Shaman King Collab REM Review and Analysis – June 2020

Introduction

The Shaman King Collab returns to North America and is one of the stronger events due to every single card having a Weapon Assist . This helps offset the pain of rolling a duplicate along with giving all cards a potential use, especially the bottom rarity.

Furthermore, the bottom rarity’s Weapon Assists feature numerous Killers along with Passive Damage solutions and if you have never rolled in this event before, it is worth at least several pulls.

This is because these Weapon Assists will help round out your Monster Box as they may be difficult to replicate along with the fact that many of these cards are valuable. As such, you have a reasonably strong chance of pulling something that will help your develop your account and does make this event worthwhile for those who have never pulled or hardly pulled at all.

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

Video commentary

—video coming Monday—

Overview

Shaman King Collab Pros & Cons – June 18, 2020
Pros
Cons
  • Weapon Assists for all cards
    • Helps offset pain of dupes
    • Gives bottom rarity more value
  • Worth a few rolls if never done so before
  • Few game breaking cards
    • There is value, but not absurdly strong new things
Shaman King Collab REM
6 Star base
(17.5% total)
5 Star base
(82.5% total)
Shaman King Collab REM Rankings – June 18, 2020
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.

  • Skill Boost Time Extend Time Extend God Killer Devil killer TPA TPA TPA (Balance killer Healer Killer ) – B
    Dark row Dark row Dark row Dark Orb Enhance Dark Orb Enhance Imp ATK
  • Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist ( ) – B
    Skill Lock Resist Imp ATK
  • blue + orb blue + orb blue + orb blue + orb physical killer Machine Killer Devil killer (  ) – A
    Balance killer blue + orb blue + orb blue + orb blue + orb RCV Latent
  • Bind Immune Bind Immune Time Extend Time Extend  Skill Lock Resist Skill Boost ( 45 ) – B
    physical killer RCV Latent
  • Skill Boost Skill Boost Skill Boost Skill Lock Resist 45 Multiplayer Bonus Balance killer Balance killer Healer Killer (Healer Killer  ) – B
    37 Time Extend Skill Lock Resist Imp ATK
  • Skill Boost Time Extend Skill Lock Resist Bind Immune Bind Immune ( 45 Devil killer) – C
    +light orb +light orb Bind Clear awakening Imp ATK
  • Skill Boost Skill Boost Skill Boost Skill Lock Resist (Skill Boost ) – B
    Time Extend Imp ATK
  • Bind Immune Bind Immune Skill Lock Resist Skill Boost TPA TPA Time Extend 45 ( 45 ) – B
    Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Imp ATK

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 or in 3-player coop.

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

Sati Saigan (New) – A

Pros
Cons
  • Easy to use Leader Skill
    • Just requires Gods and 7 combos
  • Active provides Colour Absorb Void + orb generation
    • Valuable in AA4 vs Yomi Dragon
  • LS does not provide any spicier mechanic
    • No 7×6/Auto Follow Up/Bonus combos
  • Multipliers are on the lower end
  • Evo form is stronger

Sati Saigan is the first new card added to the Shaman King Collab and in her Base form she is able to function as a gentle introduction leader. This is because she provides +3 seconds orb movement time along with an easy to achieve ATK multiplier that only requires 7 combos and God cards.

As such, she can most certainly be used as a transitional card until stronger options become available. When this does occur, she can be converted into her other forms.

Gandhara Leader, Sati Saigan

Pros
Cons
  • Strong personal damage against Devils
    • Can use any Killer latent
  • Super Jammer Resist
  • Active provides Colour Absorb Void + orb generation
    • Valuable in AA4 vs Yomi Dragon
  • Modest leadership potential
  • Outpaced as a leader
    • Low Effective Health
    • Requires 2 Light combos for full activation
    • Requires 6 connected Light for Auto Follow Up

Sati Saigan’s Evolved form upgrades her offensive potential as she now gains a Devil Killer Devil killer while still retaining her double 7 Combo 45 and VDP Super Awakening. As such, she can function as a powerful mono Light sub, especially in Devil-heavy content such as AA3. On the other hand, her active skill is wonderfully powerful in AA4 as the two turns of Colour Absorb will completely shut down Yomi Dragon.

This is meaningful as Yomi Dragon can sometimes be a nightmare to kill due to constant 2 colour being absorbed every turn. Furthermore, if Yomi Dragon fails to spawn, the +6 Light orbs will not go to waste.

In regards to her Leader Skill, I am not too terribly impressed with it due to the fact that she requires 2 separate Light combos for full activation along with only 35% Damage Reduction. This combination of being more orb hungry and lacking the ability to easily tank damage will be a hindrance overall. With that being said, this can be offset by using a 7×6 board which will help ensure regular activation.

