypass damage absorb shield and att. absorb shield effects (25 -> 20 turn cooldown)
Leader Skill: 1.5x all stats for Dark Att.; 16x ATK and increase combo by 2 when matching 4 or more connected Fire, Water, and Dark orbs at once [2.25/576/2.25]
Awakenings:
Super Awakenings:
Typing: Dragon/Balance
Available Killers:
Weighted Stats (Limit Break): 1301(1496)
HP 5530 (6359) / ATK 2365 (2720) / RCV 825 (949)
Pros |
Cons |
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Evolved Rehven features up to 7 TPA along with a respectable ATK stat which grants them an amazing amount of personal damage when connecting exactly 4 Dark orbs. This wonderful but somewhat lacks an ideal home to be used on outside of himself as a leader. This is because many leaders now activate from 6 or more orbs which will invalidate the TPA aspect.
As a leader, Rehven provides 2.25/576/2.25 multipliers along with +4 combos when matching his three specific colours as a 4 or more blob. This is relatively easy to achieve and trivializes combo shields. Sadly, this also leaves them in a bit of an awkward spot for board/orb changers as many will be excluded due to the fact he requires Fire, Water, and Dark. Furthermore, Rehven provides no utility awakenings and will have to rely on the 4 subs to provide enough Skill Boosts and SBR.
Base Highren – A
Active: Recover all HP; Remove all awoken skill binds; For 1 turn, reduce damage taken by 100% (17 -> 12 turn cooldown)
Leader Skill: 25x ATK and increase combo by 2 when matching 6 or more connected Fire and Water orbs at once; 2x HP for Fire Att.[4/625/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Balance
Available Killers:
Weighted Stats (Limit Break): 1301 (1496)
HP 5205 (5986) / ATK 2603 (2993) / RCV 780 (897)
Pros |
Cons |
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Base Highren still languishes in an awkward place as he provides copious amounts of Passive Damage via Fire Rows but lacks other awakenings. While it is advantageous to run Passive Damage on any team, they should ideally be providing additional value and a lack of SB
, SBR
, and a niche active harms his chances of being used.
Furthermore, his Evolved form can function as a potent VDP solution and should be pursued in the majority of situations.
Highren
Active: Recover all HP; Remove all awoken skill binds; For 1 turn, reduce damage taken by 100% (17 -> 12 turn cooldown)
Leader Skill: 2x HP for Water Att.; Increase combo by 3 when matching 7 or more connected Fire and Water orbs at once; 30x ATK when 10 or more combos [4/900/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 1301 (1496)
HP 4805 (5526) / ATK 2103 (2418) / RCV 1200 (1380)
Pros |
Cons |
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Evolved Highren features an incredible 4 VDP awakenings which translates into 39x personal damage against any type of spawn when a 3×3 Box is formed. This will enable them to delete virtually any Void spawn with relative ease.
This is naturally best used on mono Water teams but one drawback is all their damage is tied to forming the Box of Water orbs and will have no personal damage otherwise.
Depending on your team composition, this may or may not be a problem depending on the number of utility subs used. At this point in time, most teams run a mix of offensive and defensive cards while layering Passive Damage throughout. As such, many offensive solutions will feature less conditional personal damage such as triple 7 Combo along with a VDP. This composition results in 8x personal damage at all times and 20x with the VDP and seven combos.
While this is lower against Void spawns compared to Highren, the more consistent damage helps solve the majority of floors in longer dungeons.
This is not to say Highren is a poor card, just that players need be aware they will not be contributing damage unless used on something like Beach Veroah teams as they will always be matching 9 Water orbs and the exceptionally high RCV from Highren helps their lack of an RCV multiplier.
One final aspect to Highren is their base active that will provide a full heal, full Awoken Bind clear, and 100% shield for a single turn. This can save players from virtually any situation and is a nice thing to have if things go wrong.
Ideal – B
Active: Delay enemies’ next attack by 2 turns; For 1 turn, bypass att. absorb shield effects; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs (18 -> 13 turn cooldown)
Leader Skill: 5x ATK when matching 3 or more colors (2+heal) up to 17x at 5 colors+heal; Increase orb movement time by 3 seconds; Reduce damage taken by 25% [1/289/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 1292 (1486)
HP 4206 (4837) / ATK 1852 (2130) / RCV 1503 (1728)
Pros |
Cons |
Light Ideal once held the crown of one of the best/best sub in the game but those days are long gone. She was once considered Ideal due to her massive weighted stats along with few triple 7 Combo cards being available.
Over time, more and more cards began to feature a similar spread of offensive awakenings while also including VDP . At this point in time, it is somewhat mandatory to have your damaging cards come with VDP in order to overcome the numerous Void spawns that now appear. As such, Ideal will be contributing essentially nothing against Void spawns who tend to be the stronger encounters that can appear.
Putting this aside, Light Ideal can function as an easy to use leader for newer accounts due to the copious amounts of movement time, relatively easy activation, and now some Damage Reduction. This is not to say she is the best leader possible, more so something a less developed account can use for a large chunk of content.
