Heroine REM Review and Analysis – May 2020


The Heroine Rare Egg Machine returns to North America this coming Friday and with it, three new cards along with several Weapon Assists at the top rarity.

As a whole, this event has become weaker over time due to its age and rate in which GungHo releases new characters who tend to be stronger. This is the nature of Powercreep and for players who have rolled in here numerous times already, there will be little merits in throwing more Magic Stones at this machine.

With that being said, if this would be the first time or nearly your first time in rolling here, there is some value across all rarities and they may help fill roles/niches you currently have.

On the other hand, this event will return on a regular basis so there is no “rush” to pull right now.

Regardless, this article will outline the pros and cons for each card within the Heroine Egg Machine event to give players a better understanding of what each monster can do.

Video commentary

—video coming soon—


Heroine REM Pros & Cons – May 20, 2020
  • Value at all rarity levels
  • Weapon Assists provide more value for 6/7*
  • Higher Weighted Stats overall
  • Will return on a regular basis
    • No “rush” to roll
    • Higher rarity cards tend to be buffed
  • Old event
  • Becoming more top-heavy
  • 5-star cards lack Weapon Assists
    • Low value in Dupes
  • 5-star cards are becoming less unique/powerful
Heroine REM
7 Star base
(2% each, 12% total)
6 Star base
(41.4% total)
5 Star base
(46.56% total)
Heroine REM Rankings – May 20, 2020
B 3274    

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.

  • TPA TPA TPA TPA Skill Boost Skill Boost Time Extend Balance killer God Killer ( TPA) – D
  • +heart +heart +heart +heart +heart +heart TPA  Skill Lock Resist (  TPA) – B
  • Bind Immune Bind Immune Skill Boost Skill Boost Bind Clear awakening  Devil killer Devil killer ( ) – C
  • Time Extend Time Extend Time Extend Time Extend TPA TPA TPA Skill Boost ( 45 TPA) – D
  • Dark row Dark row Skill Boost Skill Boost Skill Lock Resist 45 physical killer Machine Killer Devil killer ( 45) – C
  • Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Enhanced Wood Orb Skill Lock Resist 45 (45 ) – B

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.

7 Star base

Great Witch’s Disciple, Chakeol (New) – S

  • 5 SB Skill Boost + 2 turn Delay
    • 7 Effective SB
    • Active provides Awoken Bind clear and Reduce Unable to Match orbs
  • High personal damage with 10 combos
  • Lacks VDP
    • Pushes her into Rainbow teams due to Void Damage Voids

Chakeol is the first new 7-star card to be added to the Heroine Rare Egg Machine and comes with magical 7 Effective Skill Boosts Skill Boost along with meaningful personal damage when hitting 10 or more combos. This enables her to be used across a wider range of teams as she will provide damage and help your other cards Transform.

Sadly, she lacks a VDP which means all of her personal damage will be wasted unless you bring Void Damage Void which is most common on Rainbow teams.

Thankfully, her Evolved form is both powerful and versatile.

Witch of the Wood Chain, Chakeol

  • 4 SB Skill Boost + 2 turn Delay
    • 6 Effective SB
    • Active provides Awoken Bind clear and Reduce Unable to Match orbs
  • Super Jammer Resist
  • Double 7 Combo 45 & VDP
  • Solid LS multipliers
    • 4/324/4
    • +2 combos with 9 connected Wood
    • Fixed movement time
      • Cannot be reduced/buffed
  • 9s Fixed Time may be challenging for some players

Chakeol’s Evolved form drops a single Skill Boost to provide her with more all-around damage along with the ability to deal with Void spawns. This is meaningful as her damage will not go to waste but she still has so much going for her.

Aside from providing 6 Effective Skill Boosts, Chakeol’s active can clear 5 turns of Awoken Binds and Unable to Match Orbs along with that 2 turn Delay. This is meaningful as she can counter annoying mechanics which in turn frees up inheritance slots. Furthermore, she also provides Super Jammer Resist and if used as a leader, powerful multipliers and a Fixed Movement Time of 9 seconds.

Having your orb movement time set to 9 seconds is both a blessing and possible curse. It is beneficial because you can no longer become effectively debuffed (can still have the debuff icon) as your movement time cannot change from 9 seconds. On the other hand, if you find yourself struggling to puzzle within this time frame, Chakeol may be not as helpful as a leader.

Moving beyond this, Chakeol boasts solid multipliers along with no typing restriction along with +2 (4 with dual leaders) combos when matching 9 connected Wood orbs. This helps ensure your kill boards with VDP deal meaningful damage and will overcome combo shields.

Outside of her leadership potential, Chakeol can be used as a solid damage, utility, and Effective Skill Boost sub assuming her typing/colour can be used.

Great Witch’s Disciple, Dorna (New) – S

  • Upgraded Haohmaru
    • More HP/ATK
    • Better awakenings
    • Tifa rejoices
      • 3/192/6 + Auto Follow Up
  • Valuable active
    • Self RCV debuff
    • 1.5x ATK buff
    • +3 combos
  • Restricted to God & Devils
    • Haohmaru has none
  • Evolved form is an incredible sub

Dorna is an upgraded version of Haohmaru as she provides the same Auto Follow Up Attack trigger with 6 or more connected Light orbs along with higher multipliers. As such, she will help make for a stronger Tifa pairing as you will now enjoy 3/192/6 multipliers provided you run Gods and Devils.

In addition to this, her active is valuable as it will overwrite RCV and ATK debuffs while also providing +3 combos. This +3 combos will probably be overkill on 7×6 but if using on 6×5, it can help ensure combo shields are no longer a threat.

With that being said, her Evolved form is a tremendously powerful sub which may make it difficult to justify using this form.

Witch of Radiant Life, Dorna

  • 4 Skill Boosts Skill Boost
  • Super Poison Resist
  • High personal damage with VDP
  • High Weighted Stats
    • Strong in all 3 metrics
  • Valuable active
    • Self RCV debuff
    • 1.5x ATK buff
    • +3 combos
  • Currently lacks a superstar team to use on

Dorna’s Evovled form changes her into a tremendously powerful sub as she provides 4 Skill Boosts Skill Boost, Super Poison Resist , meaningful personal damage, and a valuable active. As a whole, she is a pretty complete package with her main issue being a lack of a superstar team to use her on.

This is because her typing restricts her from Alice and while Tifa x Base Dorna is viable, it is not the same caliber as Yugi , Fasca , etc. With that being said, this can easily change in the future and it is just a matter of waiting for that day to arrive.

3274 Ilmina – B

  • 3 unique Killers
  • 4 Skill Boosts Skill Boost
  • 300,000 Button + bicolour
  • Niche value overall

Ilmina’s Base form is still able to function as a potent Ranking Dungeon solution due to her 4 Skill Boosts Skill Boost, multi-component active, and personal damage against Attackers, Gods, and Dragons.

With that being said, her uses are much smaller compared to her debut as Ranking Dungeons have shied away from floors that could be Buttoned by 300,000 damage. As such, her bicolour will take a longer animation time which means Ilmina would be benched for faster options.

Ash Phantom Demon of Deliverance, Ilmina

  • Big HP stat
  • Extra fluffy?
  • Will struggle to find a use

Ilmina’s Evolved form grants her a massive HP stat which makes no sense considering how fluffy she is. Regardless, her uses will be minimal as she does not provide much else beyond Health and her Button + bicolour active.

Ash Phantom Demon of Friendship, Ilmina

  • 5 Skill Boosts Skill Boost
  • 7×6 Board for Devils
    • Match Fire & Light
    • Viable Shinji pairing
  • Active cannot be used vs Resolve unless Auto Follow Up

Ilmina’s new evolution essentially upgrades her Base form as she retains a similar set of awakenings but provides more in essentially every metric.

As such, she has the potential to be a 7×6 leader who can pair with Evolved Shinji as both cards want to use Devils and the matching clause of Fire and Light is relatively easy, especially on a bigger board. With that being said, this team lacks Auto Follow Up Damage and Ilmina’s active will become useless against Resolve spawns.

Aqualily Goddess of Bliss, Uruka – A

  • 2 turns Damage Absorb Void!
  • Valuable Rainbow sub due to Skill Charge
  • Strong Weighted stats
    • Exceptionally high RCV
  • Butt
  • Skill Charge is locked behind Super Awakening
    • Competes with 7 Combo 45

All forms of Uruka have received a massive buff to their active skill as they will now provide 2 turns of Damage Absorb Void. This will greatly hasten clear times for AA3 as the 25% chance of Machine Athena and Durga back-to-back are no longer an issue. While Durga is stallable, this is more efficient and faster.

Furthermore, Uruka boasts solid weighted stats all around with a heavier emphasis on RCV while still having reasonable personal damage if choosing Skill Charge to hasten her activation time.

Darkstar Goddess of Bliss, Uruka

  • High ATK
    • Big TPA TPA potential
  • No where to utilize her

Dark Uruka has always existed but has always been overshadowed by her Base form due to the difficulty in abusing TPA TPA. Historically speaking, TPA has always struggled as an offensive awakening due to its inefficiency (1.5x) which leads to cards requiring numerous awakenings to stay competitive with other options. Sadly, that also means there is little room left for other beneficial awakenings along with not providing damage if non 4-matches are made.

Taking all of this into consideration, players would be better served with Uruka’s other forms.

Weapon Assist (New)

  • Full Bind Immunity
  • L
  • 2 turn Damage Absorb Void
  • Enhanced Water Orbs blue + orb + Rainbow board does not mix

Uruka’s new Weapon Assist is similar to Umbrella as both provide Full Bind Immunity along with 2 turns of Damage Absorb Void. This helps ensure a Bind-vulnerable card is protected while also having an active skill that has become mandatory in higher end content.

Unfortunately, I feel Uruka’s Weapon is less powerful compared to the Umbrella due to it mixing Enhanced Water Orbs blue + orb and a Rainbow board changer. One component favours mono Water but the other aids Rainbow teams and will become a liability for mono Water teams as the Rainbow board will most likely have to be combo-ed with something else in order to succeed.

Of course you could just use this Weapon on Rainbow teams but you will miss out on the Enhanced Water orb component as it will provide much less damage overall.

Regardless, Uruka’s Weapon will also provide a single L which can greatly aid against Locked Orbs.

Anamnesis Norn, Planar – B

  • Tricolour + 3 combo active
  • Mixes two different colour Rows
  • Little use

Planar’s Base form has always been a bit awkward as she essentially wastes 2 awakenings as no team will match both Dark and Fire rows. in fact, I cannot recall any high end team that wants to match two separate colour rows.

Even with her high-impact active, Base Planar is still in an awkward place and players would be better served with her other evolutions.

Stasis Norn, Planar

  • Still a reasonable Dark sub
  • High Weighted Stats
  • Tricolour + 3 combo active
  • Lacks an ideal home

Planar’s Evolved form was once a top-tier sub for Dark Metatron teams as she is able to provide movement time, damage, a powerful active, and FUA . With that being said, Dark Metatron has lost her crown of the top leader a long time ago and with it, the value of Planar.

This is not to say that Planar is a poor card, it is more so she lacks an ideal home due to her God and Machine typing. If another viable leader comes around that can make use of Planar, she would regain some of her value but at the same time, I feel she will no longer be as dominant compared to before as many more powerful options have now been released.

Weapon Assist (New)

  • Enhanced Heal Orb +heart
  • Same high-impact active
  • Lacks a good place to use on

Planar’s Weapon Assist is able to provide both a TPA TPA and an Enhanced Heal Orb +heart awakening along with her high-impact active skill. While this has the makings of a strong Weapon Assist, we lack an ideal home to use it on as the colours are inappropriate for Grigory and TPA tends to fall flat in most cases.

Great Witch’s Disciple, Cherun – B

  • Evolved form is much stronger
  • Combo Orbs don’t feasibly work

Base Cherun suffers from having two Combo Orbs which are still an awkward awakening as it is both orb hungry and the end result is underwhelming.

As such, players will be better served pursuing her other forms.

Witch of the Freezing Fists, Cherun

  • 4 SB Skill Boost
  • Valuable board orb changer
    • Full board of Water & Heart
    • Perfect for future Norza
  • 2 Team HP
    • High HP on Cherun
  • +2 seconds orb movement time
  • Lacks personal damage
  • Terrible RCV

Cherun’s Evolved form grants her a wonderful solid amount of utility as she can provide 4 Skill Boosts Skill Boost, 2 seconds of additional orb movement time, 2 Team HP , exceptionally high HP, a powerful active, and FUA should your team lack Auto Follow Up Damage. Of course this comes at the cost of no Personal damage and abysmal RCV but this can be made up for by other subs.

As of right now, Cherun lacks an ideal place to be used on but with the future release of the Transforming 7* GFE Norza , Cherun will be finally at home. This is because Norza teams provide enough RCV along with requiring 5 Heart orbs to full activate. Thus, Cherun’s Skill Boosts and Water + Heart board changer will have tremendous value.

Weapon Assist (New)

  • Cloud Resist
  • Two Team HP
  • Valuable active for mono Water
  • So similar to Fagan Rai
    • Fagan Rai is more universally helpful

Cherun’s Weapon Assist has the potential to be a solid Weapon Assist but I feel it is marred by the presence of the common Fagan Rai Weapon that also provides 2 Team HP and Cloud Resist but instead of two Water Rows Water Row, a single Skill Boost Skill Boost. As a whole, 1 Skill Boost > 2 Water Rows as we are quick likely to be running Transforming cards for the foreseeable future.

This is not to say Cherun’s Weapon is weak, it is just too similar to what is arguably the best Cloud Resist option available.

6 Star base

Great Witch’s Disciple, Ponno (New) – A

  • 2 SB Skill Boost pre-Transform
    • Requires 12 total
  • Huge Passive Damage via 6 Rows Dark row
  • Super Jammer Resist
  • Balanced & Devil typing
    • Nelle  x Yugi sub
    • Viable Nelle pairing
  • Powerful 3-turn active
    • ATK & Time boost
  • Cute
  • Released at a bad time
    • Not really worth rolling Heroine if you have in the past
  • No SBR Skill Lock Resist
    • Problematic if running 1 or more Fortress Dragons

Ponno is the only new 6-star card within the Heroine event with her Base form providing 2 Skill Boosts Skill Boost along with the ability to Transform in a relatively fast 12 turns.

Once Transformed, she will be able to provide massive amounts of Passive Damage through 6 Dark Rows Dark row along with a Super Jammer Resist and a powerful 3-turn cooldown. This active is able to provide a small 1.5x boost to both ATK and Movement Time and will primarily be used for overwriting existing debuffs. For the most part, this has applications in higher end content where these Debuffs become more dangerous but at the same time, Ponno can easily inherit something of value over top.

In addition to this, Ponno has both a Devil and Balance typing which means she can be used on both Nelle and Yugi teams along with being a viable pairing with Nelle. This is because Ponno is able to provide Auto Follow Up Damage along with her full multipliers when matching 7 connected Dark orbs which is only truly feasible on 7×6. While this pairing is weaker compared to Nelle x Yugi, it does grant more sub choices as one only has to use Dark Balanced cards.

With that being said, regardless of how you use Ponno, just be aware that she provides no SBR Skill Lock Resist which only becomes an issues if running other SBR-less cards such as Fortress Dragon .

Meridionalis – C

  • Lots of Water Rows Water Row
  • Inefficient overall
    • LS is too weak
    • Lacks awakening diversity

Meridionalis was once my favourite leader to use during the heyday of Arena 3 and Colosseum 1 but she has been horribly neglected to the point where it would be hard to justify using her. This is because her multipliers are far too low and the No Skyfalls which were once used for Damage Control simply hinders her combo count.

If planning to use her as a sub, she will provide a sizable amount of Passive Damage but at the same time, bring little else to the team as 6/9(10) awakenings are Water Rows Water Row.

It is also a shame that she did not receive a Weapon Assist which will most likely result in her just sitting in your Monster Box.

Julie – B

  • 4 Killer awakenings
    • 2 are God Killers God Killer
    • Can use God Killer latents
  • Niche/seldom used active
  • Numerous other Killer cards exist
  • 1 SB Skill Boost

Julie still retains her God Killing prowess and has the potential to deal even more damage if the spawn in question has a Dragon or Attacker typing as well. As such, Julie can be a reliable solution should Gods be a common spawn who also do not have a Void.

Unfortunately, Julie has a lackluster active that only has applications in Training Arena to remove the outrageously high DEF value along with only offering a single Skill Boost Skill Boost. Perhaps it can have some merits in the newer Arenas to counter the massive DEF values but Auto Follow Up or Guard Break tend to be cleaner solutions.

With that being said, there are many other Killer solutions available and the value of Julie will hinge on what else you have at your disposal. Thankfully, if you are already well covered for God killing, Julie can be easily converted into her Weapon Assist.

Weapon Assist

  • Full Bind Immunity
  • 20% Jammer Jammer Resist & Poison Poison resist Resist
  • Lackluster active
  • Jammer Resist tends to be lower priority

Julie’s Weapon Assist is able to provide Full Bind Immunity along with 20% protection against Jammer Jammer Resist & Poison Poison resist generation. While there are numerous Full Bind Immunity options available, being able to slightly cover two different metrics can be meaningful.

With that being said, Jammer Resist is often an afterthought along with most cards already being Bind Immune. As such, this Weapon Assist may not be utilized as much as most other Full Bind Immune options offer stronger collateral benefits.

Elgenubi – B

  • 7 Enhanced Fire Orbs Enhnaced Fire Orb
  • Powerful active
  • Cloud Resist
  • Almost only Passive Damage
  • Hard to find an ideal home

Elgenubi remains an amazing source of Passive Damage for mono Fire teams due to her 7 Enhanced Fire Orb Enhnaced Fire Orb awakenings. This will ensure all Fire orbs that can appear will be enhanced and your entire team will greatly benefit from this.

Sadly, Elgenubi is almost only for Passive Damage which can make it hard to justify a sub slot. This is because having sufficient Resists and utility tends to outweigh damage as most teams tend to have sufficient output already. As such, if given the choice of using a sub that will help you survive versus one that helps your damage output, the one that will help you survive will most likely be chosen.

As such, this will often be the fate for Elgenubi as the only utility she does provide is through her Cloud Super Awakening. Perhaps in the future when we are able to easier cover defensive metrics and lacking damage will Elgenubi find more usage.

Romia – B

  • High personal damage against Dragons
    • 3 Dragon Killers Dragon Killer
    • 7 Combo 45
  • Mostly good at just killing Dragons
  • Better off as a Weapon Assist

Romia’s Base form has the potential to destroy Dragon-type spawns due to her triple Killers Dragon Killer and single 7 Combo 45 awakening. While it is nice to achieve 54x personal damage, it comes at the opportunity cost of her Weapon Assist .

This is because there are numerous alternatives for a Dragon Killing solution but hardly any cards that can bring the value of her Weapon Assist. As such, if I were to roll a Romia I would convert her into a Weapon without hesitation.

Weapon Assist

  • Cloud Resist
  • 40% Poison Resist Poison resist
  • 2x ATK Burst
    • Overwrites existing debuffs
  • Board changer does not produce Hearts

Romia’s Weapon Assist is surprisingly potent as it provides Cloud Resist along with 40% protection against Poison orbs being spawned. This is a rare combination and will greatly alleviate inheritance pressures and comes with a 2x ATK Burst to overwrite debuffs.

As a whole, this Weapon Assist is solid and the only “drawback” is the presence of Fagan Rai’s Weapon that also provides Cloud, Skill Boost Skill Boost, Team HP , and is incredibly common due to him being a one-time Medal Exchange. I say this is a “drawback” as the Cloud Resist is the main benefit from each Weapon there is no point in running both on a single team. As such, there is a chance that Fagan Rai will be prioritized, especially on Transforming teams.

With that being said, Romia’s Weapon is still wonderfully powerful, especially for non-Transforming teams.

Navi – B

  • 4 SBR Skill Lock Resist?
  • Can achieve triple 7 Combo 45
  • Excessive SBR Skill Lock Resist
    • Wastes awakenings
  • Does not fulfill any particular niche
  • Active does not make Hearts

Navi continues the trend of a mediocre Base form for a 6-star card within the Heroine Rare Egg Machine. This is because she comes with 4 Skill Bind Resists Skill Lock Resist which is completely unneeded and simply wastes awakening slots.

While she can achieve triple 7 Combo 45, this is nothing unique in 2020 and will struggle to find usage as a sub. Thankfully, her Weapon Assist is valuable and should be the form players pursue in most situations.

Weapon Assist

  • Full Bind Immunity
  • 20% Blind Blind Resist & Poison Poison resist Resist
  • 1 turn Haste
  • Most cards are Bind Immune

Navi’s Weapon Assist is able to provide 20% resistance to both Blind Blind Resist and Poison Poison resist mechanics while also granting Full Bind Immunity . Generally speaking, most cards nowadays are already Bind Immune which does lower the possible places this inherit can be used but at the same time, does grant two Resists which can be helpful for achieving 100% protection. Furthermore, the 1 turn Haste may help other cards Transform as it acts as one Effective Skill Boost.

As such, the value of this card hinges on what other Full Bind Immune options you have within your Monster Box and whether or not that single turn of Haste will be helpful.

Barbara – C

  • 4 Unique Killers
    • 5 with Super Awakening
  • Bicolour with Burst
  • Outdated card
  • Hard to line up damage

I have owned a Barbara for a few years now and have maybe used her maybe a handful of times. This is because she is not fulfilling any particular niche well as her numerous Killer awakenings not overlapping. While it means she can have some merits if they typings overlap, it is not that common and results in only 9x personal damage as it will be rare a spawn will have all 3 typings.

As such, Barbara would probably be a back up damage solution or maybe if you are having difficulty fitting in both a board changer and Burst active.

Erika – B

  • Strong personal damage against Attackers & Healers
  • No VDP
    • Damage will be wasted vs Voids
  • Healer/Attacker is niche

Erika remains a solid damage solution against Healer or Attacker spawns but at the same time, being relatively niche and lacking VDP . She is niche because at this point in time, these two Killers are not particularily desired as end game bosses tend to be either Devils, Gods, sometimes Dragons, and Machine for Colosseum. As such, Erika’s prowess is marred and is further compounded by her inability to harm Void spawns.

Not every card needs to have VDP, but if you are loaded up on offensive awakenings and then are unable to actually harm Void spawns, they become somewhat pointless.

Weapon Assist

  • 2 unique Killers
  • 2 turn Delay
    • 2 Effective Skill Boosts
    • 4 elemental board changer
  • Both Killers are niche

Erika’s Weapon Assist will grant the owning card both a Healer Healer Killer and Balance Balance killer Killer awakening along with a 2 turn Delay with board changer. While the 4 elemental board changer runs some risk of of orb troll for your desired colour, the 2 turn Delay can function as Effective Skill Boosts.

As such, inheriting it onto a card with an already low cooldown can be a way for you to layer an additional way to charge up your Transforming cards.

While the Killers are more niche, they can still be put to good use in Ranking Dungeons or Farming builds and having two greatly increases their value.

Orya – B

  • 2 Devil Killers Devil killer
  • 2 Skill Charge
  • Multi-use active
  • Only effective against Devils
    • No Resists
    • Limited offensive capabilities
  • LS provides too low multipliers

Orya is the final 6-star card within the Heroine Rare Egg Machine and has strong personal damage against Devil types along with the ability to quickly charge her active due to 2 Skill Charges .

This grants her +3 progress to using her active when matching all 5 colours and potentially makes this a 7 turn cooldown that provides Damage and Attribute Absorb Void for a single turn. Sadly, it will be hard to weave Orya into Rainbow teams as her only appeal is her active as she is limited in her offensive capabilities along with providing no Resists. Of course, this active will be invaluable when you can line up both the components but that is primarily regulated to Pixel Zeus plus Hera spawns.

Thankfully, Orya has a Weapon Assist form which will provide players with more overall value.

Weapon Assist –

  • Full bind Immunity
  • 40% Blind Resist Blind Resist
  • 20% Jammer Resist Jammer Resist
  • Long cooldown
    • Easier to inherit over
  • Longer cooldown if you want the active

Orya’s Weapon Assist is able to provide the owning card Full Bind Immunity along with 40% Blind Blind Resist and 20% Jammer Resist Jammer Resist. Just these alone are valuable as it can ease some team building constraints while also allowing players to pursue other Super Awakenings for their Bind-vulnerable cards.

Furthermore the 30 -> 20 turn cooldown can be beneficial if you have no interest in the active as it will give you a much larger window to avoid accidental charging.

5 Star base

Kuvia – D

  • Two Killers
  • Reasonable TPA TPA damage
  • No where to use her

Kuvia has been at the bottom of my rankings for almost as long as I can remember and nothing has changed today despite gaining access to 2 Killers.

This is because Kuvia does not fulfill any particular role/niche very well along with her typing and TPA-oriented awakenings excluding her from basically every team.

This is unfortunate and we can only pray that she will receive a Weapon Assist one day but even then, the active itself is underwhelming.

Mel – B

  • 6 Enhanced Heal Orbs +heart
  • Terribly low base RCV
    • Offsets healing output
    • Wastes awakenings
  • Many more options exist

Mel was once the queen of Enhanced Heart Orb +heart healing as her 6 natural awakenings drastically improves your healing potential when matching exactly 4 Heart orbs.

For a while, Mel was one of the few available options who could fulfill this role and it was not unusual for players to use Mel even if she was off type/colour as it was the most efficient way to ensure you could restore your health when running 1x RCV leaders.

Over time we have gained access to numerous other options which all have pushed down Mel’s potential as she is marred by terribly low RCV and having 6/9 awakenings taken up by Enhanced Heal Orbs. This is problematic because we can now use other cards with fewer Enhanced Heal Orbs who have much larger RCV values. This higher value offsets the lower number of awakenings but also means they can heal around the same or more while also having access to more awakenings.

This is not to say that Mel cannot function as a Healing Solution but there are stronger options now available across a wide range of colours and typings.

Mito – C

  • 2 Devil Killers Devil killer
  • Can use Devil Killer latents
  • 4 turn CD
  • Guard Break
    • Style Points in Ranking
  • Only effective against Devils
    • Many more options now exist
  • Low base ATK
  • Niche uses overall

Mito was once the go-to Devil Killing option upon her initial release as she naturally comes with 2 along with the ability to use Devil Killer latents. Furthermore, she has a fast charging active which can be easily inherited over for more flexibility.

Sadly (or fortunately depending on your point of view), Mito has lost her niche/edge as there are now a countless number of other options who have a similar awakening/latent distribution who most likely have higher ATK. As such, the value of Mito will hinge on what other Devil Killing options you have at your disposal but even then, her usage will be quite niche.

Momiji – D

  • Tricolour board changer with Hearts
  • Low Weighted Stats
  • Transitional sub at best

Momiji continues her downward spiral of mediocrity as she can be best seen as a transitional sub due to her tricolour board changer that produces Hearts.

While this is not a bad active by any means, it is attached to a card who brings essentially no personal damage, no Resists, poor Weighted Stats, and no Weapon Assist to make up for this.

Taking all of this into consideration, Momiji would probably only be used by newer players who lack stronger options.

Sheena – C

  • 3 natural Killers
  • Bicolour board with no animation
    • Useful Ranking Dungeon solution
  • More 15-15 bicolours exist
    • Eg. Majic Lin
  • All 3 Killers are different
    • Harder to line up damage

Sheena was at one point a damage solution and then found tremendous value in various Ranking Dungeons due to her bicolour board with her VDP and ability to deal enough damage in these settings. While this holds modestly well today, Sheena has lost her bicolour edge due to the fact that we now have perfect 15-15 bicolours such as Majic Lin .

These 15-15 bicolours will always produce the same orb distribution which means players can just reflexively match predetermined patterns with relative ease while also ensuring 10 combos. This is hard to compete against and has been the main reason why I have not used Sheena for a modest period of time.

With that being said, it is not that Sheena is bad, but her edge in Ranking Dungeons has been lost and more consistent/higher scaling damage solutions exist for non-Ranking dungeons.

Runelis – B

  • 4 Enhanced Wood Orbs Enhanced Wood Orb
  • L
  • Valuable active
    • Time buff
    • RCV buff
  • Provides no Resists
  • Vulnerable to Binds
  • Active’s value hinges on what are playing through

Runelis is the final 5-star card within the Heroine Rare Egg Machine and still retains their ability to provide a sizable amount of Passive Damage via four Enhanced Wood Orbs Enhanced Wood Orb along with the utility of a natural L . Runelis’s utility is further pushed by her active that provides a small 1.5x Time and RCV buff which can be used to overwrite their respective debuffs. The amusing thing is, the value of this active goes up when facing the newer Arenas/Colo2 but has less applications in older content where these debuffs are not as punishing.

While this is appealing, one has to remember a large portion of her kit now hinges on the value of her active which may not be applicable for all players. As such, the value Runelis can bring to your Monster Box is somewhat dependent on the type of content you plan to play through as he provides no Resists and significantly less utility if the active will not be abused.

Farmable card(s)

Romia & Ilmina’s Album

  • Full Bind Immunity
  • Combo Orb ?
  • Colour Absorb Void
  • Cute
  • Relatively weak compared to other Full Bind Immune options

Romia & Ilmina’s Album will grant the owning card Full Bind Immunity along with the ability to Void Colour Absorbs for a single turn. For the most part, this is a “bare bones” inherit as it provides what is essentially the bare minimum with relatively few collateral benefits.

As such, I feel the value of this inherit will come down to how many other Full Bind Immune options you currently own.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Heroine Egg Machine as I have done so many times in the past along with owning all of the 5-star cards. As such, any further rolls will almost always end up as sadness and is not worth it just for the chance of the top rarity cards.

Regardless, it is fun to talk about what could happen with a string of good luck and for my dream 7-star card I would choose Chakeol as she offers tremendous value as both a sub and leader along with her high Effective Skill Boosts.

For the 6-star cards, I do own most of them but even if I did not, I would choose Ponno due to her prowess after quickly Transforming and she can function as a viable sub for my Nelle team. On the other hand, she is far cuter compared to any other option at this rarity so that may be enough to justify her selection.

Finally, I have little interest in the bottom rarity as I already own each card but if I had to pick one, I would go with Runelis as I own the least copies of them.

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 Heroine Rare Egg Machine returns to North America and provides new Weapon Assists for some 7-star cards along with three new cards to chase.

While these three new cards are wonderfully powerful, it is not worth chasing them as the 5-star cards have become weaker over time and duplicates are not desirable.

The main exception to not rolling would be for players who have never or hardly done so in the past as even picking up a single copy of a new card is meaningful.

Let me know what you think about the Heroine Rare Egg Machine and how much you plan on rolling in the comments below.

Happy Puzzling!

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31 thoughts on “Heroine REM Review and Analysis – May 2020”

  1. Momiji’s description calls her Runelis.

    I wish I could get Ponno, but man, the value for the stones is just not there. Maybe I’ll yolo a few times just to see if the pad gods favor me.


      1. In general, it’s just making sure I have all the options for dark and blue teams in the future. My Yugi/Nelle team is totally solid, so it’s not an immediate add.

        For the record, I rolled more than I should have, and got my first Orya and a bunch of dupes. No Ponno though. Maybe next time.


  2. My alt got lucky and pulled Chakeol on the first roll. Does she have a good pairing? Since you have the time limitation it probably makes sense to pair with herself


  3. Um. You are sleeping a bit on an excellent Dorna split pair option, claiming she has no leads/splits. She split pairs with valentines chocolates Ideal, as both want a team on balanced type, and chocolatier ideal brings some rcv boost and similar double stats. It will play like a x2 chocolatier ideal team except Dorna will bring a touch more team lead damage and a natural full poison resist, at the expense of a bit less rcv and narrowing the sub pool from dragon/balanced to just balanced (but most chocolatier good subs are already balanced (snow reeche, Hao, Aten, etc) – my current team subs won’t even shift any subs for typing narrowing), and chocolatiers active is x3 rcv for 3 turns vs the lower rcv, and ample natural rcv anyway, so it’s a fine tradeoff. It should be a perfectly good and quite powerful split.

    I think I intend to roll 10 times and buy the $30 1 7 roll fishing for it, and see if I get lucky (35 % ish odds or so). I’m iffy on whether I’d trade for it, as this collab comes by every so often and it’s a mild upgrade tweak/option. Having cleared all the current arenas/alts with chocolatier ideal team…having a collab with two 7 star cards that could slot on team as options is not a bad collab. (Chakeol as a high stats wood with FUA and a usable base active is also okay, granting OdinDra / Bastet / Bride Rushana are already decent chocolatier sub wood options.)

    Anyway. Dorna seems like a fine card, usable now, box/teams permitting, vs future use.


    1. An update remark that I tried this split, chocolateer Ideal + friend Dorna and it’s fine, but roughly equivalent to x2 Ideal. It is possible to hit harder, if you clear the board to 3 orbs or below, but OTOH it is common to lazy clear without deep thought and leave 4-5 and hit for similar damage. As damage configuration Aten sub is a thing, as is running 5-6×3 7cc subs, splitting for tradeoffs for slightly higher damage is superfluous. The full poison resist is fine, flex on the sub composition / Akine, but honestly x2 chocolatier rcv is bananas enough I often run Hao vs Akine anyway, poison resist is optional. On the margins, the split handles a touch worse, as while it’s rare to hit a floor with 6 spinners or an 80% time reduce, you can’t full board clear play through it carefree with the split vs dual. I wouldn’t chase this card after all.

      So Mantastic has a point about Dorna not quite having a perfect fit team. The margins are workable; if you didn’t have chocolateer and pulled Dorna, a good pull; the split will clear the arenas. As a many years player it is somewhat refreshing to have the option to be motivated to ponder odd orb count boards for fuller clears.

      On the other hand, Chakeol is an excellent chocolateer ideal team sub upgrade, in the x10 base form. Swapped in and out for rushana/odindra/Bastet/Uruka/etc checking and she’s better; some open flex on the inherit, great stats, x10 damage, useful active.

      As a lead, the wood hunger is just a little too awkward. Having to use abilities to make wood to feed her means not having as many actives for absorbs/voids/etc which simply knocks her out of tip-top tier competition. Still good, but not a new reign.

      I’m waiting on void latent to stick on Aten and break chocolateer team even more ridiculously than it’s already busted, to run chocolateer Ideal, Kamui as Rikuu, Aten, Chakeol, Snow Reece, chocolateer Ideal. Chakeol was a nice sub upgrade this machine.

      I agree with the analysis Cherun is future use, and the inherit is very similar to Imperial Blade, but it’s not common to sometimes want to inherit HP boosts repeatedly on a team, and it’s fine to have both side by side as different inherits, as both are rare, and under trade pressure.

      It’s weird to have an Ilmina book from story but no Ilmina to evolve. So it goes…

      Mantastic’s website and analysis is fast and excellent.
      Many cheers.


      1. Hey thank you for two detailed replies!

        Part of any review is taking any potential bias into consideration and for myself, all of these cards are mostly speculation on how I would use/value them. This can change over time as new metas emerge etc.

        I have seen many players have success with Chakeols for a wide variety of teams. The combination of active, SB, and damage is hard to pass up on.

        Also, Rainbow teams will become much stronger as a whole due to Aten and the ability to accept the VDP latent


      1. I absolutely love the Ilmina and Romia chapter, and I like how each portion expands on the lore for most heroine characters. I hope they do this for more events in the future


  4. OK, this is probably a dumb question, but why wouldn’t evolved Dorna be a great sub on a Yugi/Nelle team since she is a devil/balanced type?


  5. are there any goodies in this pool that are good for rankings?
    btw mel’s rcv is truly disgrace to her awakenings…


    1. I don’t feel any are outstanding ranking solutions as Majic Lin surpasses Sheena but if you have no other Devil Killing option, Mito may be helpful


  6. Curious, what are your thoughts on Ash Phantom Demon of the Library, Ilmina? I have a low clear rate for A5 (15%), and trying to talk myself into the challenge..


  7. Have the following monsters in this event:

    2x Cherun
    2x Julie (one is a assist Monster for the time being)
    1x Planar
    1x Orya
    1x Elgenubi
    1x Erika
    1x Miko

    I had most of these monsters for a long time, but I like to know more about Cherun. I like her base form a lot because of her 2 combo orbs skill, but I’m not a fan of no skyfall abilities. Any advice for her evolved form would be very appreciated.


    1. In what capacity are you wanting to use Cherun? I feel she is primarily used as a utility sub who also boasts a strong active

      As a leader, neither form is particularly viable as they lack Effective Health and have awkward activation requirements


      1. I’m just wanting to make her evolved form a little better because I run Saber base form, Medusa, reincarnated tsukuyomi, Meridionalis and another Cherun as sub leader. But I don’t have any skills in using monsters that have no skyfall abilities and I fear that I would struggle in dungeons.


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