Bleach Collab Review and Analysis – May 2020


The Bleach Collab returns to North America after a prolonged absence. This is good news as all of the cards have received various buffs along with some gaining new evolutions.

Sadly, only the top rarity will gain Weapon Assists which does lower the value of duplicates at the 4 and 5-star rarities. While this is saddening, two out of the five 4-star cards are quite powerful and may be enough justification to do a few rolls.

This is further facilitated by the 5 Magic Stone price tag but at the same time, players should be aware that the overall Weighted Stats are on the lower end.

This article will outline the pros and cons for each card within the Bleach Collab event to give players a better understanding of what each monster can do.

Video commentary

—video coming soon—


Bleach Collab Pros & Cons – May 7, 2020
  • 2/5 bottom rarity cards are valuable
  • 5 Magic Stones per roll
    • Worth doing a couple
  • All cards have Voice awakenings
  • Only top rarity has Weapon Assists
    • Lowers value of dupes for 4/5*
  • Low weighted stats due to 5-Stone cost
  • Somewhat average event
Bleach Collab REM
6 Star base
(2.5% each, 12.5% total)
5 Star base
(38% total)
3361 3363 Kenpachi Toshiro Kisuke
4 Star base
(49.5% total)
Rangiku Yoruichi Ishida Chad Orihime
Bleach Collab Rankings – May 7, 2020
A    Chad Orihime
B 3363 Kenpachi Toshiro
C 3361 Kisuke Rangiku Yoruichi
D Ishida

Order within each tier is random and not reflective of ranking

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

The bottom rarity should be the main motivation to roll in an event and here is a brief summary showcasing their awakenings and/or Weapon Assists if applicable. Awakenings in (brackets) are Super Awakenings.

  • Rangiku Time Extend Bind Immune Bind Immune Balance killer Balance killer God Killer Skill Boost ( ) – C
  • Yoruichi Skill Boost Time Extend Skill Lock Resist Wood Row Wood Row ( ) – C
  • Ishida +light orb Jammer Resist Jammer Resist TPA TPA God Killer Devil killer ( TPA ) – D
  • Chad Enhnaced Fire Orb Fire Row Fire Row Skill Boost Skill Boost Skill Boost ( ) – A
  • Orihime Enhanced Wood Orb Enhanced Wood Orb +heart +heart +heart Skill Boost (  ) – A

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/Seasonal 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 bottom rarity 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.

6 Star base

Shinji Hirako (New) – A

  • Valuable, fast-charging active
    • Clears ATK debuffs
    • 5 turn Bind/Awoken Bind clear
  • High personal damage against Devils
  • Strong Rainbow multipliers
    • +2 combos with 5 colours
    • Has various pairings
  • Flexible Super Awakenings
  • 5 colours for +2 combo
    • No loss in ATK multiplier

Shinji Hirako is a brand new 6-star card within the Bleach Collab and has value in all three of his forms.

In his Base or Evolved form, both share the same valuable 5-turn active that provides a small 1.5x ATK buff for Devils along with 5 turns Bind/Awoken Bind clear. While each metric is modest overall, having both grants additional flexibility and small ATK buffs are more meaningful due to ATK debuffs in newer dungeons.

Like any debuff performed by a spawn, it can be overwritten via self (de)buffs and will free up inheritance/active skill slots moving forward.

In regards to his Base form, Shinji has meaningful personal damage against Devil spawns (frequently seen in Arena 5/AA3) along with strong Leader Skill multipliers for Rainbow teams. Shinji provides 1.5x stats to all Light cards and will fully activate their ATK multiplier with 4/5 colours. Furthermore, matching all 5 colours will result in +2 combos which can help overcome combo shields or proc 10 Combos on 6×5 boards. It is important to note that you may not have 5 colours available on 6×5 boards but Shinji still achieves their full multiplier with 4.

With this in mind, Shinji can pair with Dyer , Aten , New Year’s Reeche , or the future GFE, Menoa . Each have their own strengths and weaknesses and it is a matter of determining which pairing allows for the best possible team from your Monster Box.