Ideal
Active: Delay enemies’ next attack by 2 turns; For 1 turn, bypass att. absorb shield effects; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs (18 -> 13 turn cooldown)
Leader Skill: 5x ATK when 2 or more combos up to 20x at 12 combos; 1.5x HP; Increase orb movement time by 3 seconds [2.25/400/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1294 (1488)
HP 4512 (5189) / ATK 3500 (4025) / RCV 431 (496)
Pros |
Cons |
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If planning on using Dark Ideal as a leader, her main strength will be the relatively forgiving activation clause, Guard Break , and augmented stats via Team HP
and RCV
. While these awakenings do not provide enough stats to compete against HP/RCV multipliers, they do help patch up her modest fragility, even with 2.25x HP.
Unfortunately, Dark Ideal will not be heavily used overall because her leader skill is not as powerful compared to other options and Light Ideal is a stronger sub. As such, Dark Ideal may act as a transitional leader for newer accounts that will eventually convert over to her Light form when stronger options are available. While the 400x may look appealing, one has to remember that it is tied to making 12 combos which is not possible without Skyfalls.
Base Lajoa – B
Active: Change all orbs to Dark and Heal orbs; Recover 40% of max HP; Reduce binds and awoken skill binds by 4 turns (18 -> 13 turn CD)
Leader Skill: 4.5x ATK when matching 4 or more connected Dark orbs up to 30x at 21 orbs; Reduce damage taken by 50% when above 80% HP; Increase orb movement time by 3 seconds [1/900/1/75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1099 (1484)
HP 6505 (8782) / ATK 1970 (2660) / RCV 165 (223)
Pros |
Cons |
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Lajoa’s Dark/Fire form has some merits as a leader, his Dark/Dark form has an impractical Leader Skill is challenging to use in traditional content. He gains 1x ATK for each connected Dark orb which does cap at 30x for 21 connected Dark orbs. This can be achieved via Revo Satan, but at that point, is that amount of damage truly needed considering it require 20 Skill Boosts to use. Furthermore, more efficient farming leaders exist.
Finally, his Dark/Fire form offers a VDP instead of an FUA
which tends to be more valuable overall.
Lajoa
Active: Change all orbs to Dark and Heal orbs; Recover 40% of max HP; Reduce binds and awoken skill binds by 4 turns (18 -> 13 turn CD)
Leader Skill: 5x ATK and 2x HP for Dragon and Devil type; 1.5x ATK when matching 5 or more connected Dark orbs up to 5x at 12 orbs [4/625/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1100 (1485)
HP 5805 (7837) / ATK 2510 (3388) / RCV 55 (74)
Pros |
Cons |
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Lajoa’s Evolved form trades the 30 Dark orb requirement for 5-12 and will cap out at 625x ATK. This is still an excessive amount of damage and while it may seem appealing, it is terribly orb hungry and only truly shines at higher amounts of connected Dark orbs.
With this in mind, he will probably be too orb hungry to efficiently run but on the bright side, Lajoa has some merits as a sub for Transforming teams.
This is because Lajoa provides 4 Skill Boosts along with a valuable active that creates a board of Dark and Hearts along with 4 turns of Bind/Awoken Bind clear. Furthermore, 4 Dark Rows
are also provided and all of this makes him a valuable Yugi
sub.
Base Suou – A
Active: Removes lock status on orbs. Change all orbs to Fire, Water & Heart orbs. +1 combo count for 1 turn (16 -> 11 turn CD)
Leader Skill: 1.5x all stats for Fire, Water Att.; Increase orb movement time by 2 seconds; 7x ATK and reduce damage taken by 25% when matching Water+Fire [2.25/110.25/2.25/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 1206 (1387)
HP 4020 (4623) / ATK 1955 (2248) / RCV 1240 (1426)
Pros |
Cons |
Suou’s base form boasts four 7 Combos awakenings which translates into 16x personal damage. While this may look appealing, one has to remember that his entire purpose is to deal large amounts of relatively unconditional damage to any type of spawn. While this can solve your damage needs for most floors, the main issue is no VDP
.
VDP enables the owning card to pierce through Damage Void encounters which are incredibly common in Arenas and other high end content. As such, Suou will not be providing any value against these spawns as his 16x personal damage will be cancelled out every time.
As a result, it may be harder to justify using Suou as a sub as he tries to fulfill the role of a damage dealer but cannot be used against the more dangerous spawns.
Suou
Active: Removes lock status on orbs. Change all orbs to Fire, Water & Heart orbs. +1 combo count for 1 turn (16 -> 11 turn CD)
Leader Skill: 4.5x ATK for Fire, Water Att. and reduce damage taken by 35% when above 50% HP; 2x ATK when matching Fire+Water; 2x ATK when 6 or more combos [1/324/1/57.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Balance
Available Killers:
Weighted Stats (Limit Break): 1300 (1495)
HP 5933 (6823) / ATK 2460 (2829) / RCV 645 (742)
Pros |
Cons |
As a whole, Suou’s Evolved/VDP form is a stronger all around option compared to his four 7 Combo evolution. This is because he can function as a powerful VDP
solution while also providing 4 Skill Boosts
for future Transforming teams.