Weapon Assist

Pros
Cons
  • Creates a 3×3 Box of Light
    • Instant VDP
  • Tape Resist
  • Full Bind Immunity
    • Only card to provide both
  • Active has additional animation time
    • Less ideal for Rankings
  • Competes with other high-value Bind Immune Weapons
    • Umbrella
    • GH Tsukuyomi

Sati Saigan’s Weapon Assist is able to provide both Full Bind Immunity and Tape Resist which cannot be replicated by anyone else. This does give her a unique niche but at the same time, does compete against several other high-value Bind Immune Weapons.

This becomes an issue as only a few cards actually need Bind protection, and cards such as Umbrella or GH Tsukuyomi will be preferred as they provide more utility whilst also having a more universally helpful active.

Of course, if you are lacking these spicier options, this Weapon may have wonderful value but I feel it is outpaced by other options as the active skill tied to this card is okay.


Redseb & Seyram (New) – A

Pros
Cons
  • Strong VDP damage vs Attacker, Physical, or Healers
  • Creates a 9-combo board with Fire, Wood, & Hearts
    • 4 Effective SB Skill Boost
  • Evolved form is superior as a leader/sub

Redsen & Seyram is the second new card to be added into the Shaman King Collab and in their Base form, they are able to provide 4 Effective Skill Boosts due to their 2 turns of Haste. Furthermore, they have strong VDP potential against Attacker, Physical, and Healer spawns.

While this nice, their Evolved form has more potential overall.

Redseb & Seyram

Pros
Cons
  • Creates a 9-combo board with Fire, Wood, & Hearts
    • 5 Effective SB Skill Boost
  • Potential Grigory sub/pairing
    • Strong TPA TPA & 7c 45 damage
    • Adds +2 combos
  • RCV may be strained
    • Offset by cards like Amaterasu
  • Active is a “downgrade” to Grigory
  • Provides little utility

Redseb & Seyram’s Evolved form is able to function as a viable Grigory pairing or sub due to their 5 Effective Skill Boosts Skill Boost, high personal damage with a TPA TPA and 7 Combo 45, along with being able to add +2 combos through regular matching.

This can grant players access to Grigory while also offsetting his innate weakness to combo shields. With that being said, Redseb’s active is a downgrade to Grigory as Voids spawns are problematic and the lack of RCV may be an issue if lacking someone like Amaterasu . Of course, this can be circumnavigated by just using them as a sub but at the same time, you may run the risk of a lack of utility.

This is because Redseb is only offensive in nature in terms of awakenings and active so players need to be mindful of this.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Healer Killer Healer Killer
  • Damage Absorb Void
  • 3 turns Haste?
  • Base cooldown too long for Transforming turn 1

Redseb’s Weapon Assist is able to provide a single Skill Boost Skill Boost, Healer Killer Healer Killer, Damage Absorption Void, and 3 turns Haste.

This is an interesting array of metrics that can be provided but at the same time, I feel it will be difficult to fully take advantage of it. At this point in time, Haste can be used as an Effective Skill Boost in order to help your cards Transform right away. Sadly, the 20-turn cooldown is longer than the vast majority of Transforming cards which makes the Haste go to waste. On the other hand, if we start to get longer cooldown Transfroming cards such as Grandis (30 turns) who do not need to be Transformed right away, this Weapon can become meaningful.


Yoh – A

Pros
Cons
  • Has other stronger forms
  • Make other forms

Yoh’s Base form will seldom be used as their other evolutions are significantly stronger.

Evolved Yoh

Pros
Cons
  • Modest Leader Skill
    • Has been powercrept
  • Powerful orb changer active
  • LS multipliers are lower
  • LS lacks +combos, Auto Follow Up, or 7×6
  • Will have issues with combo shields
    • Needs match 5 any and match 6 Wood

Yoh’s Evolved form was once heralded as a potent leader but has sadly lost his edge as much higher multipliers now exist along with their play style being more “clunky” due to having to match 5 of any and 6 Wood orbs.

This will lead to heavy blobbing which in turn will lower your overall combo count which in turn may make combo shields much more challenging. Furthermore, while the multipliers are reasonable as 50% Damage Reduction is meaningful, the fact that they do not provide bonus combos, Auto Follow Up Attack, or a larger board will hinder them overall.

As such, it would be best to look at their other forms.


Reincarnated Yoh (New)

Pros
Cons
  • Easy to activate Damage Reduction
    • Match any 5
  • +2 combos with 6 connected Wood
  • Powerful finishing active
  • 4-5 Skill Boosts Skill Boost
  • Huge VDP potential
    • Further bolstered by SFUA
  • Reincarnated forms are irreversible
    • Committed to this evolution

Yoh’s new Reincarnated form is able to offer an upgraded Leader Skill as the Damage Reduction is now tied to any match 5 which in turn grants 100% up time. This is important as you will be unable to always have 6 Wood orbs present and as such will need to stall.

Furthermore, their Leader Skill will also provide +2 combos with a 6 or more Wood match which in turn helps offset the loss of combos. In addition to this, Yoh boasts strong VDP capabilities due to owning three of these awakenings along with high Base ATK and SFUA .

SFUA is a way to deal with Resolve spawns but will also grant the owning card 2x personal damage. This can help ensure execution against Resolve spawns and has synergy with various other Wood cards who share similar awakenings.

