Devil May Cry REM Review and Analysis – July 2020

Introduction

The Devil May Cry Collab comes to North America on July 13, 2020 and features Weapon Assists for every single card. This may lead to a conclusion that this is a solid event to roll in but sadly, it is depressingly top-heavy.

This is because the bottom rarity cards are mediocre overall while contributing to 87.5% of the rolling pool but if you remove the one good 5-star, you are left with 84% of depressing rolls (21% x 4). Naturally these cards will have little value in dupes and acquiring these will not benefit players who have modest depth to their Monster Box.

With that being said, the 6-star cards are almost all fantastic and can be worth Monster Exchanging for if they will help you build a stronger team for end game content.

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

Video commentary

—video coming Monday—

Overview

Devil May Cry Pros & Cons – July 10, 2020
Pros
Cons
  • Weapon Assists for all cards
  • Top rarity cards are powerful
    • 3/5 are stellar leaders
  • Bottom rarity is lackluster
    • Comprises 87.5% of the rolls
        • 84% for non Orb Skin
        • 84% chance to be very sad
    • Best to IAP bundle or Monster Exchange
  • Low value in rolling
  • Newer players should not roll here
Devil May Cry Collab REM
6 Star base
(12.5% total)
5 Star base
(87.5% total)
 
Devil May Cry Collab REM Rankings – July 10, 2020
S  
A
B
C  
D

Order within each tier is random and not reflective of ranking

Icon shows Base form regardless if it is their strongest evolution

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 Skill Boost Time Extend 45 45  Balance killer 37 (Healer Killer physical killer ) – A
    Time Extend Water Red Dark Reduction Imp ATK
  • Skill Lock Resist Skill Lock Resist Skill Boost God Killer God Killer Wood resist Light reduction (45 ) – C
    +light orb +light orb Wood resist Light reduction Imp ATK
  • Skill Boost Skill Boost Time Extend Time Extend Water Red Light reduction (  ) – C
    Water Row Water Row Water Red Light reduction Imp ATK
  • Skill Boost Skill Lock Resist Skill Lock Resist Wood resist Light reduction ( ) – D
    Auto heal Auto heal Wood resist Light reduction Imp HP
  • Bind Immune Bind Immune Skill Lock Resist Skill Lock Resist +heart +heart Light reduction Fire resist (+heart  ) – C
    Light Row Light Row Light reduction Fire resist RCV Latent

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.

Due to the rate of new cards being released, care should be taken when considering a trade as you want to ensure you gain long term value.

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

Dante – S

Dante Transformed

Pros
Cons
  • Base form has 2 SB Skill Boost
    • Requires 16 more to Transform
  • Comically high personal damage vs Devils
    • 3x Devil Killers Devil killer
    • 3x 7 Combo 45
  • Can use any Fire sub
  • Damage Reduction & +2 Combos with 6 linked Fire
    • Not tied to ATK activation
  • Powerful active
  • Super Jammer Resist
  • No personal damage against Void spawns
    • Offset by pairing with future Remu
  • No SBR Skill Lock Resist in any form

Dante is the first card within the Devil May Cry Collab and is a stellar Fire leader overall. This is because he requires only 16 additional Skill Boosts Skill Boost in order to Transform which can help alleviate some team building stresses. Furthermore, he can be asymmetrically paired with a variety of leads in order to make the most of his kit.

As a leader, Dante is able to provide large multipliers when hitting 7 or more combos along with Damage Reduction and +2 combos if matching 6 or more connected Fire orbs. This is an important distinction to make as you will still enjoy your full ATK multiplier without connecting 6 Fire orbs but this may not be relevant depending on who you pair with. As such, Dante may often default to a blob-based leader.

With these points in mind, Dante can favourably pair with Auto Follow Up Attack leaders as his bonus combos are somewhat like playing on 7×6. As such, the future Transforming Fire Witch Remu can make for a wonderful pairing that results in 3/390/1.5/43.75% while also having 1,000,000 Follow Up Damage and +2 combos when matching 6 or more Fire orbs. This should be enough bulk to stall on most floors and while the 1.5x RCV may feel alarming, healing solutions such as Amaterasu will put your mind at ease as a single TPA of Hearts will greatly replenish your health when combined with the RCV+ badge.