Shinji Hirako

  • Valuable, fast-charging active
    • Clears ATK debuffs
    • 5 turn Bind/Awoken Bind clear
  • Strong VDP damage
  • Strong LS multipliers
    • 2x HP/RCV, 16x ATK, 25% Damage Reduction
    • No blobbing required
  • Lacks an ideal Light Devil pairing

Shinji’s Evolved form grants him more universal damage through VDP instead of Devil Killers along with a Leader Skill that empowers Devil-type cards. In fact, their Leader Skill is quite open in the sense that there is only a typing or colour restrictions.

This gives him flexibility when team building while also sporting solid multipliers (2x HP/RCV, 16x ATK, 25% Damage Reduction). Sadly, the largest issue for Shinji is no “ideal” pairing to gain either 7×6 or Auto Follow Up Damage. What I mean by “ideal” is no other pairing that can provide these without altering Shinji’s playstyle.

Right now, the strongest Devil leader is Yugi who can be a viable pairing but you must be aware that you are playing like a dual Yugi team and must populate with Dark Devils and match either Rows or VDP. This is not to say this is a bad thing, it just cuts down on the flexibility Shinji had before.

Conversely, you could pair with Fasca if you can field Devil Attackers for 7×6 or New Year’s Reeche for a Rainbow-based team.

Weapon Assist

  • 60% Poison Resist Poison resist
  • L
  • Valuable active
  • Yugi teams do not need Poison Resist
    • Strongest current Devil team
    • Can change in future

Shinji’s Weapon Assist boasts 60% Poison Resist Poison resist along with a single L awakening. This provides protection against a common and dangerous mechanic along with utility against Locked orbs. Generally speaking, you wish to have a single L awakening across your entire team in order to have the option to remove Locked orbs at will.

Furthermore, Shinji’s Weapon Assist provides a power active that provides 3x ATK for Devils for 3 turns along with a full Bind and Awoken Bind clear. This can be used to overwrite ATK debuffs or as a finishing Burst as 3x is significant while the Bind/Awoken Bind clear will always be meaningful. One thing I want to mention is that you can still use the active for the Burst component, even if there are no Devils on your team as it will still overwrite debuffs.

Ichigo Kurosaki – A

  • Just showing what the Base form looks like
  • You will make a different form

Read above table.

Substitute Soul Reaper, Ichigo Kurosaki

  • Make a different form
  • Multiple step evolution

Just keep scrolling

Ichigo Hollow, Ichigo Kurosaki

  • Active provides 3 metrics
    • Time buff
    • ATK buff
    • Full Rainbow board
  • Other forms are still stronger

Getting there

3353 The Final Getsugatensho, Ichigo Kurosaki

  • Burst that scales off Dark Rows Dark row
    • +50% per Row
  • 4 SB Skill Boost
  • Easy to use Leader Skill
    • Solid HP
    • Respectable ATK
    • +2 combos
  • Active has long cooldown
    • May be overkill
  • Lower personal damage
  • Lacks Devil typing

Ichigo’s D/B form changes his active skill to become a sizable burst for two turns that scales off Dark Rows Dark row. This has a higher percentage bonus compared to other bursts and can quickly climb to comically high levels. To compensate for this, Ichigo enjoys a longer 15 turn cooldown which may be difficult to work around.

On the bright side, his Leader Skill is quite powerful and easy to use as all you need to do is match 6 connected Dark orbs to unlock their full multiplier and enjoy +2 combos. While there is a No Skyfall clause, the bonus combos from even just one leader is meaningful.

This can open up the door to interesting Farming builds as you can quickly swipe a floor and achieve +4 combos with dual leaders which can trivialize lower combo shields. On the other hand, if opting to asymmetrically pair Ichigo, you can incorporate Auto Follow Up Attack such as Ina or Yugi . While Ichigo is not a Devil typing, his offensive capacity and stats are not that spectacular and his stat sacrifice ensures a stronger multiplier for the rest of the team.

