Introduction
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—
Overview
Bleach Collab Pros & Cons – May 7, 2020 |
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Pros |
Cons |
Bleach Collab REM |
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6 Star base (2.5% each, 12.5% total) |
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5 Star base (38% total) |
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4 Star base (49.5% total) |
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Bleach Collab Rankings – May 7, 2020 |
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S | |
A | ![]() ![]() ![]() ![]() ![]() ![]() |
B | ![]() ![]() ![]() ![]() |
C | ![]() ![]() ![]() ![]() ![]() |
D | ![]() |
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.
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
Pros |
Cons |
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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
Pros |
Cons |
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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
Pros |
Cons |
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Shinji’s Weapon Assist boasts 60% 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
Pros |
Cons |
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Read above table.
Substitute Soul Reaper, Ichigo Kurosaki
Pros |
Cons |
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Just keep scrolling
Hollow, Ichigo Kurosaki
Pros |
Cons |
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Getting there
The Final Getsugatensho, Ichigo Kurosaki
Pros |
Cons |
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Ichigo’s D/B form changes his active skill to become a sizable burst for two turns that scales off Dark Rows . 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.
Full Hollow, Ichigo Kurosaki
Pros |
Cons |
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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)
Pros |
Cons |
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Ichigo’s new Weapon Assist is able to provide 60% Blind Resistance along with a single Enhanced Heal orb
. 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
Pros |
Cons |
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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.
Head Captain of 13 Court Guard Squads, Genryusai
Pros |
Cons |
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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 will ignore Resolve spawns.
Weapon Assist (New)
Pros |
Cons |
Yamamoto’s Weapon Assist is able to provide 60% 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
Pros |
Cons |
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Happy Mother’s Day if reading on Sunday.
A member of Squad 13, Rukia Kuchiki
Pros |
Cons |
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This reminds me of adding blank entries to a list to make it look longer.
Tsuginomai Hakuren, Rukia Kuchiki
Pros |
Cons |
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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.
Pros |
Cons |
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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
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.
Pros |
Cons |
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Scroll down
Former Captain of Squad 5, Sosuke Aizen
Pros |
Cons |
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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) –
Pros |
Cons |
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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 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)
Pros |
Cons |
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Aizen’s new Weapon Assist is able to provide a single 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
Pros |
Cons |
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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 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
The 4th Espada, Ulquiorra Shifar – C
Pros |
Cons |
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Shifar returns to Puzzle and Dragons and is sadly an awkward card. While he does provide 4 Skill Boosts and sizable Passive Damage via 5 Enhanced Dark Orbs
, 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.
Grimmjow – B
Pros |
Cons |
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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.
Squad 11 Captain, Kenpachi Zaraki – B
Pros |
Cons |
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Kenpachi Zaraki comes with a Super Jammer Resist along with 4 Effective Skill Boosts
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.
Squad 10 Captain, Toshiro Hitsugaya – B
Pros |
Cons |
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.
Former R&D Chief, Kisuke Urahara – C
Pros |
Cons |
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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 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
Squad 10 Lieutenant, Rangiku Matsumoto – C
Pros |
Cons |
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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 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.
Former Cmdr of Stealth Force, Yoruichi – C
Pros |
Cons |
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.
Quincy, Uryu Ishida – D
Pros |
Cons |
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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.
La Muerte, Yasutora Sado – A
Pros |
Cons |
Sado has a surprisingly powerful set of awakenings as they can provide 3-5 Skill Boosts , 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.
SantenKesshun, Orihime Inoue – A
Pros |
Cons |
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 .
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 . 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
Pros |
Cons |
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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 .
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 or Sado
. 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
that things would not drastically change if I were to suddenly acquire him.
My Dream Rolls |
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6*
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5*
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4*
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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.
Conclusion
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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Waitin’ for Mickey!
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Do you plan to roll here at all or all in hopes of Mickey?
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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.
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Yeah GH didn’t give much love to Rukia and Aizen with probably the mentality that players already own them so we need to entice them new stuff
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Decent enough filler collab – I have Ichigo from the first Ichigo-round (sorry), but Aizen is a tempting chase this time.
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Filler is a pretty good way to put it as it has some value that can merit a few rolls but not enough to empty our stash
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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.
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Which part is the mistake?
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It says Hallow, not Hollow
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Thank you and it has been updated =)
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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).
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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
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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.
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Problem solved, rolled Ichigo though it took a few rolls.
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Oh congrats then lol
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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
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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.
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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.
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saving is never a bad strategy, especially if nothing is calling your name
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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
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Well Susano provides 4 Effective SB compared to Urahara’s 1 so unless you are not Transforming, he wouldn’t be a good alternative
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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
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Key word is IF
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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.
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Sounds like you did do pretty well from a higher rarity point of view =)
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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!
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Row awakenings correct name is Enhanced Att. so that is correct. In dark it is indeed Enhanced Dark Att.
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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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One pull and got Yamamoto. Thinking about pairing him with my roah team. Other subs still make a system.
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Yeah he can def work, just be aware you have less Effective HP
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there used to be a bald green dude right?
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