With that being said, this is a Reincarnated Evolution which means it cannot be reversed. As such, this form is a permanent decision and does not allow you to revert at a later time into the Weapon Assist.

I dislike this mechanic as it prevents players from experimenting with this Reincarnated evolutions and I would be extremely hesitant before committing here unless you are certain it will drastically advance your progress.

Weapon Assist

Pros
Cons
  • SFUA
    • Will eventually deal 99.999 True Damage
    • Can be used to execute high DEF/low HP spawns
  • 20% Blind Blind Resist, Jammer Jammer Resist, & Poison Poison resist Resist
  • 7% Water Water Red & Dark Dark Reduction Damage Reduction
  • Lower value outside teams who abuse SFUA

Yoh’s Weapon Assist was once upon a time a highly desired Weapon as it provided 20% protection against Blind Blind Resist, Jammer Jammer Resist, and Poison Poison resist attacks while also granting SFUA . This was meaningful as Super Resists ( ) did not exist/were incredibly rare and a common way to achieve 100% immunity was to layer in these Resists via Weapons. Furthermore, the SFUA helped cards such as Zela who can deal meaningful damage through their active but will struggle to make a column of Hearts to overcome Resolve.

While one can still achieve 100% protection via non-Super Resists, it has become much easier to find relevant cards with Super Resists. As such, this Weapon will mostly be used as a way to augment teams who already abuse SFUA.

SFUA will receive a future buff that will allow it to deal 99,999 True Damage when forming a 3×3 box of Heart orbs. This damage increase is meaningful as you can now kill the Latent Tamadras and Aten in AA4 assuming you have several of these already on your team.


Base Anna – S

Pros
Cons
  • Evolved & Weapon Assist forms are exciting
  • No real reason to make this form

Base Anna is underwhelming and her Evolved and Weapon Assist forms are much more powerful and exciting.

Evolved Anna

Pros
Cons
  • Wonderful Aljae pairing
    • Both require L matches & 4 colours
    • Provides +2 combos
    • Aljae provides Auto Follow Up
    • Can use any sub
  • 3 Skill Boosts Skill Boost
  • Powerful active
    • RCV buff
    • Full Bind/Awoken Bind clear
    • 8 turn cooldown
  • Strong personal damage with an L match
  • No Effective Health without L
    • Only becomes an issue when making an error

Anna’s Evolved form has now become a tremendously powerful leader as she can asymmetrically pair with the new 7* GFE Aljae . This is because both leaders have the same activation requirement of any 4 colours with an L match. This in turn will trigger your full 400x ATK multiplier and 75% Damage Reduction along with 1,000,000 Auto Follow Up Damage.

To top it off, matching all 5 colours plus Hearts will trigger +2 combos and there are no typing/colour restrictions for your subs. This leads to flexible team compositions along with your leaders countering Voids, Bind/Awoken Binds, Tape , and RCV debuffs.

As a whole, this is a powerful pairing with the only soft hurdle is having 18 (-3 from Anna) Skill Boosts Skill Boost to Transform right away.

As a whole, I like the direction GungHo is going with Rainbow teams as they now have more options for constructing a viable roster along with more tools to counter Void spawns which have notoriously been difficult to overcome.

Weapon Assist

Pros
Cons
  • Tape Resist
  • SBR Skill Lock Resist
  • Powerful universal active
    • Removes all Bind/Awoken Binds
    • Unlocks orbs
    • Full HP heal
  • Poison Resist Poison resist
  • 7% Wood Wood resist & Fire Fire resist Damage Reduction
  • ?

Anna’s Weapon Assist is a tremendously powerful solution to today’s Transforming meta when playing through AA4. This is because these teams often lack SBR Skill Lock Resist pre-Transform which will prove fatal on floor 1.

As such, having an SBR solution that also include Tape Resist and a relevant active is meaningful. This active will clear all Bind and Awoken Binds which are common in AA4 and the 9 turn cooldown is manageable in that it can be inherited and used.

As a whole, this is a powerful Weapon Assist for Transforming teams who are pushing into end game content.


Hao – A

Pros
Cons
  • You can ask Hao good he is
    • Hao do I come up with these?
  • Make other forms

Hao’s Base form will let players say Hao wonderful when they roll him but he should be converted into his other forms as they are much stronger.

Evolved Hao

Pros
Cons
  • 3 turns Void Damage Void
    • 30 turn CD
    • Offset by 2 Skill Charge
  • Counters to Voids are more common
    • Eg. faster CD such as Aljae
    • VDP Latent

Hao was one of the original cards who had Void Damage Void which in turn made him a truly desirable Rainbow card as players could now easily overcome what was arguably the hardest aspect for these teams.

Fast forward to today and Hao still remains a viable solution to Voids but his niche has been heavily intruded upon as more and more cards now offer ways to deal with Voids along with the introduction of the VDP Latent .

This is not to say one cannot use Hao, it is just he has lost his unique edge overall.