Furthermore, both leaders have no restrictions for subs beyond them having a Fire attribute which in turn makes team building easier. Several valuable subs include but not limited to Duval , Polowne , Base Grandis , Pixel Urd , and Horus but any Fire card who helps ensure you Transform can be used. Another thing to keep in mind is that you will want to ensure you have enough SBR Skill Lock Resist on floor 1 if playing AA4/A6 as Dante lacks one in either form.

Weapon Assist

Pros
Cons
  • Tape Resist
  • Super Follow Up Attack
  • 99 turn Fire Skyfall buff
  • Means giving up the chance to use Dante

Dante’s Weapon Assist is able to grant the owning card Tape Resist along with Super Follow Up Attack while also providing 99 turns of Fire Skyfalls. Despite most high end teams having Auto Follow Up Attack, SFUA can be a way to layer in additional personal damage if you have access to 9 Heart orbs. With that being said, Fire teams will probably under utilize this awakening and be primarily interested in the 99 turns of Fire Skyfalls and Tape Resist.

While this is powerful, it also comes at the cost of not using Dante in his Base//Transformed state which may be too good to pass up on for the average player.


Vergil – S

Vergil Transformed

Pros
Cons
  • Base form has 2 SB Skill Boost
    • Requires 16 more to Transform
  • Three Devil Killers Devil killer
  • Three VDP
  • Incredible active
    • RCV buff
    • ATK buff
    • Tricolour board changer
  • Super Blind
  • Amazing sub
  • Strong LS multipliers
    • Easy to activate with Water + Dark combo
    • Auto Follow Up Attack
  • No SBR Skill Lock Resist in any form
  • No personal damage without 3×3 Box or Devil spawn
  • Less spicy lead pairings

Vergil follows a similar template to Dante in that he also requires 16 more Skill Boosts Skill Boost to Transform along with comically high personal damage against Devils along with high VDP potential. This does come at a cost as Vergil will have no personal damage without a 3×3 Box or if facing a non-Devil types but this can be covered by other cards.

As a leader, Vergil has solid multipliers and an easy to activate Leader Skill as players only have to match Water and Dark orbs for full activation for ATK, Damage Reduction, and 1,000,000 Auto Follow Up Attack. Sadly, I feel Virgil lacks an ideal pairing to take advantage of his Leader Skill as 7×6 is less favoured now due to how AA4/A6 function. Thankfully, Virgil’s sub potential is incredibly high.

In addition to his outrageous damage output under certain condition, Vergil also brings Super Blind Resist along with a powerful active skill. This active will provide RCV and ATK buffs along with changing the entire board to Water, Dark, and Hearts on a blisteringly fast 6 turn cooldown. This is hard to compete against and if he can be used on your mono Water team, he should be included.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Three Enhanced Water Orbs blue + orb
  • Powerful active
    • 3 turn Damage Absorb Void
    • Reduce Unable to Match Orb effects
  • Long cooldown if you wanted to use the active
    • May be difficult to rely on for repeated encounters
  • Only 1 effect will be used
    • Other goes to “waste”
  • Stronger as a sub

Vergil’s Weapon Assist is able to provide a single Skill Boost Skill Boost along with 3 Enhanced Water Orbs blue + orb which will help teams Transform and layer in Passive Damage at the same time.

In addition to this, the active skill is powerful as it provides both a 3 turn Damage Absorb and ability to clear all Unwatchable Orbs on as 25 turn cooldown. This long cooldown will help ensure it does not accidentally charge up but one issue I have is the two non-synergistic components.

I cannot think of any spawn that would require both of these component outside of floor 3 -> 4 of AA4 where you have Unable to Match Orbs and then potentially a Damage Absorb after.

While this does work, it will be hard to rely on this active for modestly spaced out Absorb spawns while also forfeiting the chance to use Vergil as a sub.