Unfortunately, there is no where we can currently use Suou’s Evolved form as there is no Water Transform leader and as far as VDP options go, Suou is less unique. While he does features high damage output, it only works when matching a 3×3 Box.
This is reminiscent to Highren as both cards provide no damage without 9 Water orbs. As such, your damage output will be inconsistent unless using someone like Beach Veroah
who will be matching 9 Water orbs each turn.
Roche – A
Active: Ignores enemy attribute damage absorb effects for 1 turn ( does not include combo shield, damage absorb shield, and damage void ). Change Fire & Jammer orbs to Wood orbs. Change Water, Poison & Mortal Poison orbs to Dark orbs (16 -> 11 turn CD)
Leader Skill: 4x ATK and reduce damage taken by 25% when matching Wood, Dark at once; 4x ATK and 2x RCV when matching 2+ Wood combos [1/256/4/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 1198 (1378)
HP 5155 (5928) / ATK 3303 (3798) / RCV 68 (78)
Pros |
Cons |
Base Roche features the highest TPA damage potential in the game which can be abused under the right circumstances. Furthermore, her damage output can be further bolstered via Zaerog Core Weapon
who provides an additional 2 TPA.
While this is impressive, Roche does come with some limitations, most notably an anti synergy with most leaders as exactly 4 connected orbs is often not desired. This holds especially true on blob-style leaders who rely on 6 or more connected orbs to function which means players would have to have 10 to satisfy the Leader Skill and TPA.
With that being said, one exceptional usage for Roche would be on Fagan Rai teams due to her Dragon typing and his ability to fully activate from any match. Thus, her outrageous TPA damage can be abused along with her lack of VDP
being solved via Fagan’s active. Just make sure you are still able to Transform right away as Roche only offers 2 SB
and no SBR
.
Roche
Active: Ignores enemy attribute damage absorb effects for 1 turn ( does not include combo shield, damage absorb shield, and damage void ). Change Fire & Jammer orbs to Wood orbs. Change Water, Poison & Mortal Poison orbs to Dark orbs (16 -> 11 turn CD)
Leader Skill: Wood & Dark attribute cards ATK x4. Increases time limit of orb movement by 2 seconds. All attribute cards ATK x4, 50% all damage reduction when reaching 8 combos [1/256/1/75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1298 (1493)
HP 4355 (5008) / ATK 3603 (4143) / RCV 428 (492)
Pros |
Cons |
Roche is a creepy looking girl who has incredible damage potential when below 50% HP due to her four <50% awakenings. This translates into 16x personal damage against all spawns when below half health and can be further bolstered to 32x with a Weapon.
While this is impressive, her main drawback is a lack of VDP and is arguably replacable by Zaerog Core
assuming you make 7 or more combos.
This is because Zaerog Core provides a similar mix of offensive awakenings (has two 7 Combo and <50%), FUA , 1 turn CD to constantly reset your HP, Time buffer, and has VDP. This is often the fate of DBDC cards due to the fact that they often lack some key awakenings which further pushes them into a niche.
With that being said, Roche will still be a devastating option for farming builds as her damage is only tied to being below half health. Just make sure you have a solution for Damage Voids if using her outside of content such as Training Arena 2.
On the other hand, Roche’s Leader Skill is reasonably strong due to 16x ATK, 50% Damage Reduction, and +2 seconds of orb movement time when hitting 8 or more combos. This is quite powerful and in theory, dual Roche are able to form a highly durable team (4x effective HP with 75% reduction); however, hitting 8 combos on a 6×5 board is not always doable.
Being unable to hit 8 combos leaves her vulnerable to damage and she will only be able to deal 16x ATK with dual leaders. Thus, it may often be ideal to pair with a 7×6 leader and either leader swap or just rely on their multipliers to carry you through. This is because a 7×6 board will provide 12 more orbs which should make it quite easy to hit 8 or more combos. Of course this Roche is by no means a top-tier leader, just worth noting her potential on 7×6.
Valeria – S
Active: All attribute cards RCV x2 for 3 turns. Reshuffle all orbs. (13 -> 8 turn CD)
Leader Skill:5x ATK for Fire, Light Att.; Increase orb movement time by 2 seconds; 4x ATK and reduce damage taken by 25% when matching 4 or more colors [1/400/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Balance
Available Killers:
Weighted Stats (Limit Break): 1200 (1380)
HP 5201 (5981) / ATK 2402 (2762) / RCV 600 (690)
Pros |
Cons |
Despite being in the game for a modest chunk of time, Valeria is still the highest Skill Boost card available and has had her value increased to 7. While she does edge on luxury due to the Farmable Whaledor
having 5, Valeria has significantly stronger weighted stats, Super Awakenings, and 2 more Skill Boosts.