Reincarnated Hao (New)

Pros
Cons
  • 3 turn Void Damage Void
  • Strong personal damage against Gods
    • Can use 4 God Killer Latents
  • LS provides Auto Follow Up Damage
    • 500,000 which can kill Atena & Latent Tamadras in AA6
  • Guard Break
  • Easy to activate Damage Reduction
    • Requires any match 5
  • Reincarnated forms are irreversible
    • Committed to this evolution
  • Auto Follow Up triggers on 5 colours
    • May not always be available
  • We have many more ways to handle Void spawns

Hao’s new Reincarnated Evolution is able to function as both a damage solution against God spawns (commonplace in AA4) along with having Void Damage Void through his active.

Despite having a 31 turn cooldown, Hao’s active can be quickly charged up due to two Skill Charges . This naturally makes him fit in best among Rainbow teams and can function as either a leader or sub.

As a leader, Hao does boast strong ATK multipliers and an easy to activate Damage Reduction through any match 5. As such, he can function as a possible Aljae pairing but at the same time, I feel this wastes his Auto Follow Up Damage component.

In regards to his sub potential, Hao has tremendous God killing potential as he can use 4 God Killer Latents (an additional +1.5x) along with Guard Break providing a solution to Aten/Tamadras in AA4.

As a whole, I feel Reincarnated Hao is a reasonably strong card but the problem is is that he is a Reincarnated Evolution. This means it cannot be reversed and makes this a permanent decision and does not allow you to revert at a later time into the Weapon Assist.

This in turn runs the risk of him being powercrept along with him already starting a bit behind the starting line. This is because we now have numerous solutions to Voids (eg. Aljae and Dyer ) along with the VDP latent .

Weapon Assist

Pros
Cons
  • Creates a 3×3 Box of Fire
    • No additional animation time
    • Great for Rankings
  • Somewhat of a luxury

Hao’s Weapon Assist is able to instantly create a 3×3 Box of Fire orbs which in turn can be swiped away for an easy VDP . This has merits in Ranking dungeons or when trying to quickly farm content as it takes away any thinking and the lack of animation helps hasten clears.

With that being said, I do feel that this is somewhat luxurious and should only be pursued if you are already able to comfortably deal with Void spawns.


Jeanne – B

Pros
Cons
  • High personal damage against Devils
  • Unique active
    • Forcing 4 colour skyfalls
    • Fantastic for Rankings
  • Evolved form is superior

Jeanne returns to Puzzle and Dragons and while her Base form is inferior to her Evolved form, both share the same unique active skill.

Both cards are able to force Skyfalls for 4 specific colours which in turn grants a higher chance for Skyfalls as each orb has a 25% chance of appearing instead of ~16%. As such, there is a reasonably high chance for heavier skyfalls, especially if used after a bicolour board changer.

While these Skyfalls are luck-based, it is an efficient strategy as it has the highest score ceiling along with NA not having too many options available.

Weapon Assist

Pros
Cons
  • Unique active
    • Forcing 4 colour skyfalls
    • Fantastic for Rankings
  • Powerful TA2 leader
    • Easy to activate 400x
  • Awkward to use beyond Farming situations
  • Less Light options for <50%

Jeanne’s Evolved form shares the same valuable active but will grant her the capability to quickly farm content due to the 400x ATK when below 50% health for Light cards. There is no combo nor matching requirement which in turn makes her a speedy leader and gives Light cards with <50% awakenings a place to shine.

With that being said, there are numerous other Farming leaders available and I feel there are less farmable solutions for this team compared to Dark.

Weapon Assist

Pros
Cons
  • Full Bind Immunity
  • 2 Enhanced Light orbs +light orb
  • Lackluster active
  • Does not provide enough value overall

Jeanne’s Weapon Assist feels underwhelming overall due to the fact that the active skill is essentially a 4-turn Force Skyfall which can still be achieved in her other forms. Furthermore, the awakenings provided are okay, but at the same time, we do have numerous other options for Full Bind Immunity and I do not see myself motivated to purse this if I owned her.


Tao Ren – C

Pros
Cons
  • 1 turn cooldown
    • Aids active skill clause teams
  • Modest L damage
  • 1 Skill Boost Skill Boost
  • Lackluster awakenings overall
  • Difficult to find a home for

Tao Ren in any of his forms feels underwhelming as he does not fulfill any meaningful niche as his awakenings lack synergy with any team and while he does have a 1 turn cooldown, there is no desirable place to use him.

I feel this will be frustrating for players who rolled a Diamond egg as Tao Ren does not feel like he lives up to the status of a top rarity card.

Evolved Tao Ren

Pros
Cons
  • 1 turn cooldown
    • Aids active skill clause teams
  • Modest personal damage with TPA TPA
  • TPA is underwhelming in most cases
  • Lacks an ideal home to use him on
  • 1 Skill Boost Skill Boost

Evolved Tao Ren feels relatively similar to his Base form as both share the same 1 turn active along with inefficient awakenings that will deny them from being used.