Running one off-type card is okay assuming they bring enough additional utility to make up for it. Furthermore, the +2 combos is meaningful for 6×5 blob teams as higher combos can sometimes be a struggle. One last thing is avoiding 7×6 does hasten clear times in Arena 6.

3354 Full Hollow, Ichigo Kurosaki

  • Active provides 3 metrics
    • Time buff
    • ATK buff
    • Full Rainbow board
  • Strong personal damage against Gods
  • Strong LS multipliers
  • Balance / Devil
  • Lacks VDP
    • Wasted against Void spawns
  • Enhance Killer 42 is so situational
  • Rainbow teams have various hurdles

Full Hollow Ichigo retains his original active which will provide a Time buff, ATK buff, and full Rainbow board changer on an 8 turn cooldown. From a value point of view, this active is loaded as a vanilla Dark Kali has 7 turn cooldown. While the Time and ATK buff are small, their main purpose is to overwrite existing and more dangerous Debuffs.

In addition to this, they possess strong multipliers for their Leader Skill assuming an active can be used every turn. This is not as hard to work around compared to before as Zaerog Core can be utilized to fulfill the Dark requirement while also having a 1-turn cooldown.

With that being said, being a Rainbow leader is harder without the special future VDP latents as Void spawns and orb troll are common threats. Furthermore, Ichigo does not favourably pair with any other stellar Dark-Rainbow leader and it will be difficult to gain access to Auto Follow Up Attack or 7×6 without some cards not receiving the full multipliers.

Weapon Assist (New)

  • Active is a big Panic button
    • 2 turns of 100% Damage Reduction
    • RCV buff
    • Longer cooldown
  • 60% Blind Resist Blind Resist
  • Enhanced Heal Orb +heart
  • More Super Resists exist

Ichigo’s new Weapon Assist is able to provide 60% Blind Resistance Blind Resist along with a single Enhanced Heal orb +heart. This is meaningful as you can protect yourself against one of the more dangerous mechanics along with gaining additional healing when matching 4 connected Hearts.

This two-in-one helps this Weapon Assist stand out a bit more as the bonus Healing can help alleviate the need for an RCV buff if playing Alt. Arena 3 when inherited on a high RCV card.

With that being said, Super Resists are becoming more common which can alleviate the need to find Blind or Poison Resist. This is not a bad thing but it does infringe on these inherits.

Shigekuni Genryusai Yamamoto – B

  • Easy to activate ATK multiplier
    • Just needs 6 connected Fire
  • 4 Skill Boosts Skill Boost
  • Evolved form has better awakenings

Yamamoto owns a wonderful Leader Skill for quickly Farming content as a single one will unleash 20x ATK with 6 connected Fire orbs. With that being said, his Evolved form is stronger and nearly the same.

3357 Head Captain of 13 Court Guard Squads, Genryusai

  • Easy to activate ATK multiplier
    • Just needs 6 connected Fire
    • Provides some Damage Reduction
  • 4 Skill Boosts Skill Boost
  • Double orb changer active
  • Low Effective Health
    • Mostly for Farming

Yamamoto’s Evolved form retains the same ATK multiplier as his Base form but also enjoys some Damage Reduction. While this is small, it may help players survive some preemptives. Regardless, he will primarily be a Farming solution as the high damage output with just a single Row is hard to match. This can be accomplished via instant Row makers or even full board swipes and pairing with Raoh Raoh will ignore Resolve spawns.

Weapon Assist (New)

  • 60% Jammer Resist Jammer Resist
  • 4 turns Attribute Absorb cancel
  • 4 turns ATK buff
  • Combo Orb ?
  • Combo Orb ?
  • Situational/niche Weapon Assist

Yamamoto’s Weapon Assist is able to provide 60% Jammer Resist Jammer Resist along with a single Combo Orb . For the most part, Jammer Resist tends to be a lower priority and I still find Combo Orbs underwhelming. As such, the actual awakenings provided are less valuable relatively speaking but the active skill itself can be meaningful.

Colour Absorb is a relatively niche mechanic and being able to cancel 4 turns is somewhat excessive. Of course, when it is needed, it will be helpful but the small ATK buff will overwrite ATK debuffs which can be meaningful.