Nero – A

Transformed Nero

Pros
Cons
  • Base form has 2 SB Skill Boost
    • Requires 16 more to Transform
  • Super Poison Resist
  • High VDP potential
  • 1 turn cooldown
    • Generates 2 Wood orbs
    • 2 turn Bind/Awoken Bind clear
  • Easy to use Leader Skill
    • Strong multipliers
    • Easy to activate
  • No SBR Skill Lock Resist pre-Transform
  • Lacks an ideal pairing for Auto Follow Up
  • No personal damage unless matching 3×3 Box
  • Feels underwhelming compared to the other 6*

Nero is the third card within the Devil May Cry Collab and features a similar Leader Skill to the other 6-star cards from a multipliers point of view. Thankfully, Nero can self activate on a regular basis as he features a 1 turn cooldown that also produces 2 Wood orbs. This fulfills the active skill clause and provides 2/5 of the orbs needed to fully activate. As a whole, this is a reasonably easy to activate Leader Skill but the main issue is a lack of an ideal asymmetrical pairing.

This is because Nero wants to ideally find someone with high Auto Follow Up Attack to compliment his +2 combos but that is not available for Wood. High levels of Auto Follow Up Attack are valued for being able to sweep Aten and the Latent Tamadras in AA4/A6 as it is the cleanest solution. While it is possible to use Guard Break or Poisons, they are just less efficient. On the other hand, when the SFUA comes through to provide 99,999 True Damage, it is possible to heavily stack these to kill these spawns.

Regardless, the lack of an ideal pairing hinders Nero’s leadership potential and as a sub, he is still strong but nothing exceptional as he is primarily a VDP solution who also provides Super Poison Resist .

Weapon Assist

Pros
Cons
  • SBR Skill Lock Resist
  • Team HP
  • 99 turn Wood Skyfall
  • Provides lower value awakenings
  • May be harder to include on a team
  • Does not counter any mechanics

Nero’s Weapon Assist is able to provide 99 turns of Wood Skyfalls along with a single SBR Skill Lock Resist and Team HP . While the active will be a boon to mono Wood teams, the awakenings provided feel a little lacking.

This is because the SBR Skill Lock Resist may or may not be needed and outside of this, no other Resists or Passive Damage are provided. This can make it more challenging to justify using as you may run the risk of not being able to address all the mechanics required for the dungeon.

As such, this Weapon may be pushed aside as being able to counter dangerous mechanics tends to be the first priority when team building.


V + Shadow + Griffon – S

Pros
Cons
  • Fixed movement time
    • Immune to Time Debuffs
  • 2x HP / 20x ATK
    • +2 combos when matching 6 or more Dark orbs
  • Favourably pairs with Yugi
    • V does not Transform
    • Easier to hit SB Skill Boost requirements
      • Potentially 5 Effective SB
    • Both require Devils
  • Super Jammer Resist
  • Active skill can create a Row System
  • No/low personal damage
  • Hinges on pairing with Yugi
    • V will be replaced first in this pairing
  • Must use Devil subs
  • No RCV multiplier
    • May be an issue for Yugi teams

V’s Base form is able to lead a powerful mono Dark Devil team that can favourable pair with Yugi . Both leaders are restricted to Devil types along with fully activating from 6 or more connected Dark orbs.

In doing so, players will enjoy the full 400x ATK multiplier, 1,000,000 Auto Follow Up Damage, +2 combos, and immunity to Poison damage. Furthermore, because V does not Transform, it will be significantly easier to hit your 20 Skill Boost Skill Boost requirement as V can also provide 5 Effective Skill Boosts.

In regards to team building, you have more flexibility when choosing your Devil subs as 25% of your Skill Boost needs are already taken care of. With that being said, players will still have to be mindful of having 100% SBR Skill Lock Resist pre-Transform along with utilizing the RCV badge in order to compensate for the lower 2x RCV.

As a whole, V is able to function as a wonderful pairing for Yugi for players who missed that Collab while also being easier to team build for due to 5 Effective Skill Boosts.