Furthermore, with a single Skill Boost, he will not be providing much help to Transforming teams which again cuts down on the viable places he can be used.

Reincarnated Tao Ren (New)

Pros
Cons
  • Super Blind
  • 2 turn cooldown
    • Generates 1 Light & Dark orb
    • +1.2x ATK
  • Reincarnated forms are irreversible
    • Committed to this evolution
  • Form is not strong enough to justify permanent evolution

Reincarnated Tao Ren is much stronger compared to his other forms as he now offers Super Blind Resist along with an upgraded active and higher Weighted Stats. While this would have been meaningful, the main problem is that this is a Reincarnated Evolution which in turn makes this a permanent choice.

I strongly dislike this mechanic as you must commit to this path and while it is stronger, it is not strong enough overall. It is impossible to predict the future but what if his Weapon Assist or other forms receive meaningful buffs? You would then be stuck with this Tao Ren.

With this in mind, I would not commit to this evolution unless you have a truly magical place to use him on for ideally a long time. For myself, despite owning 2 Tao Rens (only top rarity card for myself), I do not plan on making this form as it will not provide enough value and I would probably not even use him.

Weapon Assist

Pros
Cons
  • Coop Boost Multiplayer Bonus
    • Grants 1.5x stats in multiplayer
  • Only good if you play in coop

Tao Ren’s Weapon Assist is able to provide a single Coop Boost Multiplayer Bonus awakening which grants 1.5x stats to the owning card when used in multiplayer.

This can be used to improve any Button card as the increased ATK will translate into additional Button damage. With that being said, this Weapon Assist will hold no value if you do not play in multiplayer and is still relatively situational overall.


5 Star base

Luchist Lasso (New) – B

Pros
Cons
  • Low base cooldown
    • Easier to inherit over
    • Generates 3 Light & Dark orbs
    • Provides +1s orb movement time
  • Strong personal damage against God & Devil types
  • Low Weighted stats
  • Does not outpace current options

Luchist Lasso is the only new 5-star card to be added within the Shaman King Collab and comes with a fast 2-turn active that will generate 3 Light and Dark orbs along with providing +1 second to orb movement time.

This is a relatively high value active as at least one component will be utilized but at the same time, I feel it will be hard to fully take advantage of him.

This is because his awakening are relatively non-synergistic mostly because TPA TPA tends to be underwhelming along with a lack of an ideal home to use him on. Thankfully, his Weapon Assist is powerful.

Weapon Assist

Pros
Cons
  • 3 Dark Rows Dark row
  • 2 Orb Enhances Dark Orb Enhance
  • Long cooldown
    • High burst if charged up
  • Only provides damage
  • Somewhat replaceable by Chuan or Eris Apple

Luchist Lasso’s Weapon Assist is able to provide an impressive amount of Passive Damage for Dark teams due to the 3 Dark Rows Dark row and 2 Orb Enhances Dark Orb Enhance. This can greatly aid in your farming builds as you can more confidently sweep a given floor and can replace Chuans or Eris Apples .

While I feel that purely offensive Weapon Assists are primarily for Farming, if you are able to cover all other metrics for your Arena team, you can sprinkle in this Weapon to greatly boost your damage output.


Opacho – B

Pros
Cons
  • Orb Skin
  • Weapon Assist
  • Little use in this form

Opacho is the Orb Skin card within this Collab and as such, should ideally be on the stronger side for their respective rarity. Sadly, this does not hold true for their Base form which has similar Weighted Stats along with little usage at this point in time.

Thankfully, (like every other 5-star card here) Opacho has a Weapon Assist which will help them fulfill a different niche.


Weapon Assist

Pros
Cons
  • Leader Swap active
  • SBRSkill Lock Resist
  • Relatively niche

Opacho’s Weapon Assist is able to provide the still relatively rare Leader Swap active which allows one of your subs to change places with your leader.

The main idea behind this strategy is to enter the dungeon with someone who provides a specific benefit such as 7×6 or bonus Rank Experience and then swap them out into your desired leader. After the swap, you will still retain the larger board or additional Rank Experience after the dungeon.

At this point in time, swapping into 7×6 has become less appealing due to more and more powerful 7×6 options existing along with A6/AA4 being more punishing for larger boards.

On the other hand, the value of bolstering your Rank Experience will hinge on how high Rank you are currently. It is my belief that mindlessly farming Rank Experience is a bad idea as you may often waste the ability to chain Rank Ups, especially at lower Ranks. With that being said, players at rank 930+ will face terribly steep EXP curves and this may be a way to help chain Rank Ups or simply to hit new Rank milestones.

Either way, Leader Swapping is relatively niche but valuable to have as it is relatively rare.

Orb Skin


Horohoro – A

Pros
Cons
  • Interesting active
  • Primarily used as a Weapon Assist

Horohoro’s Base form is able to provide 4 Enhanced Water orbs blue + orb along with an interesting active skill as it will Lock all Heart orbs and then convert the entire board to Water.