Prior to Transforming, Valeria would be used as a Skill Boost solution for Ranking Dungeons/Farming or for Saline -leader swapping strategies. The idea with leader swapping is to enter a dungeon in coop with dual Saline leaders and swap into something stronger right away. This will grant players the bonus EXP rewards and is vital if trying to grind level at the mid-high 900 ranks.
In this current era, Valeria can still fulfill the above roles, and with her additional 1 Skill Boost, can potentially alter your team to be more efficient. Furthermore, Valeria can also function as a Skill Boost card for Transforming teams.
One key aspect to Valeria is that she provides Skill Boosts, not Effective Skill Boosts. This means actives are ready right away and no Delays or Hastes are required which cuts down on animation time which is important for Ranking/Farming.
Valeria
Active: All attribute cards RCV x2 for 3 turns. Reshuffle all orbs. (13 -> 8 turn CD)
Leader Skill: 7.5x ATK when matching 4 or more colors; 3x ATK & RCV when 7 or more combos; Increase orb movement time by 2 seconds [1/506.25/9]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 1300 (1495)
HP 6130 (7049) / ATK 3002 (3452) / RCV 260 (299)
Pros |
Cons |
Evolved Valeria features a solid 22.5x ATK / 3x RCV when matching 4/5 colours and 7 or more combos. Both of these are reasonably doable on a given board and while there is no HP multiplier, the 4 Team HP (8 with dual leaders) awakenings add significant bulk and can enable them to survive reasonably large amounts of punishment. Furthermore, since the HP is tied to awakenings, it can be preserved during Leader swaps, but this also means Valeria teams become significantly more vulnerable during Awoken Skill Binds.
Unfortunately, Rainbow teams suffer from a less consistent time performing VDP compared to other options and have a higher chance of orb troll due to unavailable colours.
As a result, it would be best to keep Valeria in her Base form as the 7 Skill Boosts are just too valuable at this point in time.
6 star base
Mira – C
Active: For 1 turn, reduce damage taken by 50%; For 1 turn, 2x ATK for Wood, Dark Att. (13 -> 8 turn cooldown)
Leader Skill: [Board becomes 7×6]; 2x HP & ATK for Wood, Dark Att.; 4x ATK when matching Dark+Wood [4/64/1]
Awakenings:
Super Awakenings:
Typing: Dragon / Attacker
Available Killers:
Weighted Stats (Limit Break): 1424 (1638)
HP 1020 (1173) / ATK 3010 (3461) / RCV 2160 (2484)
Pros |
Cons |
|
Mira is the first 6-star card in the Dragonbound & Dragon Caller REM and follows a similar path as Nees with few awakenings and inflated Weighted Stats.
This is an interesting idea but tends to become weaker over time due to the steady advance of Powercreep and more cards catching up in Weighted Stats. As such, the limited awakenings and overall kit has to compensate.
In regards to their awakenings, they are underwhelming with a Cloud Super Awakening and a natural L
awakening. This is problematic as sub slots are highly contested and just having monstrous RCV may not be sufficient to justify their usage. With that being said, the huge RCV has synergy with the Enhanced Heal
orb awakening but with only 1, it may not be enough to compete with things such as Eir
.
On the other hand, their natural 7×6 board may give players some leader swapping possibilities, but Mira only provides 1 Skill Boost which may make it difficult to swap right away.
Weld – B
Active: Delay 1 turn to all enemies. Change all orbs to Fire, Water & Heart orbs (16 -> 11 turn CD)
Leader Skill: Can no longer clear 3 connected orbs. All attribute cards ATK x3, RCV x3. All attribute cards ATK x3.5, 25% all damage reduction when attacking with Water and Fire combos at the same time
Awakenings:
Super Awakenings: –
Typing: Dragon / Attacker
Available Killers:
Weighted Stats (Limit Break): 1000 (-)
HP 3601 (-) / ATK 2206 (-) / RCV 596 (-)
Weapon Assist:
Pros |
Cons |
|
|
Weld’s main purpose is to be converted into his Weapon Assist form as he is able to transfer over a TPA , Fire Resist
, Enhanced Water orb
, and two Poison Resist
awakenings.
Weapon Assist:
Active: Delay 1 turn to all enemies. Change all orbs to Fire, Water & Heart orbs (16 -> 11 turn CD)
Pros |
Cons |
|
Weld’s Weapon Assist is a solid solution for 40% Poison Resist, some offensive capabilities, and a useful active. As we more forward with Powercreep, we will begin to gain access to stronger Weapon Assists/Resist solutions. As such, the next metric to try and secure is Passive Damage via Rows or Orb Enhances.
With this in mind, Weld’s Weapon Assist is reasonably strong as it provides a bit of both offensive and defensive capabilities. Furthermore, the active tied to Weld is quite valuable as it provides a tricolour board of Fire, Water, and Heart orbs along with a single turn of Delay.
In regards to the single TPA , it can bolster the damage output of a card who already tries to match-4 and the Fire Resist
has merits for Cheesing via Damage Reduction and Kiri
.