V + Nightmare

Pros
Cons
  • Super Blind Resist
  • Strong personal damage
  • Vastly inferior to Base form
  • LS requires 2 Dark combos
    • Awkward for VDP

V’s Evolved trades their Passive Damage for strong personal damage along with a Super Blind Resist . Sadly, this form is vastly inferior to their Base evolution as the active skill is much more situational along with their Leader Skill being significantly worse.

This is because players have to match 2 Dark combos instead of 6 connected orbs. While this is the same number of orbs required, it means you will struggle if you pair with someone who needs to match 6 (requires 9 to fully activate) and VDP will become problematic due the 12 orb requirement.

As such, I do not see any real justification for pursuing this form over their Base evolution.

Weapon Assist

Pros
Cons
  • Cloud Resist
  • 2 turn Haste
    • 2 Effective SB
  • Must give up Base form
  • Relatively low impact Weapon
  • Weak active if it does charge up outside floor 1

V’s Weapon Assist is able to provide a Cloud Resist along with 2 turns of Haste on a 12 turn cooldown. This can be used to provide 2 Effective Skill Boosts to the owning card provided their base cooldown is short enough to be ready on turn 1.

With that being said, this active has almost no value beyond aiding in Transforming on floor 1. As such, the 12 turn cooldown runs the risk of accidentally charging up throughout the dungeon for an effect that is probably not desired.

Furthermore, Cloud Resist is often covered by Fagan Rai as it provides a Skill Boost Skill Boost, Cloud Resist, and 2 Team HP along with a much longer cooldown.

Taking all of this into consideration, I would not be inclined in pursuing this Weapon Assist as V’s Base form is a wonderfully powerful leader.


Lucia – S

Lucia Transformed

Pros
Cons
  • Base form has 2 SB Skill Boost
    • Requires 16 more to Transform
  • Huge personal damage against all spawns with 10 combos
    • LS adds 3 combos with 4 colours
  • Cloud Resist
  • Valuable active
    • 4 turn cooldown
    • Clears 5 turns Un-matchable Orbs
    • +2 combos
  • Powerful LS
    • Immunity to Poison damage
    • 1.5x HP / 15x ATK /  25% Damage Reduction
    • +3 combos with 4 colours
    • Numerous asymmetrical pairings
  • No SBR Skill Lock Resist pre-Transform
  • Lower multipliers compared to other Rainbow leaders
  • Restricted to Devil types

Lucia’s Transformed state is able to function as a powerful Rainbow leader who also boasts incredibly high personal damage when hitting 10 or more combos. This is due to her 10 Combo and double 7 Combo 45 which translates into 20x personal damage against all spawns.

This is meaningful overall and is aided by her Leader Skill providing +3 combos when matching any four colours. This should be doable from almost any given board along with Lucia having numerous asymmetrical pairings available.

Lucia is restricted to Devils which will constrict her sub pool but pairing with someone like Aljae does not create any further problems. In fact, these two will be able to lead a 1.5/300/1.5/62.5% team when matching 4 colours and any L while also enjoying immunity to Poison damage, 1,000,000 Auto Follow Up Attack, and +3 combos. This is hard to compete with as your Effective Health is incredibly high along with being able to activate from essentially any given board with relative ease.

This is the strongest aspect for Rainbow teams at this point in time compared to other options as they now can activate from almost all boards with little stalling required. Furthermore, we now have numerous counters available for dealing with Voids which have historically been problematic.

As a whole, Lucia is a powerful Rainbow leader who is more than capable of tackling any dungeon in the game.

Weapon Assist

Pros
Cons
  • Coop Boost Multiplayer Bonus
  • 3 Enhanced Dark Orbs Dark Orb Enhance
  • Full Bind/Awoken Bind clear
  • Works best in Coop
    • Becomes much less appealing in solo
  • Attribute change is niche
  • Means giving up Lucia’s Base/Transformed evolution

Lucia’s Weapon Assist functions best in multiplayer due to the single Coop Boost Multiplayer Bonus awakening that provides 1.5x stats for the owning card.