Sadly, this active is wildly unpredictable as there is no guarantee you will have sufficient Heart orbs to form additional combos or forming patterns such as a 3×3 Box.

As such, it would be in your best interest to convert Horohoro into his Weapon Assist form.

Weapon Assist

Pros
Cons
  • 4 Enhanced Water orbs blue + orb
  • Balance Killer Balance killer
    • Valuable in A6/AA4
  • 2 turn Delay
  • Does not provide Resists

Horohoro’s Weapon Assist has become significantly more desirable with the release of A6/AA4 along with Tsukuyomi and Norza teams. Generally speaking, it can be difficult to justify using only offensive Weapons in end game content as there are just so many different mechanics you must have a counter for.

Thankfully, Tsukuyomi and Norza teams are able to counter numerous mechanics with their own base kits which in turn leaves open inheritance slots. Furthermore, the Enhanced Water Orbs blue + orb provide sizable Passive Damage along with the Balance Killer being relevant in A6/AA4. To top it off, if you are not using Norza as a sub, the delay will be ready on your other 1-2 turn card which can be used on Floor 1 which in turn grants 2 additional Effective Skill Boosts.

As a whole, this is the best offensive Weapon Assist for mono Water teams as long as AA4 remains the current hardest dungeon.


Lyserg Diethel – B

Pros
Cons
  • Weapon Assist form
  • Low Weighted Stats
  • Hard to justify using as a sub

Lyserg Diethel will almost always be converted into her Weapon Assist as this form does not provide enough value to justify using as a sub when faced with other/stronger options due to Weighted Stats, an okay active, and average awakenings.

Weapon Assist

Pros
Cons
  • Physical Killer physical killer
  • 3 turn Delay
  • Cooldown is 15 turns
    • Hard to use as inherit for Effective SB
  • Niche Killer

Lyserg Diethel’s Weapon Assist is able to provide a Physical Killer physical killer along with a 3 turn Delay. As mentioned above, Delay inherits can be used to gain additional Effective Skill Boosts but the problem here is the 15 turn cooldown.

Right now, most Transforming cards are on an 18 turn cooldown and having this card start at 15 means some turns are wasted, even if in inherited on a 1-turn card. Furthermore, the Physical Killer is relatively niche and I feel this Weapon will only be used for various Farming or Ranking Dungeon builds.


Joco – B

Pros
Cons
  • 2 Balance Killers Balance killer
  • 2 Healer Killers Healer Killer (with SA)
  • Coop Boost Multiplayer Bonus
  • Double Row maker
    • Can combo with mono boards
  • 3 Skill Boosts Skill Boost
  • Shines brightest in Coop

Joco has modest value in his Base form due to his Killers, Coop Boost Multiplayer Bonus, 3 Skill Boosts Skill Boost. and double Row generating active. This gives him some merits when used in a multiplayer setting when farming variuos content.

This is because he will have inflated ATK stat along with sizable personal damage againt Balance spawns. With that being said, if Coop is not for you, Joco will have less value as his Killer potential can be replicated and his Weapon Assist is more unique.

Weapon Assist

Pros
Cons
  • Attacker Killer 37
  • SBR Skill Lock Resist
  • Niche usage overall

Joco’s Weapon Assist is able to provide an Attacker Killer along with a single SBR Skill Lock Resist. Within the Transforming meta, SBR has become a more valued awakening as many cards pre-Transform lack this awakening which spells certain disaster on floor 1 for A6/AA4.

Sadly, for Joco, there are numerous other SBR Weapons available and the inclusion of an Attacker Killer does not help as few dangerous spawns have this typing.

As such, this Weapon will most likely be used when you need an additional 3x damage against Attacker spawns.


Marco – C

Pros
Cons
  • Modest personal damage when <50% HP
  • Does not outpace other options

Marco’s Base form is able to deal modest damage when below 50% but the word modest is seldom used to describe a desirable card. This is because we now have far too many different options available that it will become challenging to justify using Marco as he does not provide enough of anything relevant.

Weapon Assist

Pros
Cons
  • Gemstone-style Burst active
    • Scales with <50%
  • Difficult to practically use

Macro’s Weapon Assist is able function like a Gemstone Princess in that he provides an additional ATK multiplier based on the number of <50% awakenings on the team. While this can achieve high numbers and has the potential to be the strongest option, it will only work for a select number of teams along with Skill Boosts Skill Boost often being more prevalent for Carat Carat.


Ryunosuke Umemiya – B

Pros
Cons
  • 4 SB Skill Boost
  • Button damage based on team ATK
    • Can potentially reach high levels
  • Button Farming is not for everyone

Ryunosuke Umemiya’s Base form is able to provide 4 Skill Boosts Skill Boost along with the potential for modest Button damage. This is because the Button’s value scales from the team’s total Dark and Wood ATK which means it can potentially deal meaningful damage.

With that being said, not everyone utilizes Button Farming and his Weapon has quite a bit of value.

Weapon Assist

Pros
Cons
  • Overwrites Jammer/Poison Skyfalls
  • Provides a 4-elemental board changer
  • Team HP  & RCV 
  • Poison Surge replaces this

Ryunosuke Umemiya’s Weapon Assist is able to provide a single turn of Jammer Skyfalls along with a board changer of Fire, Wood, Dark , and Heal orbs.

This ability to overwrite any Jammer/Poison Skyfall is tremendously valuable in end game content where spawns can produce dangerous Poison Skyfalls for numerous turns. As such, being able to completely counter this is often a key to success and this Weapon Assist would be more valuable if Poison Surge did not exist.

This is because Poison Surge is able to completely stop Poison Skyfalls from occurring and only requires 6 Latent slots, not an active. Thus, if you are able to acquire this Latent from AA4, you would never have to run these types of actives. With that being said, this is still a relatively rare Latent and this Weapon Assist makes for a wonderful alternative in the mean time.


Faust VIII – B

Pros
Cons
  • Has a Weapon Assist
  • No reason to run him

Faust VIII is the final card within the Shaman King Collab and continues the trend of lackluster Base evolution that thankfully has a Weapon Assist.

Weapon Assist

Pros
Cons
  • 4 Enhanced Dark Orbs Dark Orb Enhance
    • High Passive Damage
    • 1 of 3 cards to have this
  • 2 Awoken Material Killers
    • 1 of 3 cards to have this
  • Active makes Dark orbs
  • 2 turn 50% Damage Reduction.
  • Provides no Resists
  • Awoken Material is niche

Faust VIII’s Weapon Assist is able to provide a sizable amount of Passive Damage due to 4 Enhanced Dark orbs Dark Orb Enhance. As of writing this article, there are only two other cards to have this array of awakenings with Nelle being locked behind a 7* GFE who is also a powerful leaders and Black Ranger who may never return.

As such, this is probably going to be the best place to actually acquire acquire a Weapon with his Passive Dark Damage.

In addition to this, the two Awoken Material Killers are able to provide a situational 9x personal damage for the owning card. While these spawns are rare, it can ease team building when you know these spawns will appear.

Finally, the active tied to this Weapon is able to provide a 50% Damage Reduction along with converting Hearts to Dark. This at least gives some merits to the active if it does accidentally charge up but another possible use could be to grind out an extra turn or two before Transforming.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Shaman King Collab because I have already done so in the past and have collected the majority of 5-star cards. As such, there is little motivation left to roll for my own account but if I was in the situation where I had never rolled before, I would do at least 5 in hopes of picking up as many different Weapon Assists as possible.

Regardless of me not rolling, my dream 6-star card would be Anna as I lack both a strong 6×5 Rainbow leader along with any truly great Tape Weapon Assist. As such, if I were to roll her, I would probably use her as a leader in the short term and then most likely convert into a Weapon once newer/stronger things are inevitably released.

For my dream 5-star card, I am somewhat defaulting to Luchist Lasso as he is new and will grant me more options for Passive Damage for my mono Dark teams.

My Dream Rolls
6*
5*

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 Shaman King Collab holds value across all rarities due to Weapon Assists being found on each card. This will help offset the pain of duplicate rolls along with providing justification in rolling several times.

For the most part, I would encourage players to roll a bit in this event as the Weapon Assists will help provide more depth to your Monster Box which in turn grants you more tools to counter various mechanics. With that being said, if you have already rolled here in the past, there is probably little motivation to continue and if truly yearning for a 6-star card, the Monster Exchange system is always available.

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

Happy Puzzling!

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42 thoughts on “Shaman King Collab REM Review and Analysis – June 2020”

  1. Yoh is male, unlike you say at Evolved Yoh part. Base Anna cons reads “Now real reason to make this form” instead what I assume is meant to say no real reason to make that form.

    I feel like Anna should be A tier just because of her +2 combo clause is requiring so many colors. Base Menoa, light Menoa and base Shinji can do the same with less colors. Future Lucia from DMC will do even better by bringing +3 combos with less colors. While Anna has synergy with Aljae, she is by no way unique.

    Like

    1. The bonus combos from Anna are not always needed unless you are relying on 10c cards like Aten and the LS multiplier is much higher

      Her active is also stronger compared to Menoa which in turn saves additional active slots.

      Thanks for the typos spotting =)

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      1. I think Menoa has easier activation but a lower ceiling, while Anna has a harder activation but appropriately, a higher ceiling.

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        1. Both have the same activation requirement for ATK but menoa just gains access to the +2 combos with 4 colours which will happen every time you do activate. With that being said, its 320x vs 400x for ATK

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  2. Rolling for some misc equipment, purely as luxury.

    I don’t need them, per se, but I wouldn’t mind having the semi-whale box depth luxury of both Yoh and Redseb being SB5 cards. Transform keeps being pushed, and there might be some cd20 or even cd30 transform where having 20-25 SB on opening solo lineup is nice. Chakeol and odinDragon are also each cd5, so we can already run a quirky arbitrary subs lineup bringing 20 SB from four subs plus whatever the leads and inherits bring, so getting to 30 on floor1 could in theory be a thing if your split lead is also a 4-5 and you start inheriting SB equips or hastes. Shrug. Whatevs, but as casual incidental possibility prep, sure.