Rukia Kuchiki – C

  • Just showing Base form
  • Scroll down

Happy Mother’s Day if reading on Sunday.

A member of Squad 13, Rukia Kuchiki

  • Not the form you will make
  • Nope

This reminds me of adding blank entries to a list to make it look longer.

3355 Tsuginomai Hakuren, Rukia Kuchiki

  • Three SBR Skill Lock Resist?
  • 3 Effective Skill Boosts Skill Boost
  • 3 SBR is probably wasted
  • LS lacks Effective Health
  • LS requires 2 Water combos

Rukia used to be one of the more popular leaders during the original release but has since fallen out of favour due to their kit not evolving with the current meta.

At this point in time, having high Effective Health (HP and/or Damage Reduction) is key to clearing challenging content as being able to survive problematic mechanics is far more important compared to higher ATK multipliers. In fact, most teams will have sufficient damage for the vast majority of content due to various cards having high personal damage.

As such, Rukia does not fulfill this as they have no HP multiplier nor access to Damage Reduction. Furthermore, they require 2 Water combos to fully activate which will be inconsitent on 6×5 and even more challenging against Void spawns when VDP is required.

Weapon Assist (New)

  • Full Bind Immunity
  • +400 ATK Imp ATK
  • Actual damage bonus is small
    • Better for specific Button/Poison cards

Rukia’s Weapon Assist is able to provide Full Bind Immunity along with +400 ATK to the owning card. While this may feel nice, the +400 ATK is not as magical as one might think.

This is because it has to go on a high personal damage card to have merits and the Bind Immunity may also go to waste. For example, a card has 3,000 ATK, this +400 would constitute a +13.3% increase for their own personal damage.

By comparison, the farmable GH PEM Helen will provide +50% ATK when above 80% along with 2 Enhanced Water Orbs blue + orb which will help the entire team.

With this in mind, I feel Rukia’s Weapon Assist would be situationally used on cards who naturally come with a Poison or Button in order to push their output in solo mode.

Sosuke Aizen – A

  • Not the form you wish to make
  • Almost there

Scroll down

3359 Former Captain of Squad 5, Sosuke Aizen

  • 2-4 SB Skill Boost
    • Or Super Poison Resist
  • Useful orb changer
    • Colour change is confusing…
  • LS has nice multipliers
  • LS requires multiple Dark Crosses
    • Orb hungry
    • Eats into combo count
  • The attribute change is awkward

Aizen’s Evovled form was once a top tier leader due to his strong multiplier but moreso his ability to quickly clear the current Arenas as he had enough damage to sweep many floors without a Cross.

Fast forward to today and Aizen will struggle to clear newer content. This is because his damage output is terribly low at a single Cross (12x with one leader) and only becomes meaningful with 2. Sadly, 2 Dark Crosses is very orb hungry on 6×5 and will also result in few combos. Furthermore, you can forget about killing Void spawns, let along Void plus Resolve encounters. Essentially, too many new mechanics have come out that makes multiple Dark Crosses impractical.

Finally, the self colour change is just awkward as he will be contributing less damage around half of the time.

Controller of the Hogyoku, Sosuke Aizen (New) –

  • Massive damage against God spawns
    • Newer Arenas feature numerous Gods
  • Active always produces 9 Water orbs
    • Easy to VDP
  • LS has low Effective Health
  • Requires 3 Water combos for Auto Follow Up Attack

Aizen’s new evolution turns him into a sensational offensive card who will obliterate God-type spawns which are the most commonly seen typing in the newer Arenas. This gives him an edge of the plethora of other strong options as he will deal (assuming 7 Combo 45 Super Awakening) 24x ATK with 7 or more combos but jumps to 60x with a VDP. This can open up team compositions as you could potentially load up on more utility as you already have a stellar damage solution.

In addition to this, his active will always generate 9 Water orbs which ensures you can VDP along with gaining +2 combos.

While Aizen does possess an Auto Follow Up Attack leader skill, I feel it is impractical due to only providing 25% Damage Reduction (no HP) and requiring 3 Water combos for his 1,000,000 Auto Follow Up Damage which is impractical to say the least. I am well aware that Alice has a similar requirement, but she is always paired with Fasca for 7×6.

Aizen could pair with Minaka but this results in lower damage along with being forced to match blobs of Water to sweep a given floor.

Weapon Assist (New)

  • 1 Skill Boost Skill Boost
  • >80%
  • Lower priority
    • W/x form is strong
    • Defensive awakenings are more important

Aizen’s new Weapon Assist is able to provide a single Skill Boost Skill Boost and an >80% awakening. This combination is also available through Chidori’s Fan and will help Transforming teams meet their Skill Boost needs along with some personal damage to the owning card.

At this point in time, we can be more picky with our inherits and I feel this will be a lower priority Weapon Assist because of Aizen’s power in his W/x form along with most team prioritizing defense over offense.

What I mean by defense over offense is utilizing inherits that provide Resists in order to cancel out various mechanics and only sprinkling in damage if everything else is covered.

5 Star base

Hiyori Sarugaki (New) – A

  • Interesting Leader Skill
    • High ATK
    • +3 combos with Fire + Wood match
    • Unable to erase 3 or less orbs
  • Fast charging active
    • Self RCV debuff
      • Overwrites longer ones
    • Generates 4 Wood & Fire
  • Reasonable personal damage
  • Orb Skin
  • LS has low Effective HP
    • Benefits from asymetrical pairing
  • Low RCV
  • Match 4 means much less Skyfalls

Hiyori Sarugaki is a brand new 5-star card within the Bleach Collab and will also bless players with a unique Orb Skin upon acquiring. Generally speaking, Orb Skin cards receive a little more love compared to similar rarity cards and Hiyori is no exception.

Firstly, her awakenings provide a reasonable amount of personal damage that jumps higher against Void spawns if choosing to forgo the Skill Boost Plus Super Awakening. While extra damage is always appealing, I feel 2 additional Skill Boosts will be more valuable. As such, she becomes a 3 Skill Boost card with reasonable personal damage along with a unique leader and active skill.

As a leader, Hiyori can achieve high ATK multipliers when matching Fire and Wood along with enjoying +3 combos from said matches. The catch is you are no longer able to erase 3 or less connected orbs. While this will cut down on your combo potential, the +3 should be enough to offset this but just be aware that Skyfalls will be much less common.

With this in mind, TPA TPA more meaningful as it will become the default match and her Fire + Wood clause along with Physical typing screams Grigory . This pairing will retain the same 400x ATK but will also grant 2x HP/RCV along huge personal damage from Grigory.

This pairing will help alleviate some combo count stresses and would be a way for players to enjoy Grigory while also alleviating 3 Skill Boosts due to Hiyori.

Finally, Hiyori’s active grants a self RCV debuff which overwrite any longer lasting debuff along with always generating 4 Fire and Wood orbs for instant activation on a fast 3 turn cooldown.

Orb Skin

3361 The 4th Espada, Ulquiorra Shifar – C

  • 4 Skill Boosts Skill Boost
  • 5 Enhanced Dark Orbs Dark Orb Enhance
  • Interesting active
  • Low Weighted Stats
  • Awkward active
    • Long CD
    • Difficult to gain enough damage

Shifar returns to Puzzle and Dragons and is sadly an awkward card. While he does provide 4 Skill Boosts Skill Boost and sizable Passive Damage via 5 Enhanced Dark Orbs Dark Orb Enhance, that is basically the extent of his benefits.

Shifar has low Weighted Stats and an active that is awkward overall as you require an excessive number of Enhanced Dark Orbs to achieve a meaningful multiplier. For example, just having Shifar’s 5 awakenings would result in only 2.25x ATK which is nowhere near enough for the 14 turn cooldown.

As such, to achieve a large enough multiplier, you will have to have an excessive number of Enhanced Dark Orb awakenings which will probably be impractical overall.

3363 Grimmjow – B

  • Fast charging AoE Button
    • 6 turns
    • 250x ATK
  • Some leadership potential
    • Auto Follow Up Attack
  • Dupes are useful
    • More Buttons
  • No Weapon Assist to inherit active
  • Little personal damage outside Gods
  • Not everyone enjoys Button farming

Grimmjow was originally a highly desirable Button solution as he can hit all enemies for 250x ATK on a fast 6-turn cooldown. At the time, this was quite revolutionary and it opened up numerous Farming builds that were previously not possible.

Over time, more and more options have been released but Grimmjow is still a solid solution. With that being said, not everyone abuses Button Farming (killing floors by using these type of actives to go faster) but even just buttoning 1 floor can greatly hasten clear times. Just remember to inherit him on someone with naturally high ATK.

Button potential aside, Grimmjow has gained a respectable Leader Skill as players only have to match Wood and Water orbs to trigger his full multiplier along with 50,000 Auto Follow Up Damage. This is quite respectable overall and can help players who are lacking an ideal Water leader.

Kenpachi Squad 11 Captain, Kenpachi Zaraki – B

  • Super Jammer Resist
  • 4 Effective Skill Boosts Skill Boost
  • Passive damage for Dark teams
  • Reduce unable to match effects by 5 turns
  • Currently lacks an ideal home

Kenpachi Zaraki comes with a Super Jammer Resist along with 4 Effective Skill Boosts Skill Boost due to his single turn of Delay. Furthermore, he provides a reasonable amount of Passive Damage for blob-style Dark teams.

While all of this sounds good, his main problem is a lack of an ideal home to take advantage of. This is because mono Dark Transforming tends to be dominated by Yugi and Nelle with neither of them being able to use Kenpachi’s typing.

While this is most certainly a drawback, he can still be used on other mono Dark teams and may become more valuable if a new leader emerges.

Toshiro Squad 10 Captain, Toshiro Hitsugaya – B

  • Super Poison Resist
  • Full board change to Water
    • Can be inherited
  • Machine Noah is farmable albeit not inheritable

Toshiro still remains a wonderful full mono Water board changer that can be inherited. This inheritance was invaluable long ago prior to the release of Machine Noah and gave them a certain edge/niche.

While he can still be inherited, if you are going to run mono Water farming teams, you will have now probably acquired Machine Noah who can also fulfill this role.

While having more options is never a bad thing, Toshiro is no longer truly unique but still fulfills a role if you need this active to be inherited.

Kisuke Former R&D Chief, Kisuke Urahara – C

  • Super Blind
  • Makes Jammers
  • Low value overall

Kisuke Urahara is the final 5-star card within the Bleach Collab and features a Super Blind Resist but little else.

This is because their other awakenings are Wood Rows Wood Row and their base active is relatively low impact and will generate Jammers. Perhaps one could abuse these 9 spawned orbs but this is pushing it and I struggle to find a true use for them.

4 Star base

Rangiku Squad 10 Lieutenant, Rangiku Matsumoto – C

  • Two Balance Killers Balance killer
  • Potentially 3 Skill Boosts Skill Boost
  • Only effective against Balance types
  • Low ATK

Rangiku Matsumoto is the first 4-star card within the Bleach Collab and can function as a reliable Balance Killing solution due to their two natural awakenings Balance killer and ability to wield Balance Killer latents.

At this point in time, there are quite a few other options available that have either double Balance + Balance Killer latents or naturally come with 3 Killers. With this in mind, the value of Masumoto will depend on what other options you currently own as the rest of her kit contains no other special aspects along with lower ATK.

Yoruichi Former Cmdr of Stealth Force, Yoruichi – C

  • Reasonable personal damage
    • Three <50%
  • Active sets HP to 1 and provides 2.5x ATK
  • Pursuing VDP cuts down on <50% damage
  • Mostly a generic damage card

Yoruichi has the capacity to achieve 8x personal damage when below 50% HP along with owning an suicide-style active that will bring your HP down to 1.

This can enable her (and hopefully the rest of your team) to deal meaningful damage. With that being said, it will be hard to bring Yoruichi to non-Farming style dungeons as her low Weighted Stats and average damage potential in the grand scheme of things.

Ishida Quincy, Uryu Ishida – D

  • Tape Resist
  • Does not provide much

Ishida will be a disappointing card to roll as they do not fulfill any particular role/niche. This is problematic as you will struggle to find a use as they lack a Weapon Assist form.

With that being said, it is still a good habit to keep at least one of every card just in case they do receive buffs in the future.

Chad La Muerte, Yasutora Sado – A

  • 3-5 Skill Boosts Skill Boost
  • Super Blind
  • Potentially Cloud Resist
  • Creates 2 Fire Rows
  • Terrible Weighted Stats
  • Outclassed by Duval

Sado has a surprisingly powerful set of awakenings as they can provide 3-5 Skill Boosts Skill Boost, Super Blind Resist, and Cloud if chosen as a Super Awakening.

At this point in time, I would be more inclined to choose Skill Boost+ as their Super Awakening because we lack a double Skill Boost Weapon whereas we have Cloud + Skill Boost weapon (Fagan Rai ).

This aside, Sado’s value rests in his ability to help teams quickly Transform while also providing full protection against Blind attacks while also being able to instantly generate 2 rows of Fire orbs.

This double row maker will help you execute tankier floors but at the same time, is helpful for various swipe farming as it can give a perfect 12-18 board.

While all of this is solid, Sado is not without faults as he peaks at 910 Weighted Stats at level 110 which is embarrassing to say the least. Furthermore, if intending to use Sado on mono Fire teams (such as Grigory ), he is greatly outclassed by Duval who provides a similar set of awakenings but with much stronger weighted stats and better other awakenings.

Orihime SantenKesshun, Orihime Inoue – A

  • Super Poison
  • Cloud Resist
  • 3 Enhanced Heal Orbs +heart
    • Naturally high RCV
  • 4 turn cooldown
  • Terrible Weighted Stats
  • 1 Skill Boost Skill Boost
    • Difficult to use on Transforming teams

Orihime Inoue is the final 4-star card within the Bleach Collab and also comes with a surprisingly potent set of awakenings but is marred by terrible Weighted Stats along with only providing a single Skill Boost Skill Boost.

This lack of Skill Boosts will inhibit Transformation of other cards which may make it impossible to feasibly use Inoue as a sub. With that being said, if your team has no Transforming needs, Inoue becomes much more valuable.

This is because she can function as a healing solution due to her high RCV and three Enhanced Heal Orbs +heart. Furthermore, she has Full Poison and Cloud Resist which helps solidify her utility potential as few cards can match this. Furthermore, she is a beautiful candidate for the Umbrella as it will further boost her healing while also granting Bind Immunity and a highly desirable active.

As a whole, I feel Orihime Inoue’s value hinges on a lack of Transforming but can still be justified due to the sheer amount of utility she offers.

Farmable card(s)

Hanataro Yamada – 5 Rainbow Exchange tokens

  • 2 turns 100% Auto heal
  • Natural Tape Resist
  • Natural L
  • Niche uses overall

Hanataro Yamada is the farmable prize during the Bleach Collab and can be acquired by exchanging 5 Rainbow Event Medals. This can be secured by farming the dungeon or can be quickly exchanged for via Rainbow Event Medals :eventmedal:.

As a whole, Hanataro Yamada is a niche card who can provide 100% full heal for two consecutive turns. This will have merits on teams that want to remain at full HP (eg. Zeus Verse ) and will allow players to overcome two consecutive turns with preemptives. Furthermore, they contain a natural Tape Resist and L awakenings.

With that being said, I feel their usage will remain quite niche and may be redundant if you already own a card who can provide a full 100% heal.

Do I plan to roll? & Dream rolls

I do plan on rolling a tiny bit in the Bleach Collab due to 2/5 bottom rarity cards being useful despite not having Weapon Assists. With that being said, it will only be a couple of rolls and will probably stop as soon as I get either Orihime Orihime or Sado Chad. As such, either one of these would be my dream 4-star card but if I had to choose one, I would pick Orihime as I feel she will add more depth overall while also building my relatively weak Wood box.

For my dream 6-star card, I would love to have Shinji as their Weapon Assist will have merits moving forward as it provides several valuable benefits. Furthermore, I might tinker around with their other forms and may find them useful.

Finally, owning Hiyori Sarugaki would be lovely as they are rarer due to their Orb Skin and I have made it this far without a Grimmjow 3363 that things would not drastically change if I were to suddenly acquire him.

My Dream Rolls

The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.


The Bleach Collab does feature two valuable cards at the bottom rarity which may be enough justification to roll a couple of times which is further facilitated by the 5-Stone cost.

Of course, if you feel these two cards will not add enough value to your Box due to their low Weighted Stats or if you have viable alternatives, this event can be easily skipped.

Let me know what you think about the Bleach Collab and how much you plan on rolling in the comments below.

Happy Puzzling! and have a MOMtastic Mother’s Day!

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31 thoughts on “Bleach Collab Review and Analysis – May 2020”

      1. I have everything of note in this collab from last time… I will probably buy the orb skin, and then consider trading for Shinji, and not roll at all otherwise. Really disappointed that Rukia didn’t get more love, and I used Aizen a -lot- back in the day and wish he was a better leader with these buffs.


  1. Decent enough filler collab – I have Ichigo from the first Ichigo-round (sorry), but Aizen is a tempting chase this time.


  2. First, small mistake in Hollow, Kurosaki Ichigo name. Also, he is the form when you don’t necessarily want to commit to his revo but want his active skill as an inherit for example.


  3. I feel like Shinji has more value than A makes him show for. All of his forms are very powerful. Evo is very safe leader due to his insane effective health and base one of the more reliable A6 teams paired with Dyer, especially with the future new latents (vdp latent to be more exact).


    1. I feel he is more a strong A or weak S as things are not always equal within the same tiers

      I do agree that he has merits for 6×5 Dyer especially for A6 and ofc the new future VDP latent will make all rainbow teams better


  4. With Mickey and Friends on the horizon, I’m considering trading for Ichigo as he could make clearing and farming A6 easier. I have almost enough 6* gfe’s on hand for both, but wanted some advice. At the moment, the only things left for me in single-player content is A6 and Annihilation Endless. I will probably roll a few times and save for M&F otherwise.


    1. Is you goal to farm or just one time clear A6? If gunning for a single clear (or just one that is not super fast), using 7×6 is perfectly fine as Nohime can be stalled out


  5. There is another problem with Aizen than doing less damage when not using his active. When used, you are nerfing your own health due to HP/RCV being tied to Water attribute.


  6. Hiyory looks great on paper for Grigory. Short CD for a nearly perfect orb change (Greg is missing this) and 3 SB is something you can work with. But all in all it isntje first mashine I do not like. 😂 Sry.
    I hope for Mickey and Donald ( Donald for rage mode 😅) and this new green/red card from shaman king (like 5 SB for Gregory).

    Let’s save some stones.


  7. I see value in Urahara as an alternative to susano for that super blind and also I love bleach too much to not roll lots in lol


  8. I gave it one Random roll and got Sado.
    The two free ones were Ishida and Yoruichi.

    Disney collab seems overall better value IF we get it


  9. Took a few shots at Aizen on the main account, ended up with my 2nd Ichigo (Ni-go?), both A-rank lowbies and Shinji. Alt got Aizen on the freebie, decent sub on my Minaka team I guess. Either way, can’t complain about RNG this time out.


  10. Thanks for another great write-up! I found two potential mistakes, though. For Shinji Hirako (6098), it says 8x attack for 7 or more combos, but in your review, you say “their Leader Skill is quite open in the sense that there is only a typing restriction and no colour nor combo threshold to meet.” Secondly, for The Final Getsugatensho, Ichigo Kurosaki (3353), the active says for “Enhanced Dark Att. Awakenings” but you mention his active scaling off dark rows. Hope this helps!


      1. There are some awakenings that have been “renamed” by the community since it provides more clarity with Rows being one of them =)

        As for Shinji, I reworded that sentence =)


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