Evangelion Collab REM Review and Analysis – July 2020

Introduction

The Evangelion Collab makes a return to North America after several years of absence. This means that all cards have received sizable changes in order to help bring them up to par with modern day options.

While there are Weapon Assists on all but one 5-star card and above, the 4-star cards comprise over half or the rolling pool and are lackluster overall. I am well aware that they all have a Super Resist ( ), the majority of them will be immediately replaced by other options as soon as they are acquired.

As such, it is a poor investment even for new players along with them having essentially no value beyond the usually questionable first copy.

As a whole, this event does feature several strong and valuable cards but there is far too much junk/filler heavily sprinkled in along with the Monster Exchange only being available for the single 7-star card.

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

Video commentary

—video coming Monday—

Overview

Evangelion Collab Pros & Cons – July 2020
Pros
Cons
  • 5 Magic Stones per roll
    • Bad rolls feel less painful
  • Weapon Assists on almost half of the cards
  • Only a few cards are truly valuable
    • These tend to be the rarer ones
  • Bottom rarity has quickly replaceable cards
    • Low value in rolling dupe 4-stars (51.5% of rolls)
  • Poor Diamond (6*+) rates
  • Cannot Monster Exchange for the 6-star cards
Evangelion Collab REM
7 Star base
(1.5% total)
6 Star base
(7.5% total)
5 Star base
(39.5% total)
4 Star base
(51.48% total)
   
Evangelion Collab REM Rankings – July 2020
S
A
B
C
D   

Order within each tier is random and not reflective of ranking

Icon shows most evolved, non-Weapon Assist 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.

Despite all of these cards having Super Resists, I view them as a gateway option for covering Jammer, Blind, or Poison and the lowest ranking ones will be immediately replaced as soon as almost any other option is acquired. While one could argue that a new account can technically fill in holes, it is not a viable long term solution and will be quickly replaced as more events are rolled in.

  • Water Row blue + orb Auto heal Auto heal TPA Skill Lock Resist ( Skill Boost) – B
  • Light Row +light orb Auto heal Auto heal Auto heal Skill Boost Skill Lock Resist ( ) – D
  • Wood Row Wood Row Wood Row Wood Row Enhanced Wood Orb ( ) – C
  •  Skill Boost Auto heal Auto heal Auto heal Auto heal Auto heal Auto heal ( ) – C
  • 45 TPA TPA TPA TPA Water Red Water Red ( 45) – D
  • Dark row Dark Orb Enhance Time Extend Time Extend Time Extend Skill Boost Skill Boost Skill Boost ( ) – D

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

Shinji & Rei – S

Pros
Cons
  • Easy to use Leader Skill
    • High Effective Health
    • +2s movement
    • Easy to activate
  • Solid personal damage
  • Full Rainbow board with ATK buff
  • 2-4 SB Skill Boost
  • LS does not feature bonus combos, 7×6, or Auto Follow Up
  • Evolved form has more applications in the future

Shinji & Rei is the only 7-star card to be featured in the Evangelion Collab and their Base form has high Effective Health through their easy to use Leader Skill.

This Leader Skill will grant additional movement time along with full activation with only 6 combos which makes them a wonderfully easy to use card.

With that being said, this Leader Skill is nothing exceptional in the grand scheme of PAD as the multipliers are only favoured for Effective Health along with no additional effects such as bonus combos or Auto Follow Up Attack.

Furthermore, their Evolved form will have relevant applications for the future Shura Realm dungeon.

Eva Pilots, Shinji & Rei

Pros
Cons
  • High Effective Health
    • Easy to activate Leader Skill
    • 3x Effective HP with single leader
  • 2-4 Skill Boosts Skill Boost
  • Massive Machine killing potential
    • Highly relevant for future Shura Realm dungeon
  • Full Rainbow board changer with ATK buff
    • 6 turn cooldown
  • Super Jammer Resist
  • Low/no personal damage against non-Machine types
    • Not an issue with future Shura Realm release
  • Lower ATK multiplier
  • Is featured in a weak REM

Evolved Shinji & Rei trades their universal 7 Combo 45 damage for three Machine Killers Machine Killer along with acquiring a Super Jammer Resist . This sets them up wonderfully well for the future Machine-heavy Shura Realm dungeon as they will be enjoying massive personal damage on numerous key floors.

In addition to this, Shinji & Rei feature a highly durable leader skill as they are able to provide 1.5x HP and 50% Damage Reduction with any 3 colours along with the rest of their ATK multiplier with 7 combos or more. Both of these conditions should be relatively easy to achieve and their ability to withstand most attacks should not be under estimated.

With that being said, the ATK multiplier is on the lower end along with them not providing any extra zest such as bonus combos or Auto Follow Up Attack.

Weapon Assist

Pros
Cons
  • Provides 3 Effective Skill Boosts
  • Fully removes Unable to Match Orb effects
  • Provides relatively weak awakenings
    • Only useful to quickly Transform

Shinji & Rei’s Weapon Assist is able to provide 3 Effective Skill Boosts due to the Haste component along with the ability to fully remove all Unable to Match Orb effects.

This combination can greatly aid Transforming teams but the actual awakenings provided feel a little lacking. This is because it is front-loaded from an awakenings point of view in the sense that all of this value is provided at the start of the dungeon and no true benefit afterwards.

With that being said, 3 Effective Skill Boosts combined with an active that will fully counter Unable to Match Orb effects is still powerful and unique.

On the other hand, one small problem that may arise from this Weapon in the context of AA4 is that if you use the Haste to help Transform, you will not have this active ready to counter floor 3’s Unable to Match Heart orb mechanic. Thus, you would either have to bring another active that can counter this, not use Shinji & Rei’s Weapon for the Haste on Floor 1, or have a team that does not rely on Heart matches for activation and Auto Follow Up.


6 Star Base

Eva Unit-01 – A

Pros
Cons
  • Fantastic awakenings
    • 4 SB Skill Boost
    • 2 VDP
    • 2 7c 45
    • God Killer God Killer
  • 2 turn base cooldown
    • Easy to inherit over
    • Useful effect
  • Have to roll, cannot Monster Exchange
  • Less ideal teams to be used on

Unit-01 has a wonderful spread of awakenings that grant them 4 SB Skill Boost, 2 VDP , 2 7 Combos 45 , and a single God Killer God Killer. All of these make them well suited for current end game content as a Damage Solution for your team. Furthermore, they are aided by a wonderful 2 turn active that can both clear 2 turns of Awoken Binds along with generating 2 Water and Dark orbs.

This makes Unit-01 a wonderful candidate to carry a longer inherit where the active will be needed but seldom used. As such, the lower cooldown will help easily charge it along with having a valuable active afterwards.

While all of this is promising, the main issue is their typing or lack of Devil typing. This is because the strongest mono Dark teams almost always include Yugi as one of the leaders as he is just so grossly over-tuned from both a damage, survivability, and performance point of view. This is not to say that other mono Dark teams cannot work, it is just if given the choice, using Yugi will produce better results overall.

Thankfully, their Weapon Assist has universal value.

Weapon Assist

Pros
Cons
  • Tape Resist
  • 60% Jammer Resist Jammer Resist
  • Fully clears Awoken Binds
  • Tri colour board changer
  • Have to roll, cannot Monster Exchange

Unit-01’s Weapon Assist is universally more valuable as it provides Tape and 60% Jammer Resist Jammer Resist along with a useful active. While Jammer Resist is often not highly prioritized, having 60% is never a bad thing and I feel it is somewhat like icing on the metaphorical cake as Tape Resist is sometimes difficult to achieve.

On the other hand, the active attached to this Weapon Assist is able to fully clear all Awoken Binds while also providing a tricolour board of Fire, Water, and Dark orbs. As such, mono colour teams for these elements can greatly benefit here as one component of the active will have value.

As a whole, this is a powerful Weapon Assist and if I am fortunate enough to roll Unit-01, I would utilize this form as I would not be able to gain as much value from their sub potential.


Myr Regalia, Rei – A

Pros
Cons
  • 4 turn cooldown
    • Easy to inherit over
    • Provides bonus movement time
      • Counters Time Debuffs
  • Super Blind Resist
  • Weapon Assist form is stronger
  • Heart Crosses do not perform well
  • Not an exceptionally special sub

Myr Regalia returns after a 3 year period and comes with numerous buffs/upgrades with her Super Blind Resist being the most valuable. Being able to fully counter Blind Attacks is one of the first priorities when team building but sadly Myr Regalia does not offer much beyond this Resistance.

One can argue that the additional 2 seconds can be helpful but at the same time, most teams should have sufficient movement time. Furthermore, the two TPA TPA are somewhat wasted and when we have 100’s of different cards to choose from, wasted awakenings hinder their usage.

This is not to say that Myr Regalia is not an option, it is just many other cards can offer more overall value but thankfully, her Weapon Assist is her strongest form.

Weapon Assist

Pros
Cons
  • Cloud Resist
  • 20% Jammer Jammer Resist, Poison Poison resist, and Blind  Blind Resist Resist
  • Amazing active
  • Have to roll, cannot Monster Exchange

Myr Regalia’s Weapon Assist is tremendously powerful from an awakening and active skill perspective. In terms of awakenings, the inclusion of Cloud Resist along with 20% protection against Jammer Jammer Resist, Poison Poison resist, and Blind  Blind Resist abilities will greatly ease team building requirements, especially when the Samurai 3 Weapons (eg. ) go live as they provide 80% protection against one of those mechanics along with a Skill Boost Skill Boost.

This combination is exceptionally potent as you can fully Resist one mechanic along with Cloud Resist and a Skill Boost all between 2 Weapons. But the fun does not stop there for Myr Regalia’s Weapon Assist as it comes with a tremendously powerful active.

This active will provide a column of Heart orbs along with fully removing all Awoken Binds and Unable to Match Orb effects. This puts this Weapon near/around Shanao’s level of value as both share a similar active.

As a whole, this is one of the stronger Weapons available and the biggest drawback is being unable to directly trade for Myr Regalia.


Kali Regalia, Kaworu – B

Pros
Cons
  • Full Rainbow board + ATK buff
  • Reasonable personal damage
  • Super Jammer Resist
  • Guard Break
  • No sub colour
    • Less coverage for Rainbow
  • TPA TPA are probably wasted

Kali Regalia is able to function as a respectable Rainbow sub due to the fact that they possess reasonable personal damage along with Guard Break to overcome high DEF, low HP spawns.

In addition to this, Kali Regalia is able to acquire a Super Jammer Resist plus the ability to overwrite ATK debuffs while also having a full Rainbow board changer.

As a whole, this makes a solid package and assuming their typing can be utilized, Kali Regalia should make a solid inclusion in most Rainbow teams.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Full Rainbow Board + RCV buff
  • 5 different colour OE
    • Cannot focus/concentrate damage

Kali Regalia’s Weapon Assist is able to provide a full Rainbow board changer along with an RCV buff which will overwrite all existing debuffs. Furthermore, it will provide a single Skill Boost Skill Boost along with an Orb Enhance for every colour.

These Orb Enhances provide a +20% chance for that respective colour to fall down Enhanced but the main drawback is the inconsistency as 20% is not particularly high plus being unable to concentrate/focus your damage. If this Weapon provided just 3 Enhanced Dark orbs, players would have a 60% chance for Dark orbs to fall down Enhanced which means one can build a more Dark-focused team.

Taking all of this into consideration, I would be more inclined to use Kali Regalia in their Base form unless you are hungering for more Skill Boosts or if you acquire stronger Rainbow subs.


5 Star Base

Gendoh Ikari – B

Pros
Cons
  • Big VDP potential vs Gods
  • Valuable active
    • Overwrites movement time debuffs
    • Generates a column of Dark
    • 3 turn cooldown
  • Tape Resist
  • Fixed movement time
    • Immune to Time debuffs
  • Solid Leader Skill multipliers
  • Restricted to Balance types
  • Requires VDP or God spawns to be effective
  • 3 L’s are somewhat wasted
  • Less ideal leader pairings
  • Requires Healing solution

Gendoh Ikari is a new Orb Skin card within the Evangelion Collab which means he can be directly purchased along with having higher Weighted Stats compared to other 5-star cards.

In regards to his kit, Gendoh Ikari has tremendous VDP against God spawns which are commonly found in end game content such as A6 and AA4. This means players can rely on him for their damage needs against these encounters but must also be aware that he will lack damage output if no 3×3 Box is formed or if facing a non-God monster.

In addition to his offensive potential, Gendoh has the potential to be a powerful mono colour leader for Balance types. This is because he features Fixed 8 Seconds of orb movement time (immune to Time Debuffs) along with 2x HP and 18x ATK along with Auto Follow Up Damage.

These are solid multipliers all around and the biggest hurdle will be finding a Healing solution to address the non-Boosted RCV. While Gendoh is no Yugi , the lack of Transforming does provide more flexibility as Skill Boosts are not a massive concern.

Orb Skin


Scheat Regalia, Shinji – C

Pros
Cons
  • High TPA TPA potential
  • TPA is not well utilized

Shinji’s main appeal will be their TPA TPA potential due to their 6 awakenings but the main problem is there is no ideal place to utilize this effectively. As such, Shinji will most likely be converted to their Weapon Assist.

Weapon Assist

Pros
Cons
  • 2 Enhanced Water Orbs blue + orb
  • Only used if everything else is covered
  • Stronger offensive options exist

Shinji’s Weapon Assist is able to provide a reasonable orb changer that also provides one turn of Damage Reduction along with 2 Enhanced Water Orbs blue + orb. This can provide a modest damage increase for your entire team but the bigger issue is the lack of protection it provides.

Generally speaking, it is best to address/cover all dangerous mechanics (eg. Cloud, Poison, etc.) before trying to layer in damage. This is because being able to directly counter a mechanic will provide a much higher clear rate and consistency compared to additional damage.

Furthermore, Shinji’s Weapon is not even that offensive overall and the farmable Helen provides the same Passive Damage but more personal damage as well.


Yamato Takeru Regalia, Asuka – C

Pros
Cons
  • 4 Skill Boosts Skill Boost
  • Reasonable orb changer
  • Tape Resist
  • 4 Fire Rows Fire Row
  • Low Weighted Stats
  • Does not offer anything exceptional

Yamato has been reworked to provide 4 Skill Boosts Skill Boost, Tape Resist , and 4 Fire Rows Fire Row along with a reasonable active. This can enable them to function on either Farming or Transforming teams but they just do not feel exceptionally special as they do not offer anything over the top.

This is going to be the fate for the majority of cards as it is challenging to stand out among hundreds of different options and to be selected as a sub, you have to truly shine. This is not to say Yamato is a weak card, it is just that they do not do anything truly unique.

Weapon Assist

Pros
Cons
  • 2 Enhanced Fire Orbs Enhnaced Fire Orb
  • 20% Blind Resist Blind Resist
  • Low impact Weapon overall

Yamato’s Weapon Assist functions like the above Shinji in that they provide 2 Enhanced Orbs Enhnaced Fire Orb for Passive Damage, a modest active, and a single 20% Resist.

As such, they will be hard pressed to stand out among other Weapon Assists as their benefits are quite low and covering Resists is more important.


Ceres Regalia, Mari – B

Pros
Cons
  • 2 Team HP
  • Cloud Resist
  • Reasonable personal damage
  • Full Bind & Awoken Bind clear
  • Small ATK buff
  • More value as a Weapon

Ceres is able to provide a healthy amount of utility to any team as she provides additional bulk via Team HP , Cloud Resist , and a valuable active skill.

Her active is able to fully remove all Bind and Awoken Bind along with providing a small 1.5x ATK buff. This can be used to overwrite any existing ATK debuff and her own modest personal damage helps ensure she is still contributing something.

With that being said, her Weapon Assist is superior overall and should be the form most players pursue.

Weapon Assist

Pros
Cons
  • Three Enhanced Wood Orbs Enhanced Wood Orb
  • Powerful active
    • Removes 5 turns of Awoken Bind
    • Clears 5 turns of Unable to Match Orbs
    • 50% Damage Reduction for 4 turns
  • Featured in a poor event to roll in
  • Only truly shines on mono Wood teams

Cere’s Weapon Assist is able to provide 3 Enhanced Wood orbs Enhanced Wood Orb along with a wonderfully powerful active. This active is able to remove 5 turns of Awoken Binds and 5 turns of Unable to Match Orb effects. This combination is wonderfully useful in end game content and the 5 value will often be enough for the majority of encounters.

In addition to this, the 4 turns of 50% Damage Reduction may come in handy and could potentially be a way to stall out additional turns pre-Transform.

As a whole, this is a powerful Weapon Assist, especially considering the rarity but the bigger issue is the poor rolling rates with over 50% of your rolls being 4* (Ceres is 5*) with many of those being lackluster overall.


Leilan Regalia, Misato – C

Pros
Cons
  • 3-5 Effective SB Skill Boost
    • 3 if you take Cloud Resist
  • Strong VDP potential
  • Offers nothing truly special
    • No Super Resists or truly desired active

Leilan is able to provide 3-5 Effective Skill Boosts Skill Boost depending on whether or not you chose to take the Cloud Resist Super Awakening. This will naturally be a boon for Transforming teams and her ability to provide reasonably strong VDP damage will also be helpful.

Looking ahead, Dante paired with the future Remu will be one of the strongest Transforming teams available and while Leilan can be utilized, she is not exceptionally strong.

This is because she does not offer anything truly over the top to put her ahead of options such as Polowne , Duval , or Grandis which in turn will leave her sidelined. This is not to say that Leilan cannot be used but it is more so her inability to surpass current options.

 Weapon Assist

Pros
Cons
  • SBR Skill Lock Resist
  • L
  • Provides 1 turn of Haste
    • 1 Effective Skill Boost
  • Kuriboh is a direct upgrade

Leilan’s Weapon Assist is able to provide a single SBR Skill Lock Resist and L awakening along with the capacity to provide a turn of Haste. This will often be most valued for Transforming teams where SBR can become an issue pre-Transform and having a single L anywhere on the team is always helpful.

With that being said, this Weapon is basically an inferior Kuriboh as both provide an L but Kuriboh has 2 SBR instead. Of course, this Weapon can still be useful and the amount of value will somewhat hinge on whether or not you own Kuriboh from the Yugi Collab.


Shinji & Kaworu & Unit-13, FI – A

Pros
Cons
  • Big personal damage with 10 combos
    • More in Coop Multiplayer Bonus
  • 3x ATK & RCV buff for 3 turns
  • 4 SB Skill Boost
  • Weapon Assist is tempting to make
  • Several questionable awakenings
    • A single TPA & Row
    • Lower value in solo

Shinji & Kaworu features an impressive amount of personal damage due to their 7 45 and 10 Combo awakenings which can be further bolstered due to the Coop Boost Multiplayer Bonus awakening. This will lead to wonderful amounts of damage along with them also providing 4 Skill Boosts Skill Boost.

Furthermore, their active skill is able to provide a 3x ATK and RCV buff for Attacker and Machine types. This can help ensure things die quickly but can also be used to overwrite any existing debuff regardless of how many Attacker or Machine type cards you own.

While all of this is promising, they do feature several questionable awakenings as a single Row Water Row and TPA TPA have no synergy together along with the Coop Boost not functioning in solo mode.

Thankfully, their Weapon Assist is wonderfully powerful.

Weapon Assist

Pros
Cons
  • Powerful active
    • ATK buff
    • Counter Damage Absorb
    • Counter Colour Absorb
  • 2 Rows Water Row
  • <50% 
  • Only truly shines with mono Water

Shinji & Kaworu’s Weapon Assist comes with a tremendously powerful active skill as they are able to counter both Damage Absorb and Colour Absorb for a single turn (like Polowne ) which has meaningful applications in end game content where these mechanics are commonly seen.

Furthermore, the awakenings they provide will be a huge boon to mono Water teams as the additional Passive Damage Water Row and <50% are meaningful.

For myself, if I were to acquire this Weapon Assist, I would most likely replace my Uruka Weapon from my Tsukoyomi as I was unable to incorporate Colour Absorb on my current team while also being able to utilize Rows and having enough Orb Enhances already (my team can be found HERE).

As a whole, I would pursue the Weapon Assist form over the Base form as high quality Weapons tend to have a longer shelf life compared to subs.


Misato&AAA Wunder, Main Battery Gunfire – C

Pros
Cons
  • Double Fire orb changer
  • TPA TPA & VDP do not have synergy
  • Does not excel in any particular area

Misato has a dysfunctional array of awakenings as all of their offensive options have little synergy with each other as each one requires a specific matching pattern.

Due to this lack of specialization, it makes it challenging to find a true usage as they do not excel in any particular area.

Weapon Assist

Pros
Cons
  • Generates a row of Fire
  • Provides 50% max HP Heal for 3 turns
  • >80%
  • Situational usage overall

Misato’s Weapon Assist is able to provide a single >80% awakening which will grant the owning card 1.5x personal damage when above 80% health. This can be a way to layer in additional output from a key card and the Fire row generation can potentially aid in Farming situations.

This is because the 50% max HP heal component can be abused to overcome repeated preemptives without having to go out of your way to match Hearts. With that being said, I feel that this will be a situational card overall.


4 Star Bases

Despite all of these cards having Super Resists, I view them as a gateway option for covering Jammer, Blind, or Poison and the lowest ranking ones will be immediately replaced as soon as almost any other option is acquired. While one could argue that a new account can technically fill in holes, it is not a viable long term solution and will be quickly replaced as more events are rolled in.

2326 Shinji&Eva Unit-01, First Awoken Form – B

Pros
Cons
  • Super Blind Resist
  • 5 Skill Boosts Skill Boost
  • 5 turn base cooldown
  • Abysmal Weighted Stats
  • Several questionable awakenings

Shinji&Eva Unit-01 is the first 4-star card within the Eva Collab and comes with 5 Skill Boosts Skill Boost, Super Blind Resist along with a 5-turn base cooldown.

This puts him on par with Whaledor’s Skill Boost and cooldown values but the inclusion of SDR Skill Lock Resist and Super Blind is a step up. While Whaledor is often a solid Farmable Skill Boost solution, he offers nothing else and Shinji&Eva Unit-01 can easily replace him.

As such, it is possible to use Shinji&Eva Unit-01 across a wide variety of content as they can be an interim Skill Boost solution for Transforming teams or as an alternative to Whaledor.


Rei&Eva Unit-00, Core Fusion – D

Pros
Cons
  • Super Poison Resist
  • Does not provide much outside Super Poison

Rei&Eva Unit-00 comes with a Super Poison Resist which will protect players from all Poison attacks (not Poison Skyfalls) which is a key mechanic to counter. Sadly, Rei&Eva Unit-00 does not do much of anything else as their other awakenings are lackluster, middling active, and abysmal Weighted Stats will make it challenging to use in the majority of content unless brand new to the game.

This will be the case for the majority of the remaining cards as they will quickly be outgrown once a fledgling account acquires more useful cards.


Mari&Eva Unit-08 – C

Pros
Cons
  • Super Jammer Resist
  • Potential for personal damage with two 3×3 Boxes
  • Short base cooldown
  • The majority of Wood cards perform better
    • More personal damage
    • Better Weighted Stats
  • No SB Skill Boost and SBR Skill Lock Resist

Mari&Eva Unit-08 continues the trend of Wood cards having notable personal damage when matching 3×3 Boxes of Wood and Heart orbs due to VDP and SFUA .

These two awakenings work well together when used in conjunction with something like Zela who produces a board of Heart and Wood orbs. This 3×3 Box of Wood and Hearts will enable the owning cards to deal meaningful damage but the problem with Mari&Eva Unit-08 is that the current Super Reincarnated Wood cards all perform better as they have stronger Weighted Stats, more well-rounded awakenings, and better actives.

On the bright side, Wood lacks a truly magical Transforming leader which means the lack of Skill Boost Skill Boost and Skill Bind Resist Skill Lock Resist will not be as punishing but this can easily change in the future. As such, it may be possible to run Mari&Eva until stronger options become available.


Rei Ayanami (temp. name) & Awoken Mark.09 – C

Pros
Cons
  • Super Poison Resist
  • 6 Auto Heals Auto heal
  • Niche uses overall

Rei Ayanami boasts 6 Auto Heal Auto heal awakenings which in turn provides 6,000 health restored with each match. In the grand scheme of PAD, this is a tiny amount of healing and is perhaps only truly helpful in wildly specific compositions that are probably cheese-y in nature.

With that being said, there are only five total cards with at least 6 Auto Heal awakenings and this might find a use one day.


Asuka&Upgraded Eva Unit-02, Code 777 – D

Pros
Cons
  • Active provides a counter to Spinners for one turn
  • Super Jammer Resist
  • Active is only good thing and it is situational at best

Asuka&Upgraded Eva Unit-02 possesses a Change the World active in that it enables players to freely move orbs for 10 seconds without triggering matches.

This can be used to overcome Spinners for that turn as those 10 seconds will “freeze” them in place and allow you to easily maneuver the orbs in place.

While this can overcome spinners, we now have more ways to Lock orbs along many Spinners being easy enough to manage that Asuka&Upgraded Eva Unit-02 will seldom be used.


Kaworu&Mark.06 – D

Pros
Cons
  • Super Blind
  • Does not provide much overall

Kaworu&Mark.06 is the final card within the Evangelion Collab and is another disappointing 4-star card. This is because they provide nothing of value outside of a Super Blind Resist as their comically low HP, lack of a useful active, and low value awakenings will not grant them much use at all.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Evangelion Collab as I will not gain any true value out of the bottom rarity cards which comprises over 50% of the rolling pool.

Furthermore, my reasonably well developed Monster Box will not gain that much value outside of a few higher rarity cards and the odds are just not in our favour.

Regardless, it is always enjoyable dreaming about those few lucky rolls.

For my dream 7-star card, Shinji & Rei  are the default winner as they are the only card available in their rarity. For 6-star cards, Myr Regalia’s Weapon Assist will make for a powerful combination with the future Samurai 3 Weapons due to the Cloud and 20% Jammer Jammer Resist, Poison Poison resist, and Blind  Blind Resist Resist.

For the 5-star cards, Shinji & Kaworu’s Weapon Assist will allow me to bring Colour Absorb alongside Damage Absorb through an inherit. Finally, Shinji & Eva are essentially a low investment Whaledor that is almost ready to use along with having several other useful awakenings.

My Dream Rolls
7*
6*
5*
4*

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 Evangelion Collab is a poor event to roll in as the 4-star cards comprise over half the rolling pool with the majority of them being underwhelming overall.

Furthermore, there are only a few truly useful cards featured within this event but are sadly clustered towards the higher rarity cards which naturally make up a much smaller percentage of the rolling pool.

As such, I do not plan on rolling here and will happily take my free roll and hope for something of value.

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

Happy Puzzling!

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16 thoughts on “Evangelion Collab REM Review and Analysis – July 2020”

  1. Free roll got me Shinji and Kaworu and Unit 13. My dream pull from…several years ago. Never got him, now yolo’d him. And his weapon could haveba home with my new Norza.
    I am lucky.

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  2. Thanks for the hard work!

    My free rolls were Shinji and Unit01 and Misato. Not going to roll with stones. Unit 01 is tempting but I wouldn’t roll for it, maybe if was tradable….

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    1. This reminds me of Fujimi Fantasia collab as the second highest rarity could only be acquired via rolling but it at least had much better value at the bottom rarity

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  3. For the longest time, I was like “that Shinji&Kaworu&Unit-13” card looks really familiar…

    It was one of my rolls from waaaaaay back when I first started ~2500 ish days ago :’) the memories…

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  4. I’ve been thinking, wouldn’t Base Shinji and Rei (The 7 star base card from this collab) be a good leader pairing with Base Seto Kaiba from the Yu-Gi-Oh collab? Both are Water and Sub-Lights, and they seem like they would compliement each other nicely.

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  5. Rolled Shinji and Rei off the 20 dollar 6/7 pull. They’re a bit lackluster as a lead. Not terrible or anything, just not meta, somewhat durable but they hit weaker than more meta teams.

    While I don’t really need them for shura realm, sure, might give it a whirl if particularly well positioned. The likeliest role in my circumstances seems as a rarely used but possibly useful niche sub on v.ideal as a machine killer in the flex sub slot. For that, sure, they’re fine. Competes with the fact that you’re already running Aten and can run an x20 damage generalist Lucia, or so forth, but with a damage equip and latent killers on, devoted all in to the machine killer role, decent situationally.

    I wouldn’t advise rolling or trading for them the long way around. Other machines have more value for the rolls / trade investment.

    I don’t quite mind the couple freebie rolls sometimes involve equips with color resists. Kind of a jaded cats in top hats thing, but on day on a whim, might toss together a color resist team for the lulz, once some of the future other gravity equips are out, and a mix of color resist equips is fine as box depth one off happenstance.

    A nice collab writeup, as usual.
    I’m waiting for the next couple collabs, tbh, (hoping they come to NA)

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    1. With Shinji & Rei, you have a highly specialized card for killing machines which is unique and does fulfill a specific niche. That aspect is valuable to me and with the assist, you have flexibility as 3 Effective SB can make a difference

      Did you end up rolling more in this event or just stuck with the free rolls/bundle?

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  6. Is Shinji and Rei a must trade in your opinion for the upcoming SR realm? As someone who does not play on the Japan server I have no experience with that stage.

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      1. Thanks, I appreciate the response. With 1 day left to trade, I hated to think I missed out on the trade if it was worth it.

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        1. Well not to sound hypocritical but I did trade for them myself because it was the missing piece for me to realistically clear Shura as I kept getting to the menoas but running out of steam and with him on the team (instead of blodin) I have an easier time on many other floors as well

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