Nees – C
Active: Recover 50% of max HP. Awoken Bind recovery for 5 turns. Change Fire orbs to Dark orbs, Water orbs to Wood orbs (15 -> 10 turn CD)
Leader Skill: 4x ATK and reduce damage taken by 25% when matching Dark and Wood; 2x ATK for each cross of 5 Wood, Light, or Dark orbs [1/1024/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Physical
Available Killers:
Weighted Stats (Limit Break): 1404 (1615)
HP 9200 (10580) / ATK 2098 (2413) / RCV 196 (225)
Pros |
Cons |
|
Nees is an older card from the Dragonbound & Dragon Caller REM and is losing ground in today’s meta as stronger options are starting to emerge and she is penalized by only having six awakenings.
The main appeal of Nees is her 1,600+ weighted stats with a heavy skew towards HP. While this can be valuable, she is severely handicapped by her 6 awakenings which grants her less utility/flexibility. Furthermore, many newer cards being released today have a similar amount of Weighted stats but still retain their full 9 awakenings.
One the bright side, Nees’s active is valuable when Awoken Binds are present as it can remove 5 turns while also having an orb changer component and 50% heal. Having more options for Awoken Bind clearing is useful as players can then cater the secondary effects to their respective team. Sadly, using Nees as a sub may be less ideal unless players can work around her shortcomings.
Tardis – C
Active: Increases time limit of orb movement by 1 second for 1 turn (6 -> 1 turn CD)
Leader Skill: Wood attribute cards ATK x4. Water attribute cards HP x2. All attribute cards ATK x2.5 on the turn a skill is used. (Multiple skills will not stack)
Awakenings:
Super Awakenings:
Typing: Dragon/Physical
Available Killers:
Weighted Stats (Limit Break): 1000 (1151)
HP 6021 (6924) / ATK 1842 (2118) / RCV 91 (105)
Pros |
Cons |
Tardis was once an invaluable card from the Dragonbound & Dragon Caller REM as few 1-turn cooldown cards existed. Thankfully, we have been given a plethora of other options who tend to be stronger due to their younger age and rarity.
As a result, Tardis will seldom be called upon to function as a sub as his awakenings are nothing truly special. While he does have some TPA damage, his base ATK is low along with TPA being niche already. Furthermore, the Team RCV may be nice
but hinges on your entire team having reasonable healing potential already.
The main appeal of 1-turn actives is to trigger active skill clause Leader Skills or to be used to carry a key inherit such as Kuroyuri . A Kuroyuri System can still be utilized on a 1-turn active cards as it will still loop when two are used.
Li – B
Active: Switch places with leader card. Use again to switch back. Dragon type cards ATK x3 for 1 turn (27 -> 22 turn CD)
Leader Skill: 14x ATK & RCV when below 50% HP; May survive when HP is reduced to 0 (HP>50%) [1/196/196]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 999 (1149)
HP 4335 (4985) / ATK 2503 (2878) / RCV 195 (224)
Pros |
Cons |
|
Li has gone through a small roller coaster ride of viability as she was initially one of the more powerful cards released. This was because being able to swap your leader could grant a 7×6 boards or allow you to utilize Ganesha and Saline’s
bonus rank EXP multiplier. Both of these still hold true today, but feels less magical overall she has no Weapon Assist which may make it harder to counter all mechanics found in the dungeon.
The concept of Leader Swapping has two distinct uses: 7×6 abuse or Bonus Rank Experience via Ganesha or Saline. For 7×6, you simply enter a dungeon with a card who provides this as their Leader Skill and then swap into your desired leader as soon as possible. The larger board will still persist post-swap and the additional 12 orbs makes everything easier.
On the other hand, entering a dungeon with double Saline and then swapping into your desired leader will result in 2.88x Rank Experience for clearing the dungeon. This is primarily done in coop and is not truly needed until around Rank 930 when it becomes incredibly difficult to chain Rank ups.
Either way, the usage of Li is somewhat niche and she is essentially the “worst” option due to her longer cooldown and no Weapon Assist .
Enra – C
Active: Change Water & Dark orbs to Fire orbs. Change Jammer, Poison & Mortal Poison orbs to Heart orbs (14 -> 9 turn CD)
Leader Skill: 6x ATK when above 80% HP; 2x ATK & RCV when below 80% HP; 2x ATK and reduce damage taken by 25% when matching 2+ Fire combos [1/144/4/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1000 (1150)
HP 5711 (6568) / ATK 1603 (1843) / RCV 325 (374)
Pros |
Cons |
I remember rolling Enra during her debut/DBDC debut and was thrilled to own one of the few triple 7 Combo awakening cards at the time. This was meaningful as it provided her with 8x personal damage against all spawns. For a while, this was sufficient but we eventually began to see more spawns with Void and that is when Enra truly started to fall behind.
An offensive card that lacks VDP becomes “dead weight” against Void spawns as the majority of their kit is geared towards damage but that damage ends up being Voided out.
