Draconic Orchestra REM Review and Analysis – July 2020


The Draconic Orchestra returns to North America along with their host of musically-themed characters. Sadly, this event as a whole does not strike a high note as the cards featured lack any truly outstanding monsters along with the bottom rarity not receiving any love which in turn has further subjected them to Powercreep.

On the bright side, this event will return on a regular basis which means most of these cards should be regularly buffed. As such, it should be relatively easy to skip rolling in this current iteration and wait for more meaningful buffs before committing Magic Stones.

Either way, this article will outline the pros and cons for each card within the Draconic Orchestra event to give players a better understanding of what each monster can do.

Video commentary

—video coming Monday—


Draconic Orchestra Pros & Cons – July 22, 2020
  • Event will return on a regular basis
    • Time rolls when they are buffed more
  • Easy event to pass/not roll in
  • Music-themed cards
  • Small bottom rarity pool
    • 4 different card
    • Comprises 37.5% of the rolls
  • Low value in rolling dupes
  • No exceptional card
  • Low motivation to roll
Draconic Orchestra REM
7 Star base
(14% total)
6 Star base
(48.5% total)
5 Star base
(37.5% total)
Draconic Orchestra REM Rankings – July 22, 2020

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 Lock Resist 45  45 Dragon Killer 37 (45 ) – C
    Skill Boost Skill Lock Resist +heart +heart +heart Bind Immune Bind Immune
    (45 )
  • Skill Boost Skill Boost Skill Boost  Skill Boost Skill Boost (  ) – B
    Skill Boost Skill Lock Resist 45 Jammer Resist Poison resist Blind Resist (  )
  • Skill Lock Resist God Killer Machine Killer Healer Killer physical killer ( 45 ) – D
    Skill Boost Skill Boost Time Extend Time Extend 45 Skill Lock Resist Skill Boost ( 45 )
  • Skill Boost Skill Boost Healer Killer Healer Killer Machine Killer Machine Killer ( 45) – B
    Skill Boost Skill Boost Skill Boost 45 Time Extend Skill Lock Resist ( 45)

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.

7 Star base

Theor – A

  • Modest Dragon Killing potential Dragon Killer
  • Cloud Resist
  • Easy to use Leader Skill
  • Evolved form has more value

Theor is the first card within the Draconic Orchestra event and comes with a natural Cloud Resist along with two Dragon Killers Dragon Killer. This can give him a niche usage but sadly, his Evolved form has more applications along with him not even being that great at killing Dragons as many triple Killer cards or those who can use Dragon Killer latents exist.

Evolved Theor

  • 4 SB Skill Boost
  • Huge personal damage when below 50% HP
    • Can gain four <50%
    • 16x personal damage
  • Active cuts own HP by 50%
  • High ATK multiplier
  • LS requires all 5 colours to work
    • Less ideal for Farming
  • -2.5s orb movement time as Leader

Theor’s Evolved form becomes a tremendously powerful <50% card due to his ability to gain four of these awakenings which in turn grants him 16x personal damage. This will result in wonderful damage and the beauty of <50% Farming teams is that they can layer in Rows Fire Row for additional damage that benefits all cards.

With this in mind, Theor can be utilized on teams such as Dark Omega who have an easier activation requirement.

Weapon Assist

  • Cloud Resist
  • <50%
  • Low base cooldown
    • Easier to accidentally charge up

Theor’s Weapon Assist is the only one that provides both <50% and Cloud Resist through a Weapon Assist. This has merits as players can grant an additional 2x personal damage for the owning card whenever they are below 50% health.

This has applications across a wide range of teams and will work well on anything that enjoys being below half health.

Lutina – A

  • 1 turn base cooldown
  • Evolved form provides more value

All forms of Lutina feature a 1-turn cooldown on their active skill which enables her to function on any active skill clause team or to carry a specific inherit more easily.

While this does apply to her Base form, her Evolved evolution has more value overall.

Evolved Lutina

  • 1 turn base cooldown
    • Can function on Yomi  x Norza teams
  • Modest personal damage
  • Guard Break
  • Natural L
  • Exceptionally high RCV
  • Stronger 1-2 cooldown cards exist for Yomi x Norza

Evolved Lutina gains access to stronger awakenings and her 1-turn cooldown can be utilized by Yomi  x Norza teams in order to chain an active skill every turn. This is important because Norza requires an active skill to be used every turn in order to activate her full multipliers. Furthermore, Norza comes with a powerful 2-turn cooldown that requires another card every other turn.

In an ideal world, players are able to use a Norza sub as their entire kit is incredible but a more budget option is Yuri who can be acquired via an Exchange Medal. If Yuri is no available, players can use Lutina but she is less ideal because she does not actively contribute to orb generation.

Lutina’s active is able to grant 1 turn of Water Skyfalls but it does not enable you to activate right now, just have a chance for more Water orbs in a future turn. As such, this could result in being unable to activate your Leader Skill which may prove fatal as a large chunk of this team’s Effective Health is Damage Reduction through Water and Heart matches.

With that being said, Lutina can still be utilized for Yomi x Norza teams but players need to be aware that she does not directly contribute to Water and Heart matches for that turn.

Weapon Assist

  • 2 Enhanced Heart Orbs +heart
    • Grants huge healing potential to owning card
  • 6 -> 1 turn cooldown will awkwardly charge up

Lutina’s Weapon Assist is able to provide 2 Enhanced Heart Orb awakenings which grants the owning card a tremendous boost to their healing potential when matching exactly 4 connected Heart orbs.

This has the most applications on teams with high HP and lower/no RCV multipliers and these 4-match Hearts are an efficient way to address this.

Sadly, Lutina’s base cooldown is far too short that it will often accidentally charge up leaving you with a low impact active. As such, it may be difficult to juggle around this 6 -> 1 turn cooldown.

Eva – A

  • High personal damage at 10 combos
    • Features 3 Killers via SA
  • Interesting active
    • Spawns all 5 colours with a column of Hearts
  • Guard Break
    • Counters high DEF, Low HP spawns
  • Fits on most Rainbow teams
  • Inefficient as a leader
    • Primarily a strong Rainbow sub
  • Needs to hit 10 combos to be effective

Base Eva has gained a new 7 Combo 45 for her base awakenings which now grants her 10x personal damage against all spawns when hitting 10 or more combos while still retaining her ability to gain a Killer from Super Awakenings.

This combination grants her impressive personal damage against many dangerous end game spawns provided 10 combos can be achieved. Thankfully, Rainbow teams have become significantly spicier this past year in that leaders such as V Ideal grants bonus combo count along with many more solutions to Voids.

As such, Base Eva can function on a wide variety of Rainbow teams assuming her typing can be utilized along with her active functioning as a Rainbow board changer that also provides a column of Hearts. While most teams have Auto Follow Up Attack, V Ideal does not and if choosing to use a symmetrical pairing, this active can be helpful.

Evolved Eva

  • 3 unique Killers
    • SA can mirror one of these
  • Balance typing
    • Can use any Killer Latent
  • LS requires 5 Hearts
    • No Effective HP otherwise
  • Essentially an expensive Killer solution
    • Many options exist
  • Base form has more value

Evolved Eva is able to function as Killer solution due to her 3 natural Killers, Super Awakening to mirror one of those, and the ability to use any Killer latent. As such, she can deal meaningful damage against Dragons, God, and Devil spawns but the main issue is I feel that she is somewhat redundant.

This is because we now have numerous options available to function as a potent Killer stick against any type of spawn with many of these being available at lower rarities. As such, I would be less inclined to pursue this form over her newly buffed Base evolution as a Killer stick is more replaceable.

Weapon Assist

  • 40% Blind Blind Resist
  • 20% Poison Poison resist
  • 20% Jammer Jammer Resist
  • Enhanced Heal Orb +heart
  • Active is lower impact
  • Value somewhat hinges on future release of Samurai 3 Weapons

Eva’s Weapon Assist is able to provide a total of four 20% Resists along with a single Enhanced Heal Orb +heart. This combination of bolstered healing and Resists is valuable and will become more meaningful when the Samurai 3 Pantheon Weapons become available.

This is because this series will eventually be able to provide a Skill Boost Skill Boost along with 80% Resist of either Blind, Jammer, or Poison. As such, combining these two Weapons can result in full coverage of a single metric along with bonus healing and a Skill Boost.

With this in mind, players can convert Eva to this form provided they own a Samurai 3 card to convert when they receive this new form in the future. On the other hand, if you do feel yourself having ample ways to cover Resists and are in need of a strong Rainbow sub, Eva’s Base form should be pursued.

Mariel – B

  • Beginner friendly leader
    • Easy to use
  • LS will be quickly outgrown
  • Evolved form is superior

Base Mariel has always been a wonderful introductory leader as she offers easy to achieve multipliers for relatively little effort. As such, if you are a brand new player and are fortunate enough to roll Mariel, keeping her in this form may help you advance in the early stages and can be successfully converted to her other forms once you outgrow this leader skill.

Evolved Mariel

  • 4 Skill Boosts Skill Boost
  • Strong personal damage with VDP
  • Does not truly fit anywhere

Mariel’s Evolved form is now able to grant 4 Skill Boosts Skill Boost along with owning strong personal damage when forming a VDP . As a whole Mariel is a reasonable card but her biggest issue is that she does not fit well anywhere.

Her personal damage is reasonable but nothing exceptional, her active is underwhelming, and she provides no Resists. As such, she would seldom be chosen as a sub for most teams.

If looking at her leadership potential, she does provide solid multipliers but at the same time, nice multipliers with no extra zest does not help you stand out.

Weapon Assist

  • Skill Boost Skill Boost
  • Full Bind Immunity
  • Chinese Celestials are similar now
    • (5* old Pantheon card)

Mariel’s Weapon Assist is able to provide both full Bind Immunity along with a single Skill Boost Skill Boost which greatly aids cards who need to Transform along with protecting a card who is vulnerable to Binds.

While most things are immune to Binds, there are still quite a few high end cards who are not and being able to protect them along with gaining an additional Skill Boost is meaningful.

Sadly, Mariel’s relatively unique niche has been greatly intruded upon by the Chinese Celestial Weapon Assists that also provide the same Full Bind Immunity and Skill Boost. On the bright side, Mariel’s Weapon is much easier to make from a evolution point of view.

Phenom – B

  • Active clears 5 turns of Unable to Match Orbs
    • Also generates a row of Dark
  • Easy to use Leader Skill
  • Not Devil typing
    • Cannot be used by Yugi
  • Low ATK multiplier
    • Evolved form is stronger

All forms of Phenom have received a significant upgrade to their active skill as they are now able to remove 5 turns of Unable to Match Orb effects along with generating a single row of Dark at the bottom. This two-in-one effect is always welcomed as at least one component will always have value.

In regards to her Base form, Phenom can function as an easy to use mono Dark leader but her Evolved form features higher multipliers and a higher HP value at the cost of losing her conditional Damage Reduction.

Evolved Phenom

  • Adds +2 combos when matching 3 colours
  • Active clears 5 turns of Unable to Match Orbs
    • Also generates a row of Dark
  • Does not fully activate from 6 Dark
    • Lower ATK
  • Not Devil typing
    • Cannot be used by Yugi
  • Lacks an ideal pairing

Evolved Phenom used to be considered a truly Phenominal leader when paired with Ina as it was one of the first teams to feature Auto Follow Up Attack.

Fast forward to today and this pairing has been grossly powercrept by Yugi who has better survivability, drastically higher multipliers, a better active, along with immunity to Poison damage. This massive jump has also accelerated the difficulty of dungeons which in turn makes Phenom significantly less potent. Furthermore, her lack of Devil typing means she cannot be asymmetrically paired with Yugi or be used as his sub.

While this can feel frustrating, that is sadly the way of Powercreep and while Phenom is no longer at the top of the meta, she can still clear plenty of content.

With that being said, it may be best to look at her Weapon Assist if you are unable to efficiently use her in this form.

Weapon Assist

  • 40% Poison Resist Poison resist
  • 40% Blind Resist Blind Resist
  • Useful active for mono Dark teams
  • Super Resists have become more common

Phenom’s Weapon Assist would have been game changing around a year ago as we did not have access to Super Resists ( ) which made if more challenging to hit 100% protection against these mechanics.

While it is still perfectly viable to achieve 100% protection by layering in five of these 20% Resists, the main issue is that it may be difficult to also address all other mechanics, especially considering Super Resists only take up one, not 5 awakening slots.

Regardless, Phenom’s Weapon Assist is also able to provide mono Dark teams with a reliable way to overcome Unable to Match Orb Effects while still producing a row of Dark orbs.

Minaka – B

  • 4 SB Skill Boost
  • High multipliers with 10 combos
  • Functions as a potent Healing solution due to Enhanced Heal Orbs +heart & high RCV
  • Does not provide much beyond a Healing solution

Base Minaka was once a powerful leader when paired with her Evolved form as you could enjoy 7×6 along with solid multipliers all around. Sadly, those days are over and her leadership potential is modest at best as she does not provide any extra mechanics (Auto Follow Up, + Combos, etc.) but can still be used as a Heal solution due to her high RCV and Enhanced Heal Orbs +heart.

Evolved Minaka

  • Base form has 3 SB Skill Boost
  • Exceptionally high HP & RCV
  • Passive Damage via Rows Water Row
  • 7×6 leadership potential
  • Terribly low ATK
    • Why does she now have VDP ?
  • Less ideal as a leader
    • 7×6 is often punished
    • Lower multipliers

Evolved Minaka was once a top tier leader before Transforming became the meta as her 7×6 multipliers were impressive at the time. Sadly, 7×6 is now punished in A6/AA4 along with her multipliers not keeping abreast with other options.

While she can still be used as a leader (and clear plenty of content), players may find more merits from her as a sub and for myself, I personally use her on my Yomi  x Norza team as she provides 3 Skill Boosts Skill Boost, an emergency shield plus orb generating active, and Passive Damage via Rows Water Row which works for my particular set up (can be found HERE).

I do not feel she is truly an exceptional sub but her higher than average HP helps along with the Rows not going to waste. One thing to be aware of is that her single turn of shielding will not work against the Myne into Kurone combo as Myne’s death animation will dispel all single turn buffs.

Weapon Assist

  • 20% Resist against Blind, Jammer, and Poison
  • L
  • Value hinges on whether you use Super Resists
  • Feels outdated and lower value for top rarity card

Minaka’s Weapon Assist is able to provide 20% protection against Blind, Jammer, and Poison mechanics which can help aid you in achieving 100% protection. Furthermore, an L is also thrown into the mix to help overcome Locked Orbs.

As a whole, this Weapon Assist feels lackluster for a top rarity, 10-stone card as it features a Resist set up that is a couple of years old and becomes much less valued if you utilize Super Resists which provide 100% protection with only a single awakening.

Marthis – B

  • Strong TPA TPA potential
  • Easy to use LS
  • Interesting Burst active
  • LS restricted to Dragons
  • TPAs are awkward overall
  • No solution to Voids

Base Marthis features exceptionally high ATK which goes hand-in-hand with his 5-6 TPA TPA awakenings to produce meaningful personal damage when matching exactly 4 connected Light orbs.

While this may seem appealing, TPAs are mostly an awkward awakening as they have poor synergy/interaction with other awakenings along with having great difficulty in dealing with Void spawns.

This is because a TPA match can only have 4 connected orbs which means in order to bypass Voids with VDP , the owning card has to have both of these awakenings along with 13 orbs present. As such, Marthis will be completely neutered against Voids which is a problem if your main damage dealing cannot overcome them, especially considering that over half of their awakenings are catered towards personal damage.

This problem will translate over into his leadership potential as his team will have difficulty in dealing with Voids which are incredibly common along with being restricted to Dragon types.

As a whole, I am not impressed with Marthis in any of his forms as TPAs just require too much effort to even be comparable to other options.

Evolved Marthis

  • Reasonable TPA TPA damage
  • 4-5 Skill Boosts Skill Boost
  • TPAs are difficult to work with
  • Does not fit on any particular team well

Marthis’s Evolved form downgrades his TPA potential in order to give him a way to deal with Voids along with 4 Skill Boosts Skill Boost. There are pros and cons for this but I feel that taking away his unique niche harms him more overall along with this form not really accomplishing much overall.

The same issues with TPA apply here and while he does have a reasonable Leader Skill, it also means that many of his awakenings may go underutilized.

Weapon Assist

  • Skill Boost Skill Boost
  • TPA does not work well with most teams

Marthis’s Weapon Assist is able to provide a single TPA TPA along with Skill Boost Skill Boost plus a single Poison Resist Poison resist.

For the most part, few teams can truly take advantage of these awakenings as the TPA will often be underutilized but an exception is made for Grigory teams. This is because Grigory wants to have TPA along with requiring sufficient Skill Boosts to Transform. As such, this Weapon can help him but this is still a relatively narrow usage.

6 Star base

Derod (New) – A

Derod Transformed

  • 2 Skill Boosts Skill Boost in Base form
  • Powerful active
    • Generates 3 Dark orbs
    • Removes 3 turns Unable to Match Orbs
  • High personal damage vs Physical, Attacker, or Healer
  • L
  • Devil typing
  • May place too much Skill Boost needs on a Yugi team
  • 3 Killers are more niche
  • No SBR Skill Lock Resist
    • May become an issue with multiple Fortress Dragons

Derod is the first of two new cards released this time around and features an 18 turn Transformation which is offset by his 2 Skill Boosts Skill Boost in his base form. Once Transformed, Derod will be able to function as a reasonable damage solution that ramps up in potential if facing a Physical, Attacker, or Healer spawn.

Furthermore, he also comes with a truly powerful active as players will be able to generate 3 Dark orbs along with removing 3 turns of Unable to Match orbs. In addition to this, Derod also has an L awakening along with Devil typing. As such, he may find himself as a sub for Yugi teams but care must be taken when building around a Derod sub as one may find themselves having a shortage of Skill Boosts unless paired with V .

As a whole, Derod can function as a potent mono Dark sub who has access to a quick orb changer and ability to remove 3 turns of Unable to Match Orb effects.

Azuha (New) – A

Transformed Azuha

  • 2 Skill Boosts Skill Boost in Base form
  • Solid LS multipliers
    • Can pair with Academy Apollo
      • Just need RCV solution
  • 2 turn ATK buff
    • Scales off 7 Combo 45
  • Solid personal damage
    • Can use any Killer latent
  • Only boosts HP for Wood
    • Apollo only boosts HP for Light
    • Forces Wood/Light cards

Azuha is the second and final new card added to the Draconic Orchestra event and like Derod, is able to Transform in 18 turns while bringing 2 Skill Boosts Skill Boost in their Base form.

Once Transformed, they become a potent Damage solution as they feature two 7 Combos 45 and VDP along with Balance typing to accept any Killer latent. Furthermore, Azuha has the ability to function as a strong pairing for Academy Apollo provided you can populate the team with Wood and Light cards.

This pairing will result in 4x HP, 288x ATK, and 500,000 Auto Follow Up Damage when matching Wood and Light orbs. These are solid multipliers but you will be forced to use cards with both Wood and Light attributes in order to benefit from the full multipliers. Furthermore, you will have to find a Healing solution to compensate for the 1x RCV.

In regards to Azuha’s new active skill, it will provide a bonus to ATK based on the number of 7 Combos on the team. With that being said, it will probably be a relatively small bonus but will still overwrite any existing Debuff.

Arend – B

  • Interesting array of awakenings
    • Potential for high personal damage with 10 combos
    • Can use any Killer latent
  • Provides a small ATK buff
  • Guard Break
  • Coop Boost Multiplayer Bonus & useful SA don’t always mix
  • Must hit 10 combos for full potential

Base Arend has an interesting array of awakenings as they have a little bit of everything but with their 10 Combo Super Awakening , they become a potent Damage solution. This because they naturally come with 7 Combo 45, God Killer God Killer, and Devil Killer Devil killer awakenings along with Balance typing to accept any Killer latent.

As such, Arend can deal meaningful amounts of damage against two common spawns with the Guard Break granting extra utility for Rainbow teams.

All of this makes Arend a potential Damage solution for variuos teams assuming you are able to hit 10 Combos on a regular basis.

Evolved Arend

  • Potential for high damage output
  • Cloud Resist
  • Several, non-synergistic offensive awakenings
    • Have to be below 50% HP & hit 10 Combos
  • Base form is easier to work with

Evolved Arend gains access to slightly different offensive awakenings but I feel that these do not jive as well together as you must remain below 50% HP and hit 10 Combos for Arend’s full potential.

As such, sticking with his Base form feels more advantageous as it requires less micromanagement in order to pull off successfully.

Tilly – B

  • Five >80% awakenings
    • 7.6x personal damage
  • 3 Killers for SA
  • Must remain above 80% HP to function

Tilly still remains a potent solution for Farming or Ranking Dungeon situations as she is able to provide 7.6x personal damage when above 80% due to owning five >80% awakenings. These awakenings have the narrowest window for success but at the same time, are easiest/fastest to utilize as it requires no additional set up.

With that being said, players must remain vigilant in remaining above 80% HP and careful planning must be exercised when using Tilly on a given team.

Evolved Tilly

  • 3 Unique Killers, 5 total
    • SA grants overlap of these
  • Effective against 3 types
  • VDP
  • Only truly effective against Attackers, Physical, and Healer types

Tilly’s Evolved form comes with a total of 6 Killer awakenings and is able to handle Attacker, Physical, and Healer type spawns. This is significantly more spawns covered compared to most other Killer solutions and this flexibility will be valuable. Furthermore, she now owns a VDP which in enables her to now handle Void spawns who ideally have this typing.

In regards to which form you should pursue, you would have to evaluate whether a sub who can deal meaningful damage to all spawns when above 80% HP or a counter to 3 specific typings is more important for your Monster Box.

Enola – B

  • Active forms an instant 3×3 Box of Wood
    • Easy to VDP
  • High personal damage when matching 3×3 Box of Hearts and Wood
  • Evolved form is more consistent for damage

Both forms of Enola are able to instantly generate a 3×3 Box of Wood orbs which can be easily solved to trigger VDP . This instantaneous generation has value in Farming and Ranking Dungeon situations where speed and efficiency reign supreme.

With that being said, Enola’s Evolved form will provide a more reliable amount of damage output as she does not hinge on also matching a 3×3 Box of Hearts to trigger SFUA .

Evolved Enola

  • Active forms an instant 3×3 Box of Wood
    • Easy to VDP
  • High VDP damage
  • Three >80%
  • LS is impractical
  • Only deals meaningful damage with VDP

Evolved Enola gains access to a third VDP along with three >80% awakenings while still retaining her instantly generated 3×3 Box of Wood orbs. This combination of ability makes her a wonderful solution for Farming or Ranking Dungeons where speed is of the essence as Enola is quite likely to sweep a given floor when successfully matching the 3×3 Box.

Generally speaking, this form will have much higher damage output as a 3×3 Box of Hearts is not required but care must still be exercised to ensure you remain above 80% health.

Ruddy – B

  • Lots of L’s ?
  • Too many L’s
    • Takes up awakening slots

Base Ruddy can potentially come with 6 L awakenings which is overkill to say the least. Generally speaking, having a single L is meaningful as it allows players to handle Locked Orbs without using an active.

Sadly, when L’s take up almost all of your awakening, it makes it challenging to this card in a meaningful way as a large amount of potential utility is lost.

As such, I do not feel Ruddy’s  Base form will greatly advance your progress.

Evolved Ruddy

  • 4 Skill Boosts Skill Boost
  • Triple 7 Combo 45 + VDP
  • L
  • Guard Break
  • Weaker active

Ruddy’s Evolved form is a significant upgrade as he now boasts triple 7 Combo 45 along with 4 Skill Boosts Skill Boost while still retaining a single L . Furthermore, he includes a Guard Break for Rainbow teams that wish to overcome high DEF/low HP spawns such as Aten.

As a whole, Ruddy can function as a reasonable Damage Solution that also provides a solid number of Skill Boosts. With that being said, Ruddy does not truly bring anything exceptionally special to a given team along with owning a lackluster active.

Rone – B

  • Outstanding personal damage against Attackers
    • 3 Attacker Killers 37
    • Can use Attacker Killer latents
  • Only truly effective against Attackers
  • Awkward active

Rone’s Base Evolution is able to wield 3 Attacker Killers 37 while also being able to utilize Attacker Killer latents. As such, she makes for a wonderful solution against these spawns but that is sadly the extent of her value here.

This is because both Rone’s actives are a bit lackluster due to the 14 turn cooldown in order to impose 10 turns of No Skyfalls on yourself in order to gain +1 combo. This does not feel like a good trade off and the lengthy cooldown makes it challenging to inherit over.

Evolved Rone

  • 4 Skill Boosts Skill Boost
  • Modest personal damage
  • Some leadership potential
  • Stronger pairings exist
  • Relatively generic offensive card
  • Lackluster and long cooldown active

Evolved Rone trades away her Attacker killing prowess in order to become a more well-rounded card who has modest personal damage along with 4 Skill Boosts Skill Boost.

Sadly, Evolved Rone still retains the same lackluster active skill but at least she has some leadership potential when paired with Aljae . This is because Aljae also wishes to match orbs in an L shape along with wanting to match multiple colours. While this pairing is not the best, it can still function due to how powerful Aljae is.

Ruo – C

  • Interesting active
    • Provides 30% Damage Reduction & bonus Skyfalls for Fire and Dark
    • Can be self-looped
  • Modest VDP potential
  • Difficult to justify using as a sub to capitalize on the active
  • Outside active, does not provide anything truly unique

Ruo is the final 6-star card within the Orchestra event and both forms come with an interesting active. Ruo’s active is able to provide 30% Damage Reduction along with increased Skyfalls for Fire and Dark for 6 turns on a 7 turn cooldown. As such, it is possible to chain this active assuming you can justify using Ruo as a sub.

This is the main issue as Ruo’s Base form has much to be desired as a sub as he does not provide anything meaningful outside of this unique active. Sadly, this does not change with his Evolved form.

Evolved Luo

  • Interesting active
    • Provides 30% Damage Reduction & bonus Skyfalls for Fire and Dark
    • Can be self-looped
  • Symmetrical looking awakenings
  • Hard to find a true use for

Ruo’s Evolved form features a visually pleasing arrangement of awakenings as they nearly form a palindrome but looks aside, Ruo does not accomplish much of anything.

This is because mixing two different colour Rows does not jive well with any team which in turn lowers the number of useful awakenings which is not something you want to hear when trying to use a card as a sub.

As such, I feel Ruo will still struggle to find a usage unless he gains access to a useful Weapon Assist.

5 Star base

Cruz – C

  • Higher Weighted Stats for bottom rarity
  • Lacks awakenings
  • Does not do anything in particular

Cruz is the first 5-star card within the Draconic Orchestra event and will follow a similar template for all other Base form cards in this rarity: higher than average Weighted Stats along with missing several awakenings.

This trade off is not particularly helpful as higher rarity cards have the same or more Weighted Stats but still retain their full set of awakenings.

In regards to Base Cruz, she does not accomplish much of anything in particular and feels lackluster overall.

Evolved Cruz

  • Three Enhanced Heart Orbs +heart
    • Higher RCV
    • Potent healing with 4 Hearts
  • Cloud Resist
  • Low impact active
  • 1 Skill Boost Skill Boost

Evolved Cruz is able to function as a solid Healing Solution for high HP, low RCV teams due to her 3 Enhanced Heart Orb +heart awakenings along with naturally high RCV. Furthermore, Cruz is able to provide a Cloud Resist along with an L awakening.

This gives her a modest amount of utility but she will be sadly marred by only providing a single Skill Boost Skill Boost, a low impact active, and not that much utility overall. As such, I feel she would be mostly chosen as an alternative should one be missing a more ideal Healing Solution.

Dolq – B

  • 5 Skill Boosts Skill Boost
  • 2 turn Delay
  • 7 Effective SB
  • Exceptionally high base ATK
    • Viable Button base in solo
  • No sub attribute
    • Less pings
  • Longer cooldown active
    • Harder to inherit over
  • Whaledor & Raziel are farmable
    • Both provide 5 SB
    • Both have shorter base CD

Dolq is an interesting card as he is able to provide 5 Skill Boosts Skill Boost along with a 2 turn Delay which means he can provide 7 Effective Skill Boosts. Sadly, this comes at the cost of using Dolq as a sub which will be less desired for Arena-style content as he is essentially just for that purpose.

With that being said, Dolq’s 5 Skill Boosts can still put to good use in Ranking Dungeons or for Farming applications as his lack of a sub attribute does result in less pings. Furthermore, Dolq has exceptionally high base ATK which means he can function as a viable Button base in solo mode.

While these are all positives, one must be aware that both Whaledor and Raziel are farmable while also providing 5 Skill Boosts along with a shorter base cooldown. This lower cooldown can make it easier to inherit something over top which may or may not make a difference but is something to be aware of.

Evovled Dolq

  • 20% protection against Jammer, Blind, and Poison
  • Outpaced as a leader or sub
  • Base form is still viable

Dolq’s Evolved form once had some small merits as an alternative leader/pairing for Dark Zeta back in the day. Naturally,  Dark Zeta was pushed out which in turn leaves the inferior Dolq wondering why he is so neglected.

The simple answer is he is a bottom rarity card and the best thing to do with Dolq is keep him in his Base form as it has much more value.

Laude – D

  • Some Killer damage?
  • None of the Killers line up

Laude in his Base form is underwhelming as he features 4 different Killer awakenings which will only produce meaningful damage if 3 of them overlap. This is not what we want from your Killer solutions and I struggle to find a true use for Base Laude.

Evolved Laude

  • ?
  • Does not do anything meaningful

Evolved Laude continues the trend of being terrible as he does not do anything meaningful in this day and age. Furthermore, Laude represents 9.37% of the rolling pool.

Lotta Lotta – B

  • High personal damage against Machine or Healers
    • Can use Machine and Healer Killer latents
  • Unique active
    • Highest value of Counterattack in the game
  • Huge HP
    • Synergy with active
  • Only effective against Healer or Machine types
  • Large Counterattack is highly situational

Lotta Lotta owns the highest value of Counterattack in the game by a sizable margin as she will “reflect back” 100x of the damage received. This can result in spectacularly high level of “Button” damage, especially when hit with 99% Gravities.

For example, if you had 100,000 HP and received a 99% Gravity, you would Counterattack back for 9,900,000 damage which will eclipse any single Button. With careful planning, players can execute otherwise impossible to Button spawns but only under very specific conditions.

As such, while this active is unique, it will be highly situational and will not have too many applications.

In regards to which Lotta Lotta evolution to pursue, this form can double as a Healer or Machine Killing solution while having exceptionally high base HP. On the other hand, her Evolved form will most likely provide more total HP due to the two Team HP .

Evolved Lotta Lotta

  • Unique active
    • Highest value of Counterattack in the game
  • High Base HP
  • 2 Team HP
  • Large Counterattack is highly situational

Lotta Lotta’s Evolved form will most likely result in a higher amount of total HP due to the Team HP awakenings while still retaining the incredibly high Counterattack.

Essentially you will have more HP with this form but have the ability to deal meaningful amounts of damage against Healer and Machine types with her Base form.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Draconic Orchestra event as I have all but Lotta Lotta for the bottom rarity cards already along with the relatively low value for this event. This seems to be the norm for GungHo-owned events (and Seasonals) as they will return on a regular basis which means they should be receiving buffs each time. As such, there is no rush to roll in this event and it would be better to try and time your rolling when the cards have become buffed enough to keep abreast with current options.

With that being said, it is always fun to dream about what can be rolled and for my dream 7-star card, I would love to roll Lutina . Despite not actually having an ideal place to use her on right now, 1-turn cooldown cards are always valuable and can often be subbed into various teams in order to carry an important inherit along with Lutina coming with useful awakenings.

For my Dream 6-star card, I would pick Azuha as I have no Wood Transforming card (which means it would be easier to use on a given team) along with Derod probably being unusable due to the fact that I do not own Yugi nor V .

Finally, my dream 5-star cards is somewhat defaulted to Lotta Lotta as she is the only one I am missing and I have more than enough Dolqs to last a lifetime.

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 Draconic Orchestra returns to North America but is sadly an underwhelming event this time around. This is because the bottom rarity did not receive any buffs while still comprising over 37% of the total rolling pool. Furthermore, dupes of basically any non-top rarity card will be difficult to utilize due to a lack of Weapon Assists along with each card being somewhat situational to being with.

Furthermore, there are no truly outstanding cards in this event which also leads me to not utilizing the Monster Exchange system. With that being said, this event will return on a regular basis which means all one has to do is time their pulls when the cards are buffed enough to keep abreast or exceed current options.

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

Happy Puzzling!

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9 thoughts on “Draconic Orchestra REM Review and Analysis – July 2020”

  1. I am skipping this one as well. I YOLO’d Minaka last time and the others don’t seem to have enough value for a 10 stone roll. Once these machines have had several runs they should drop the number of stones per roll since the value of rolling has also dropped. If this was 5 or 6 stones it would be more enticing


  2. I wished I can return my minaka and phenom for just TWO of the ten fodders I used for them. I never even used them that much, this is what tier list do to you. Future proof my a**.


  3. Weren’t Minaka and Phenom top tier just a year ago? It feels like the power creep is more like power sprint.

    Is the card that can be purchased with tickets any good? My personal impression is not really, unless maybe if you have some team that’s really desperate for time extending awakenings.


    1. They were the best during the last orchestra event but that was in Dec 2019 and Yugi came in early 2020 and basically set the bar high for all future transforming teams which in turn left all these non-transforming cards behind


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