While this will add meaningful stats to a given card, the value of this Weapon greatly drops if used in solo as it will only be providing 3 Enhanced Dark Orbs Dark Orb Enhance along with a full Bind/Awoken Bind clear and the ability to change the opposing spawn to Light.

Changing the enemy to Light can help in Cheesing or as a way for Dark teams to gain 2x more Effective Damage due to colour advantage.

Sadly, I do not feel this Weapon should be pursued as it means you have to give up Lucia’s leadership potential along with this form only truly shining in coop.


5 Star base

Nico – A

Pros
Cons
  • Powerful active
    • Full Awoken Bind clear
    • Clear all Unable to Match orbs
    • 75% Damage Reduction
  • Strong personal damage against certain typings
  • Orb Skin
    • Can directly purchase
  • Weapon Assist will have more universal value
  • Lower rolling rates compared to other 5* (3.5 vs 21%)

Nico is the first 5-star card within the Devil May Cry Collab and comes with an Orb Skin which means she can be directly purchased. This may be a strange concept but for players who are interested in this event may find the most value by purchasing the various Bundles in order to avoid rolling.

This is because the 5-stars comprise the lion’s share of the rolling pool and disastrous overall. As such, if it is possible to avoid all this filler/junk, it may be beneficial to do so. With that being said, only IAP if you are able to do so.

Regardless, Nico comes with a tremendously powerful active as it will fully counter Awoken Binds along with Unable to Match Orb effects. These components are valuable for AA4 as Odin Dragon is completely countered along with several other spawns no longer being an issue.

While Nico does have some merits as a sub due to their modest offensive potential, I feel their true value lies in their Weapon Assist as it will be more universally helpful.

Weapon Assist

Pros
Cons
  • Powerful active
    • Full Awoken Bind clear
    • Clear all Unable to Match orbs
    • 75% Damage Reduction
  • L Unlock
  • 7% Water Water Red & Dark Dark Reduction Reduction
  • Difficult to acquire outside IAP
    • Cannot Monster Exchange

Nico’s Weapon Assist retains the same powerful active that will fully clear all Awoken Binds along with all Unable to Match Orb effects. This combination will neutralize Odin Dragon along with several other spawns in AA4 along with the L Unlock being icing on the cake. This is important as Odin Dragon often required two different actives to overcome and being able to have a relative all-in-one solution is meaningful.

I will always try to bring one L Unlock on any given team as having the option to remove Locked Orbs without an active is meaningful.

Taking all of this into consideration, Nico’s Weapon Assist will be a powerful addition to most Monster Boxes and the largest downside is the difficulty in acquiring them.

Orb Skin


Trish – C

Pros
Cons
  • Strong personal damage against Gods
    • 2 Killers God Killer & can use God Killer Latents
  • Easy leader for newer players
  • Terrible Weighted stats
  • Limited uses

Trish will be the start of the terrible downhill slide for the remaining 5-star cards within the Devil May Cry Collab as her uses are quite limited as her only saving grace is her ability to deal meaningful damage against God spawns due to her 2 Killers and ability to take God Killer Latents.

While this can be helpful, she is nothing exceptional as there are now numerous other God Killing options now available and her Weapon Assist is nothing special.

Finally, if you are a new player, her Leader Skill may be helpful as it is incredibly easy to use but will quickly be outdated as you roll better cards.

Weapon Assist

Pros
Cons
  • Two Enhanced Light Orbs +light orb
  • Low impact active
  • Lower value awakenings

Trish’s Weapon Assist is able to provide 2 Enhanced Light Orbs +light orb along with 7% Damage Reduction to both Light and Wood attacks. Sadly, this is the extent of their value and as a whole, this Weapon Assist does not accomplish very much as the awakenings are lackluster, the active is low impact, and this will be the case for the majority of the 5-star cards.


Lady – C

Pros
Cons
  • 3 VDP
  • Colour Absorb Void
    • Changes Wood to Water
  • Low value as a sub
    • Terrible Weighted stats
    • Does not provide much else outside VDP

Lady has modest VDP potential due to her three awakenings but at the same time, will seldom be selected as a sub due to terrible Weighted Stats along with no other truly helpful awakenings.