    Joco equip by the way, while I agree is rather niche, is decent on Fasca + Alice, where five turns of extended time is a solid combo count / damage boost on the 7×6 board, and team is attackers, albeit doesn’t really need the damage most places. I have run it as an offhand inherit, as one usually needs time debuff counter(s) these days, and I found it reasonable at pulling its weight.

    If your leader swapping, opening Aten or bride Rushana for 6×7 on v.Ideal and then swapping is casually fine, but you kinda want a quicker swap inherit than the 22s/23s, is the thing, as Aten is annoying to stall with. V.Ideal doesn’t really need 6×7, though it’s fine, but the rare-ish equip pull sousuke/bonto-san from an old collab that is cd18 swap with cloud and two anti-blind is where that sauce is at. 15+18=Cd33 combined but v.ideal +2s each turn, or you coop with close to 32 on entry (I.e. 24 but matching 4 turns is acceptable), vs coop for 37/38 with more mediocre cd22/23 swap inherits being a reach.

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  3. Had Anna since this first came out. So no worries here but I would like to have Yoh and Hao because of how powerful they are but I would probably turn them into an assist monsters lol.

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      1. A lot but at first I’ve placed her as an assist but later on I’ve been using her for my fire and rainbow team.

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  4. it seems to suggest that uvo yoh requires 5 wood orbs for shield activation, but isn’t it 5 non-wood orbs, similar to the revo?

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  5. While Kororo is a good equip for GH Tsukuyomi/Norza teams, would it be a better idea to save for SGF featuring Norza if I don’t have a sub Norza or just try to roll for Horohoro b/c we don’t know when Shaman King will come back? I’m anticipating the back-to-back SGF that JP received during Golden Week during the duration of Shaman King.

    Like

    1. Well are you missing many of the other 5-star cards? There is value for many of them and if you don’t have them already, they can help fill in various gaps in your box

      On the other hand, can you build a functioning Norza team without a Norza sub? Rolling for a specific card is not easy and your point about Shaman King not returning for a while is valid.

      If anything, you could wait until the end of the 2 weeks to decide if you want to pull here

      Like

      1. Atm, I’ve built a functional Norza team with GH Tsukuyomi, Gintoki, Kaiba, Y’shtola, and Dolq which has pulled me through A6, but not AA4 yet. The last time Shaman King was here, I only managed to pull Ryunosuke, Lyserg, and Marco so I feel there is some value in pulling.

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  6. I don’t wanna roll…but I might trade for Anna if the cost is a bunch of cottons. And I’ll buy whatever $1 roll pack for kicks.

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  7. Update: I’ve just got Hao and now I need to know: should i replace skill connect Kirito or should I turn him into an assist and combine him with kirito?

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      1. I only have skill connect kirito in my rainbow team because he has a bonus attack which is useful but he stops damage voids for one turn while Hao has 3 turns which is extremely more powerful.

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  8. These additional awakenings can add significant power, but only function in solo mode. Time to update this block of text

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  9. Hi mantastic, any suggestions for Yoh subs? I’m not sure if I should be looking for 7c, VDP or rows.

    Also, what leads pair well with Yoh?

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    1. Yoh can pair with things like SR Parvati or Astaroth as they have similar requirements

      The play style is going to be a bit slower but at the same time, you should have the bulk to survive and hoard orbs etc

      With the bonus combo count, you can run a wider variety of subs as you can still tap into 7c or abuse the high VDP damage Yoh offers

      Like

  10. Hi Mantastic,

    Always appreciate your posts! Decided to roll this collab, primarily for Lasso for the equip, didn’t get it… but did get Anna on my last roll! Wanted to get your opinion on the best rainbow leads. No VIdeal, but I do have L/B Reeche.

    I am working on trying to complete AA4 to get VDP latent for MA Aten (do not have Dyer).

    Like

    1. Well now that you do have Anna, you can pair her with Aljae and start clearing content!

      Your sub pool is anything that will help you and your two leaders already help cover quite a few mechanics. As such, you just need 18-3 = 15 SB =)

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  11. Thanks for the review.
    Went in looking for HoroHoro, but also got Hao. I am hating this locked Revo trend (I mean, I know all Revos are locked, but they could have just made an alt Evo instead). In any case, seems like he could actually work with Yami Marik (increased combos + FUA)?

    Like

    1. Can work for sure but at the same time, you must be mindful of having fire/Dark cards as your Effective HP is on the lower end (2x HP + 35% Damage Reduction)

      If you do try this, let me know how it goes

      Like

  12. Hi Mantastic,
    Always look forward to reading your reviews. Do you have an opinion on trading for Anna vs. Lucia, for pairing with Aljae? Is the poison immunity and easier +combo worthwhile for the much lower 300x attack multiplier?
    Thank you.

    Like

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