Sadly, this holds true today for Enra despite gaining an >80% via her normal awakenings which grants her 12x personal damage. This is a sizable amount of offensive prowess that becomes wasted against the majority of difficult spawns.
Distel – C
Active: 75% damage reduction for 3 turns. Dragon & Devil type cards ATK x2 for 3 turns (25 -> 20 turn CD)
Leader Skill: All attribute cards ATK x4, 25% all damage reduction when reaching 7 combos. ATK x3 when simultaneously clearing 5 connected Water orbs
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 1000 (1150)
HP 4560 (5244) / ATK 1928 (2217) / RCV 475 (546)
Pros |
Cons |
Distel can potentially be a powerful inherit, but the current meta has greatly shifted away from actually needing high amounts of Damage Reduction. This is because most teams now have enough Effective HP to survive lethal mechanics and do not require additional protection.
This places Distel in an awkward position as his 20 turn cooldown makes it challenging to have ready in time (think of AA2’s floor 2 preemptive) and his sub value is low at best.
In regards to his active, Distel provides 75% damage reduction that last three turns along with a small 2x ATK for Dragon and Devil types. This is an interesting twist on an Indra style shield but the additional 5 turns on the cooldown may make it somewhat impractical to use all the time. However, the added damage boost may have merit if playing through challenging content where you need to both sweep a floor and tank an incoming preemptive. For myself, the last time I used Distel was around two yeas ago as an inherit for Rikuu
during a No Awakenings challenge dungeon.
Essentially, the uses for Distel are few and if he had a Weapon Assist, maybe he could find some usage. While he does come with 4 Skill Boosts to help potential Transform cards, it may not be enough along with his base kit not being that impressive.
Alpha – D
Active: Change all orbs to Fire, Wood & Heart orbs. +1 combo count for 2 turns. (18 -> 13 turn CD)
Leader Skill: Fire attribute cards ATK x4. Wood attribute cards HP x2. All attribute cards ATK x3 when reaching Fire & Wood combos. [4/144/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 1000 (1150)
HP 4018 (4621) / ATK 2848 (3275) / RCV 85 (98)
Pros |
Cons |
Alpha still struggles to find merit as he received a 6th L awakening which does not actually improve his situation. Generally speaking, having a single L on your team is valuable as it can naturally unlock the board or cancel out Locked Skyfalls. But when a monster comes with 6-7, it is essentially wasted as L’s are not a common pattern to pursue on a regular basis and there are stronger/easier to use offensive awakenings available.
On the other hand, Alpha’s active shares the same board changer as Verdandi but also adds +1 combo count for 2 turns. While this may sound nice, the additional 4 turns of cooldown can be tough to swallow on top of an already lackluster card.
All in all, Alpha should have been called Delta to better represent his D-ranking.
Omega – A
Active: ATK x1 + (0.3x for every Enhanced Combo (7c ) on the team) for 2 turns. (19 -> 14 turn CD)
Leader Skill: Wood attribute cards ATK x4. Fire attribute cards RCV x2. All attribute cards ATK x3 when reaching 6 combos or above [1/144/4]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 999 (1148)
HP 3405 (3916) / ATK 1108 (1274) / RCV 1310 (1506)
Pros |
Cons |
|
Omega is an incredibly powerful card in the Dragonbound & Dragon Caller Rare Egg Machine as he functions as either a stellar inherit or a powerful Coop card.
Omega’s active skill functions like a Gemstone Princess in that the bonus ATK multiplier scales with the number of awakenings on the team. In the case of Omega, it counts the number of 7 Combos which are usually plentiful on many teams. Thus, the calculation for the total multiplier is as follows:
Thus, having eight 7 Combos would results in 1 + (0.3*8) = 3.4x ATK. Depending on the type of team composition, this may be the best type of burst to use. With that being said, many teams have sufficient damage for most content which may make the burst excessive/unneeded.
On the other hand, Omega also comes with three Coop Boost awakenings. These grants him 3.375x stats in Coop which can make him function as a potent Button base or even a huge RCV stat stick. With this in mind, he will primarily be used in coop and his Super Awakenings are essentially wasted. While the triple Coop Boost can inflate his stats, his actual ATK value is quite low which may or may not be sufficient as a Button base.
Lieto – D
Active: Awoken Bind recovery for 3 turns. Change Fire, Jammer, Poison & Mortal Poison orbs to Dark orbs. Removes lock status on orbs (13 -> 8 turn CD)
Leader Skill: 3x ATK and reduce damage taken by 35% when above 80% HP; 4x ATK when matching 2+ of Light, Dark, and Heal at once [1/144/1/57.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Balance
Available Killers:
Weighted Stats (Limit Break): 1000 (1150)
HP 4813 (5535) / ATK 1753 (2016) / RCV 503 (578)
Pros |
Cons |
|
Lieto is the final 6-star card in the DBDC event, and they are still a train wreck. They do not really do much of anything, and the five Team RCV is less powerful compared to Enhanced Heal Orb
along with their active being average at best. On the bright side, their active skill is unique in that no one has that specific ability, but it has still yet to find a use.