As such, it would be best to consider their Weapon Assist.

Weapon Assist

Pros
Cons
  • Colour Absorb Void
    • Changes Wood to Water
  • 2 Water Rows Water Row
  • Relatively situational use
    • Few things need Colour Absorb

Lady’s Weapon Assist retains the same Colour Absorb Void active along with being able to convert Wood to Water orbs along with 2 Water Rows Water Row.

For the most part, Colour Absorb is reasonable situational as few spawns actually require it with only Yomi Dragon in AA4 having a problematic Absorb. As such, the amount of value this Weapon Assist will bring hinges on where your current level of progression is as I do not feel it is required for anything below AA4 in terms of Arenas.

With that being said, if you are playing a mono Water team in AA4 and have space for this Weapon Assist, it will make your life significantly easier against Yomi Dragon.


Matier – D

Pros
Cons
  • Super Blind Resist
  • Does not bring enough value as a sub
  • Comically bad active
  • Terrible Weighted Stats

Matier features a Super Blind Resist and that is the extent of her value as their terrible Weighted Stats, a comically bad active in 2020, and no other truly helpful awakenings.

Despite owning a Weapon Assist, it probably will not provide any real value and she is just a sad card all around who will comprise 21% of the rolling pool.

Weapon Assist

Pros
Cons
  • ?
  • Does not do anything meaningful

Matier’s Weapon Assist does not do anything meaningful and I am struggling to think of any situation where you would want to use it.


Kyrie – C

Pros
Cons
  • 2 Enhanced Heart Orbs +heart
  • 2 SBR Skill Lock Resist
  • Cloud or Tape Resist
  • Useful active
    • Clears 3 turns Unable to Match
    • 3 turn Bind/Awoken Bind clear
    • Movement Time Buff
  • Terrible Weighted Stats
  • Provides 0 SB Skill Boost

Kyrie comes with a valuable active skill that can remove 3 turns of Unable to Match effects, 3 turns of Bind/Awoken Binds, along with overwriting any movement time debuff.

As a whole, this should make her more desirable as a sub but she is sadly held back by her abysmal Weighted Stats, zero Skill Boosts Skill Boost, and having few useful awakenings.

While the two Enhanced Hearts +heart can aid in healing along with Cloud or Tape Resist being useful, that is the extent of her value.

This is the main problem with PAD as a card who may have some merits will be pushed out of a sub slot if stronger things exist which is the case for Kyrie. Her value is modest but she does not keep abreast with current options and the lack of Skill Boosts will exclude her from Transforming teams.

Weapon Assist

Pros
Cons
  • Useful active
    • Clears 3 turns Unable to Match
    • 3 turn Bind/Awoken Bind clear
    • Movement Time Buff
  • Provides few useful awakenings
    • No Resists outside Light & Fire reduction

Kyrie’s Weapon Assist shares the same useful active as her Base form which can be used to counter 3 different mechanics. This is valuable but at the same time, it only provides 3 turns of clearing which may or may not be enough.

This becomes a problem as this active works best as a Base skill, not inherit as it will take longer to charge up and the end effect may not fully solve your issues. Perhaps it is because I am comparing it to the glorious Shanao who will fully clear Unable to Match and Bind/Awoken Binds on a 9 turn cooldown. While this is longer, it will always solve your current problem along with providing better awakenings.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Devil May Cry Collab as 84% of the rolls will be terribly sad and the 12.5% chance for a valuable Diamond is not appealing enough for myself. Regardless, it is always fun to dream of what could possibly be rolled.

For my dream 6-star card, this will be a tough decision as four of them are exceptionally strong and it can be challenging to only name one. With that being said, I feel that acquiring Dante would be the best overall as it will finally give me a relevant Fire leader. Furthermore, I do have Amaterasu , Polowne , Horus , and Pixel Urd along with two Medals to exchange for a single Grandis . Sadly, my lack of Duval is a problem as those 4 subs will not have enough Skill Boosts to Transform on turn 1. As such, I will have to make adjustments which may not result in a strong enough team.

On the other hand, if I were to acquire V or Lucia , I could field strong teams for both but I do not feel it will surpass my Yomi  x Norza but would still be wonderful to own.

In regards to my dream 5-star card, the default winner is the orb skin, Nico as she has a valuable Weapon Assist for current end game content.

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 Devil May Cry Collab is terribly top-heavy with little incentive to actually roll in as 84% of the rolls are depressingly bad. With that in mind, I would caution against rolling here from a value point of view and instead utilizing the Monster Exchange System to acquire the top rarity cards if they can advance your progress.

While the top cards are powerful, they should not be traded for willy-nilly as everything will become Powercrept and I would only do so if it will greatly advance your progression as you can both field a strong team for them that also surpasses your other options.

With that being said, let me know what you think about the Devil May Cry Collab Rare Egg Machine and how much you plan on rolling in the comments below.

Happy Puzzling!

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58 thoughts on “Devil May Cry REM Review and Analysis – July 2020”

      1. I think it’s extremely likely we’ll get the MHA collab in NA. The series is very popular among American anime fans and the collab has shown up in the NA servers of other games such as Grand Summoners.

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  1. Would you trade in for dante? I know your yomi norza team can consistently clear aa4 but would Dante/remu be a better solution for the dungeon?

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    1. For AA4, my team works perfectly fine overall and I do not think a Dante/Remu team will exceed this for my given monster box as I do lack Duval who feels pretty key in team building

      Like

    1. For myself I do not feel like I would Monster Exchange as I technically do not need a new/better leader as I can farm AA4 already and the Weapons are not as appealing

      Like

  2. Evo V active skill is one of the most desired by farmers and a lot of end game players due to being able to deal with stuff like latents, Aten to a certain extent and snow globes in aa4. It is very popular.

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    1. From what I can see based on mirubot descriptions, V is not Fixed/True Damage which means that high DEF will not be bypassed which means you could not button.

      If this is incorrect let me know

      Like

  3. I buyed Ludved. Would it count with red only as a secondary attribute (Dante)?
    I think I am well suitet for him, but idk if I fdll like buying him

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    1. Ok, rolled Lucia. At first I got Aljae, then I rolled Menoa followed instantly by a second Aljae. Now Lucia…
      Ok, gods of pad. I will play her. I will show which devils lay in my box. I will build a team for Aljae/Lucia.
      At least I could make now a red Menoa for Gregory/Ludsev. Another fast orb maker. 😀

      Like

  4. So there is no card on your Norza team that you would replace with Virgil? I may trade for Virgil because I heard it is a straight upgrade for Blodin.

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    1. While both do cover Super Blind, Blodin has 2 more SB and Tape Resist which can make it easier to team build. I also have enough Devil damage with Yuri so I do not have issues on Goetia/Ars Nova floor

      Like

  5. Thought on Lucia as a sub for nelle x Yugi ? she fulfills both types and deals tons of damage.
    Would something like Fort Drag X2 – Dchan – Lucia work for AA4? (My current team is Fort Drag – Dchan – Anubis – DM

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  6. RNG needed to compensate for giving me Norza in the 100 rolls so this time I got Trish and three grandmas in a row And then I called it quits.

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  7. What would a Lucia/Aglie team look to you
    I’ve been running anna x anglie but looking to trade for Lucia to deal with aa4 content

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    1. I’m trying it out with :
      Lucia
      Hermei
      Reginleif
      Dark Roche
      Marik
      Yugi

      So far brainless damage. Haven’t tried AA4 yet but if I can get the equips right it’ll be my team going forward.

      Like

          1. Honestly I’m just theory crafting for AA4. I seem to be great at damage…but when I get to floors 14 or so it becomes dicey. I have most NA equips but placing them correctly has been an issue.

            I have followed a few foundation teams you’ve had with good success up to AA4.

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            1. At this point in time, team building for dungeons is moreso having the right counters to all the mechanics and knowing when it is safe to stall. Damage is often not the main priority as it is much easier to deal huge amounts of damage.

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    2. It’s more so what cards do you have at your disposal and whether or not you have a strong set of Devils to draw from

      Strong utility cards such as HBastet, Diaochan, and SR Horus can help whereas Chakeol, Dorna, and NY Reeche can be more luxurious options

      Like

  8. I have been running a SR Asteroth and Chakeol team. Today I pulled a Nero in my 5 pulls I allowed myself to do for DMC. If I can get enough SBs on my R/SR subs for transformation, do you think D.T. Nero would be a better lead pair with SRAsteroth?

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    1. Can work for sure as the 1 dmg from Astaroth will overcome resolves.

      Another possible issue is being unable to use Chakeol now on that team as Astaroth has to have all subs being R/SR

      Main drawback is you will need to find a solution for Aten/Latent Tamadras in AA4

      Liked by 1 person

  9. Since these are ‘cheap’ rolls compared to SGF rolls, maybe it would make sense to calculate how many stones you need to spend to get something worthwhile? Here it would be 6 / 0.16 or 37.5 stones. In a SGF with a third being GFE’s it would be 10 / 0.33 or 30. That shows that this is a bad event, but it’s not as bad as you’d think if you only look at the roll chances.

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  10. Thanks for the review!

    I’m comtemplating trading in for Lucia or V to upgrade from Yuna/Lightning and D Athena. Are they worth exchanging for?

    Also are you still doing the coaching session via Patreon?

    Like

    1. Considering you would be upgrading from those leaders, either Lucia or V will be a huge boon to your monster box provided you can field a team for them

      For each leader, what would be the teams you would plan to use?

      As for patreon, I am still doing it and if you want to message me more easily, send me a DM via Discord

      Like

  11. Rolled for Lucia just as an x20 fua cloud sub option for v.ideal team, which already had Aten, but fua on a dark card makes it easy to also run chakeol as a sub for the lulzy dmg composition variant That litters 10cc liberally. Shrug. Also picked up Vergil along the way, seems fine.

    Every card with VDP awakenings is dead awakenings, imho, now that void latent exists, so I discount the Dante/Vergil/etc cards for having outdated awakenings. I guess you can box frequently for damage, but imho too actives usage intensive vs just running a high dmg no actives team.

    Didn’t find Dante, but I’d rather chase the fire witch instead and pair with Dante later, since neither opens up new content for me. Ymmv. Chasing 1 out of 2 cards usually suffices.

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    1. Well with VDP, you are able to layer in more personal damage for that particular card which is valuable for mono colour, obviously less ideal for rainbow

      That is partially why Rainbow is much better nowadays as you can clear more floors with less stalling and actives

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    1. At this point in time, 7×6 is punished/less preferred as it has a strong counter in aa4 which in turn makes V x Yugi more appealing

      You will have to work harder for your Dark orbs but V does bring +2 combos to offset the smaller board along with a much easier time transforming

      Like

  12. Would you say this collab is good if my reason for pulling is to find Yugi subs? I have had Yugi a while, but I don’t really have the subs to cover all the skill boosts required and such. Thanks for your answer!

    Like

  13. Hi Mantastic,

    First I just wanted to say, thank you for all your insightful articles. I’ve been playing PAD for a while and have learned a lot about the game through your content.

    So currently, I was working on building a strong fire team and was fortunate enough to get Dante. Like you said, I was having a hard time getting a strong leader to pair him since the only one so far with good AFU damage was Gregory. This is my team so far:

    -Dante
    -Duval
    -Powlone
    -SR Amateratsu
    -Base Grandis

    I know base grandis is a good leader with a great active but he has no AFU attack with his leader skill. But his evolved form does have AFU though with no HP multiplier. My question is whether to try waiting and chase for Remu or to just use Grandis for now and if so, which form? I have an evolved Suoh and horus that I could use to replace the sub spot that Grandis currently occupies if I pair Grandis with Dante.

    Like

  14. Are we assuming this will come around again? I could trade for some of the top cards and I’d feel silly passing it up to miss out forever

    Like

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