Taking all of this into consideration makes it hard to justify using them as either a Leader, Sub, or inherit.
5 star base
Rathios – C
Active: For 3 turns, reduce damage taken by 35%; Change the far left column to Light orbs and change the far right column to Fire orbs (17 -> 11 turn CD)
Leader Skill: [Fixed 4 second movetime] 2.5x ATK & RCV for Physical and Dragon type; 4x ATK when matching Light and Fire [1/100/6.25]
Awakenings:
Super Awakenings: –
Typing: Dragon/Physical
Available Killers:
Weighted Stats (Limit Break): 902 (-)
HP 5504 (-) / ATK 1589 (-) / RCV 101 (-)
Weapon Assist Evolution:
Pros |
Cons |
|
|
Rathios’s main purpose is to be converted into a situational Weapon Assist that features both Light and Fire rows
as their Base form is lackluster.
Weapon Assist:
Active: For 3 turns, reduce damage taken by 35%; Change the far left column to Light orbs and change the far right column to Fire orbs (17 -> 11 turn CD)
Pros |
Cons |
|
Rathios’s Weapon Assist is able to provide two Light and Fire Rows
which is wasteful overall. This is because teams do not mix Rows as it is both impractical and orb hungry. As such, the only niche I can foresee this being used is Ranking Dungeons.
Ranking Dungeons feature Style Points which award players for matching specific patterns provided their teams have those respective awakenings. Furthermore, rows are sometimes augmented to provide significantly more points and became the dominant strategy for several tournaments. Thus, being able to provide two different colours may open up team building compositions, as players will not need to run subs with those awakenings and have more active skill slots available. Furthermore, the inclusion of an Awoken Material Killer may help the owning card overcome these spawns.
With that being said, Rathios is still a niche card overall as they do not provide enough value in any one metric to be your first choice for a given scenario.
No.6 – B
Active: No skyfall combos for 1 turn. Randomly spawn 7 Fire orbs from non Fire orbs (10 -> 5 turn CD)
Leader Skill: Fire attribute cards ATK x5. Water attribute cards HP x1.5 [2.25/25/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 900 (1035)
HP 3194 (3673) / ATK 2705 (3111) / RCV 119 (137)
Pros |
Cons |
|
No.6 fulfills a niche role in Puzzle and Dragons: being able to deal 27x personal damage to any God spawn. This is all thanks to his three God Killers which provide him with a personal 27x ATK to God type spawns. While one will not be using No.6 in all scenarios, it is well worth having him on hand as he can help trivialize various encounters. With that being said, No.6 has gained a brand new evolution via Altura that gives them more flexibility and is worth having at least 2 copies of.
Beyond his God Killing potential, No.6 has a reasonable active skill. He is able to produce Fire orbs for himself, and the No skyfall clause aids in both damage control as well as lowering the cooldown.
Normally, the phrase damage control and No.6 do not go hand in hand, but with no Skyfalls, you can cap your output along with avoiding any chance of an unwanted colour from being matched. This is valuable against colour absorption spawns or against non-Gods. Furthermore, the No Skyfalls cuts off turns on the total cooldown so it is possible to use him more often in a single dungeon or inherit a key active skill.
Unfortunately, No.6 has become less unique over time due to more viable God Killing options being released. While having more options has not actually decreased No.6’s power, he is just less unique and may not always be the best choice for that specific scenario.
Altura (Special Evolution)
Active: For 4 turns, 2x RCV; Enhance all Fire orbs; Reduce unable to match orbs effect by 5 turns (9 -> 9 turn CD)
Leader Skill: 2x HP & ATK for all Att. when all cards are from Dragonbounds & Dragon Callers; 9x ATK when matching 3 or more colors [4/324/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 903 (1084)
HP 3930 (4716) / ATK 2294 (2753) / RCV 154 (185)
Pros |
Cons |
|
Altura is a special evolution for No.6 and gives justification for acquiring at least two No.6s. This is because they completely change their kit and gain access to a relatively unique active that combines two useful components into one.
Presently speaking, we are starting to see a slight increase of monsters who utilize the unable to match orbs mechanic. While most of these spawns can be managed, having a direct counter can be valuable. Furthermore, Altura’s active also provides 2x RCV which will overwrite any RCV debuff.
Depending on the team being used, RCV debuffs may or may not be lethal but what is almost always lethal is back-to-back RCV debuffs in Colo2. As such, being able to overwrite those debuffs is invaluable.
While each mechanic is not exceptionally common, having both solved in a single active can save inheritance slots. Unfortunately, Altura’s awakenings/stats are not the best which may make it harder to use as a sub. As such, if used as an inherit, no awakenings will be provided which can be a little disheartening.
Kiri – B
Active: Change all enemies attributes to Fire. (Ignores status shield) Reduces cooldown of other skills by 1 turn (21 -> 16 turn CD)
Leader Skill: 3x ATK when matching 6 or more connected Water orbs up to 5x at 8 orbs; Reduce damage taken from Fire Att. by 75% [1/25/1/93.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers:
Weighted Stats (Limit Break): 900 (1035)
HP 4189 (4817) / ATK 1920 (2208) / RCV 290 (334)
Pros |
Cons |
|
Kiri is another Dragonbound & Dragon Caller card that comes with three of the same Killer awakenings but has also been blessed with an additional Physical Killer. When three Killers line up, the owning card will enjoy 27x personal damage but Kiri is extra special as she can utilize Physical Killer latents.
This has the potential to overlap for comically large damage against Physical Dragons but her main usage outside of Cheesing will be for their Dragon killing prowess.
In regards to Cheesing with Kiri, the idea is to utilize her Leader Skill to drastically reduce damage taken against Fire spawns. This is facilitated by her active skill which will change the opposing spawn to Fire.
This self-contained kit can allow her to slowly chip down spawns through Gravities and restalling for actives as you cannot die. In the past, this had more merit as spawns featured fewer mechanics, most notably less colour changing abilities as Kiri will have no protection against non-Fire spawns. This type of approach to clearing content is slow and may not be for everyone, but it can be utilized if lacking other options.
Kulia – D
Active: Increases time limit of orb movement by 1 second for 2 turns. Change left-most column into Water orbs and the right-most column into Dark orbs. (13 -> 7 turn CD)
Leader Skill: 4x ATK and reduce damage taken by 25% when matching Dark and Water; Increase orb movement time by 3 seconds [1/16/1/43.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Devil
Available Killers:
Weighted Stats (Limit Break): 901 (1037)
HP 3794 (4363) / ATK 2012 (2314) / RCV 359 (413)
Pros |
Cons |
|
Julia with a K has aged well since the last inception of DBDC due to the fact that she can now achieve triple 7 combo via Super Awakenings.
While this does grant her 8x personal damage, her low stats combined with a lack of VDP and high investment requirements make her an inappropriate choice for essentially every player.
This seems to be the fate destined for bottom rarity cards who try to have offensive awakenings as they will simply not be able to compete with other options.
Shazel – B
Active: Change Dark, Jammer, Poison & Mortal Poison orbs to Wood orbs. Reduces cooldown of other skills by 1 turn (12 -> 7 turn CD)
Leader Skill: Change the board to 7×6 size. All attribute cards ATK x3, RCV x3 when reaching Wood & Light combos [1/9/9]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 901 (1036)
HP 3369 (3874) / ATK 1496 (1720) / RCV 795 (914)
Pros |
Cons |
Shazel still remains a solid choice for Devil Killing needs as her natural 3 Killers provide 27x personal damage against any Devil spawn. Furthermore, the L awakening or Cloud
Resist grants additional utility.
As mentioned above, these type of awakenings tend to have the most value in Ranking Dungeons or Farming set ups as they can minimal combo for high damage. The amount of value Shazel brings to your box will be depend on how much you value these types of play along with what other options you currently own.
One of the nice things about DBDC is that you are able to acquire a wide variety of triple Killer cards within the same Egg Machine. With that being said, there will be plenty of times to roll this event and waiting until a more ideal time may be preferred.
Pralinae – B
Active: Change Water orbs to Light orbs, Dark orbs to Heart orbs. All attribute cards RCV x1.5 for 4 turns (14 -> 9 turn CD)
Leader Skill: 3x ATK for Healer and Dragon type; 2x ATK and reduce damage taken by 35% when matching 5 Heal orbs in a cross formation [1/36/1/57.75%]
Awakenings:
Super Awakenings:
Typing: Dragon/Healer
Available Killers:
Weighted Stats (Limit Break): 900 (1035)
HP 3285 (3778) / ATK 1498 (1723) / RCV 815 (937)
Pros |
Cons |
|
Pralinae is an exciting card as she naturally comes with 2 God and 2 Devil Killer
awakenings along with the capacity to a third of either via Super Awakenings. This puts her on par with other triple Killer options when used in solo mode and if the opposing spawn is both God and Devil, they will melt and disappear.
As a result, Pralinae can be a solid solution for your Ranking or Farming needs and her new second Skill Boost helps ensure actives are ready in time.
As with any high Killer card, their value hinges on what other options you have and how much you play these types of dungeons.
One thing I want to stress about Pralinae is her Light colour being less ideal in Ranking Tournaments on Zeus Verse Ranking dungeon teams. This is because it is best to have full colour coverage so you have options to kill every floor. Thus, No.6’s Fire and Shazel’s Wood give players more colours in which to use. Small thing, but it is the main reason I have rarely used my Pralinae over No.6 or Shazel.
Vigo – B
Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Change Heart, Poison & Mortal Poison orbs to Water orbs (18 -> 13 turn CD)
Leader Skill: 3x ATK for Dragon type; 2.5x ATK when matching 4 or more colors [1/56.25/1]
Awakenings:
Super Awakenings:
Typing: Dragon/Attacker
Available Killers: