Sacred Relic REM Review and Analysis – August 2020

Introduction

The Sacred Relic event returns to North America on August 17 and comes with several small but meaningful buffs for most cards. What makes the Sacred Relic event unique is that all cards found within are able to Transform with many of them actually providing numerous Effective Skill Boosts before Transforming.

This aiding other cards to Transform while also Transforming is incredibly valuable as it will remove the now “dead” Skill Boost Skill Boost awakenings as they are now replaced with something else along with the actives being greatly upgraded.

Furthermore, Sacred Relic is home to two incredibly powerful bottom rarity cards who will be a boon to essentially any Monster Box. With this in mind, I do encourage players to roll in this event if they have not done so in the past or if they are missing Lampeid   and especially Polowne .

With that being said, none of these cards have Weapon Assists which greatly lowers the value of Dupes along with it often being difficult to run 2 of the same card on a given team.

Video commentary

—video coming Monday—

Overview

Sacred Relic Pros & Cons – August 2020
Pros
Cons
  • 2/4 bottom rarity cards are worth owning/pursuing
    • Lampeid
    • Polowne
  • Plenty of value sprinkled throughout all rarities
  • Fewer cards available
    • Easier to roll a specific monster
  • No Weapon Assists on any card
    • Dupes have much lower value
    • More painful with 10 Magic Stone cost
  • Relatively small rolling pool
    • Only four 5-star cards that make up 55% or rolls
Sacred Relic REM
7 Star base
(10% total)
   
6 Star base
(35% total)
    
5 Star base
(55% total)
   
Sacred Relic REM Rankings – August 2020
S
A    
B  
C
D

Order within each tier is random and not reflective of ranking

Icon shows Transformed state

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.

For the Sacred Relic cards, I will show both pre and post-Transform states:

  • Skill Boost Skill Boost Water Row Water Row – A
    Water Row Water Row Water Row Water Row Water Row Water Row
  • Bind Immune Bind Immune Skill Lock Resist Skill Lock Resist Skill Lock Resist  – D
     
    Bind Immune Bind Immune Skill Lock Resist Skill Lock Resist Skill Lock Resist  
  • Skill Boost Skill Boost Skill Lock Resist Time Extend  – C
    Skill Lock Resist Skill Lock Resist Time Extend
  • Skill Boost Skill Boost – S
      Skill Lock Resist  Time Extend Time Extend

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

Grigory – A

Pros
Cons
  • 7 TPA TPA
    • 17x personal damage
  • Massive LS multipliers
    • 2x HP & RCV
    • 20x ATK
    • Auto Follow Up
    • Immunity to Poison Damage
      • Same metrics as Yugi
  • Active solves Damage Void issues
  • No awakening diversity
  • Voids present an annoying hurdle
  • Restricted to Physical types
    • Few truly amazing options

Grigory is the first card within the Sacred Relic event and comes with an outrageous 7 TPA TPA after Transforming. This leads to 17x personal damage which can be further augmented by using TPA inherits. Either way, double Grigory teams are able to deliver a spectacular amount of damage when matching exactly 4 connected Fire (or maybe Wood) orbs along with enjoying massive multipliers.

Double Grigory boasts 4/400/4 multipliers along with immunity to Poison damage and 2,000,000 Auto Follow Up Damage. These are exceptionally high multipliers and Grigory shares the numbers as Yugi but focuses on TPAs and using Physical types.

While there are enough Physical types to populate a team, there are not many good options available along with Duval being quite important as his 6 Effective SB Skill Boost and Super Blind Resist along with VDP and solid TPA damage.

In fact, Voids are a frustrating aspect for Grigory teams as your two main damage dealers (two leaders) are unable to harm Void spawns without using their active. While Grigory’s active does counter Voids, the fact that players have to rely on this active is a problem overall as a dungeon riddled with Void encounters will be frustrating to play through. This is partially why Duval is somewhat vital to Grigory’s success as it offers a viable alternative for lower health Void spawns.

As a whole, Grigory looks strong on paper due to his impressive multipliers and personal damage but end ups struggling compared to other mono colour teams due to his weakness to Voids.


Deena – A

Pros
Cons
  • High value active
    • 1 turn cooldown
    • Spawn 3 Water orbs
    • Lock all orbs
    • 1.2x ATK buff
  • Impressive personal damage, especially against Devils
  • L
  • Bunny girl
  • Requires 18 turns to Transform
    • Can only run so many Transforming cards
  • Less ideal on Yomi  / Norza teams
    • May overwrite Hearts
    • Doesn’t solve Water + Heart clause

Deena has the best bunny costume of any PAD character and is able to function as a potent damage solution for mono Water teams after Transforming. This will unlock her wonderful array of offensive awakenings and powerful active skill.

Deena’s active comes on a fast 1- turn cooldown that is able to generate 3 Water orbs, Lock the entire board after, and provide a 1.2x ATK buff. This means she can easily counter Spinners as orbs cannot change colours when Locked along with overwriting any ATK debuff along with her L removing the Locked orbs so the cycle can continue.

While the 1-turn cooldown may seem appealing for Yomi  / Norza teams, Deena is not the best choice or even second best for fulfilling the active skill clause requirement. This is because Yomi and Norza must match a Water and Heart combo which Deena does not guarantee. Furthermore, Deena runs the risk of overwriting Hearts with her active which may break activation and lead to subsequent death.

While this can be frustrating, Deena can still be used on essentially any mono Water team as her entire kit will greatly aid in clearing difficult content due to the steady stream of Water orbs, high personal damage, ability to overcome Spinners, and now a small ATK buff.


Alynna – A

Pros
Cons
  • 3 SB Skill Boost in Base form
    • Easy to Transform due to 12 turn cooldown
  • SBR Skill Lock Resist pre and post-Transform
  • Cloud Resist
  • Tremendous Healing solution via Enhanced Heal Orbs +heart
    • 1,523 base RCV
  • Solid personal damage
  • High value active skill
    • Full Bind/Awoken Bind clear
    • Generates row of Wood
    • 4 turn cooldown
  • Wood lacks a truly stellar leader

Alynna is a wonderfully powerful mono Wood sub as she is able to provide 3 Skill Boosts Skill Boost in her Base form. This can aid other cards in Transforming including Alynna who will gain access to a tremendously powerful active.

Transformed Alynna is able to provide a full Bind and Awoken Bind clear along with the ability to generate a single row of Wood orbs at the top row on a blisteringly fast 4 turn cooldown. I am always a big fan of Bind/Awoken Bind clears that come with an orb changer as one component will always have value as there is no guarantee the Binding spawn will actually appear.

In addition to this, Alynna features Cloud Resist and 2 Enhanced Heal Orbs +heart to bolster your healing output on her impressive 1,523 RCV. Furthermore, Alynna has solid personal damage and she is a pretty complete sub all around as she offers utility, orb changing, healing, and respectable damage.

With this in mind, it is hard to find any true faults in Alynna except for the fact that Wood lacks a truly stellar leader as we may or may not receive the same Collabs as JP.


Dyer – A

Pros
Cons
  • SBR Skill Lock Resist in both forms
  • Huge personal damage
    • 20x with 10 combos
  • Guard Break
  • 2 Team HP
  • Active counters Voids
  • Solid Leader Skill multipliers
    • Easy to activate
    • Various pairings available
  • Reliant on hitting 10 combos
    • Harder with no 7×6
  • Restricted to God types as Leader

Dyer remains a solid Rainbow leader in this day and age thanks to his respectable multipliers and his own stellar awakenings and personal damage against any spawn. When hitting 10 or more combos, Dyer will enjoy 20x personal damage along with owning Guard Break to overcome high DEF, low HP spawns and Team HP for added bulk. Furthermore, Dyer comes with a Void Damage Void active on a 6 turn cooldown. While the VDP Super Latent tends to solve most Void problems, it may not be available for all players due to its rarity.

In fact, Dyer does make for a solid candidate for this Latent as he does enjoy a much higher personal damage compared to most other cards and will make for smoother clears.

As a leader, Dyer can lead a bulky team and if you are not worried about a 7×6 penalty, can be paired with Aten for the larger board and massive RCV multiplier. These extra 12 orbs helps ensure Dyer can reliably proc his 10 Combo which is key for his damage output. If 7×6 is undesired, Dyer should try to pair with cards who provide bonus combo count such as Shinji .

While Dyer is a powerful leader, a great deal of his success hinges on hitting 10 or more combos which can be less consistent without 7×6 which is currently punished in A6/AA4.


Hermei – A

Pros
Cons
  • Tape Resist
  • L
  • SBR Skill Lock Resist in both forms
  • 2 Skill Boosts Skill Boost
  • Powerful Transform active
    • RCV buff
    • ATK buff
    • Locks all Dark orbs
  • Solid VDP damage
  • Viable Yugi pairing
  • Outpaced by V
    • V provides better multipliers
    • Immunity to Time Debuffs
    • +2 combos

Hermei was one of the earlier asymmetrical pairings for Yugi due to his Devil typing, +1 combo, and high utility active. While all of this still holds true today, Hermei is being outpaced by newer options such as V who provides higher multipliers and more additional benefits.

This is not to say Hermei is a poor card, it is just that there are more competitive options available. With that out of the way, Hermei is still a powerful Yugi pairing for 6×5 as the +1 combo can help overcome higher combo shields along with his active being incredibly powerful.

Hermei’s active is able to provide a 3x boost to ATK and RCV along with locking all Dark orbs on a 4 turn cooldown. This ensures players can overwrite the two most common debuffs with ease along with the 3x increase ensuring a kill or a return to full health. Furthermore, Hermei provides 2 Skill Boosts Skill Boost to aid Yugi’s 20 turn requirement while also providing Tape Resist and potentially rare L awakening.

In fact, Hermei could potentially end up being a sub if V is used as a leader due to the excessive Skill Boosts he brings.


6 Star base

Touya (New) – A

Pros
Cons
  • 2 SB Skill Boost in Base form
  • Outrageously high ATK stat
    • Works well with their offensive awakenings
  • 2 turn base cooldown
  • Unique Leader Skill
    • Halves own HP
    • Huge Damage Reduction
    • Auto Follow Up Attack
    • High ATK multiplier
  • Low HP, 0 RCV
  • Weird mix of Offensive awakenings
    • TPA TPA and VDP usually don’t mix well
  • Must have Light and Dark on the board at all times
    • Certain death otherwise

Touya is the only new card to be added to the Sacred Relic Egg Machine and comes with a blisteringly high ATK stat of 5,516 before Pluses are added.

This is significantly higher compared to the vast majority of cards and plays wonderfully well with their offensive awakenings. While TPA TPA and VDP do not often mix well together, the high ATK does ensure that when one of those patterns are formed, Touya will be dealing meaningful damage. With that being said, 7/9 of Touya’s awakenings are taken up by TPA or VDP with only one of them being used on a given turn unless 13 Light or Dark orbs are present.

In addition to their potent personal damage potential, Touya also has a unique Leader Skill as a single Touya will half your maximum HP and provide 75% Damage Reduction and Auto Follow Up Attack when Light and Dark are matched.

While this is an easy activation requirement, it also means certain death if you do not have these two colours present. On the bright side, Gravities and RCV debuffs tend to have little effect on duo Touya teams due to the tiny HP pool and 93.75% Damage Reduction.


Elsha – B

Pros
Cons
  • 6 Effective Skill Boosts Skill Boost in Base form
  • Post Transform grants bicolour board changer
  • 3 Team RCV
    • Aided by high personal RCV
  • Modest personal damage
  • L
  • Bicolour board changer on 9 turn cooldown
  • Post Transform does not offer that much overall
    • No Resists
    • No SBR Skill Lock Resist
    • Team RCV hinges on other card’s RCV value
  • Active is primarily a board changer
    • Minor secondary effect

Elsha returns to North America and still boasts her wonderful 6 Effective Skill Boosts Skill Boost in her Base form. This will be a tremendous boon to any Transforming teams as her post-Transform state will grant her additional and useful awakenings.

I am quite a big fan of cards who aid other in Transforming that also Transform themselves as it will swap out the now “dead” Skill Boosts and replace them with awakenings that have value throughout the rest of the dungeon. While this is the case for Elsha, I am not over the moon excited for her post-Transform awakenings as they do not offer that much overall.

Her personal damage is reasonable and a single L will always be valuable, but her lack of Resists including SBR Skill Lock Resist can be a little frustrating. Furthermore, the Team RCV only truly shines if your entire team has higher RCV values unlike Enhanced Heal Orbs +heart that only care about the owning card’s stats. In addition to this, her active skill is helpful but does not counter mechanics outside of movement time debuffs which are commonly found already.

Taking all of this into consideration, I feel Elsha will mostly be used to cover Skill Boost needs for Transforming teams as 6 Effective Skill Boosts are hard to come by. While this is most certainly on the higher end for Skill Boost solutions, her post-Transform state is nothing exceptional but still an upgrade as it does remove the now unneeded Skill Boosts.


Reeta – B

Pros
Cons
  • 1 SB Skill Boost in Base form
  • Super Jammer Resist
  • Active can be self looped
    • Skill Charge
  • High ATK multiplier
    • Relatively easy to achieve
  • Easy to achieve 50% Damage Reduction
    • Any 4 colours
  • Auto Follow Up Attack
  • Pairs well with Valentine’s Ideal
  • No SBR Skill Lock Resist in either form
  • 2 Killers are niche (Healer Killer physical killer)
    • Personal damage can be inconsistent
  • No Effective Health/Damage Reduction without 4 colours
  • Longer cooldown to Transform

Reeta returns with a single Skill Boost Skill Boost added to her Base form along with a small buff to her ATK multiplier. While both buffs are relatively small, they are helpful and will make it easier to use Reeta as Rainbow leader, especially when paired with Valentine’s Ideal .

This is because both leaders feature No Skyfalls (sadly two negatives/nos does not equal to Skyfalls occurring) in their Leader Skills which means they are often compensated for this “penalty.” For Valentine’s Ideal, players will enjoy +2 combos when matching any 4 colour whereas Reeta requires any 4 colours for her single point of Auto Follow Up Damage.

While this is relatively easy to achieve, Reeta must also leave behind 6 or fewer orbs after forming combos. This is a reasonably forgiving Leader Skill as a natural 8 combo board will fulfill these requirements but a board with 7 combos available only needs to blob 3 additional orbs to leave 6 or fewer after matching. As such, players should be able to activate Reeta on a reasonably consistent basis. Furthermore, the +2 combos from Valentine’s Ideal can help tap into 10 Combo awakenings as the original board only needed to have 8 combos to start. As such, subs such as Aten can be fully utilized.

In addition to this, Reeta comes with a valuable active skill as it will provide a 35% Damage Reduction and 1.5x ATK buff for 3 turns on a 6 turn cooldown. This is further aided by Skill Charge which makes it possible to have 100% up time on this active which only further enhances her performance.

While all of this is promising, Reeta is not without faults as she has a relatively high Transforming requirement of 18 turns that does not feel on-par with other major Transforming cards who share a similar cooldown. In addition to this, Reeta’s personal damage is inconsistent as her 2 Killers are only effective against the less common Physical and Healer typings. Finally, Reeta lacks SBR Skill Lock Resist in either form which can become an issue if using cards such as Aten who also lack this awakening.


Duval – S

Pros
Cons
  • 6 Effective Skill Boosts Skill Boost
    • Transforms after
  • Super Blind Resist
  • Powerful 4-turn cooldown post-Transform
    • Generates a column of Fire
    • 2x ATK for Physical & Dragon
  • Key sub on Fire Transforming teams
  • Mixing TPA TPA & VDP is less efficient
  • Have to roll, cannot Monster Exchange

Duval has quickly become one of the best mono Fire subs in the game due to the fact that he provides 6 Effective Skill Boosts Skill Boost before he Transforms. It is difficult to find this many Skill Boosts in a single card and the fact that Duval gains access to a Super Blind Resist along with a powerful 4 turn cooldown makes it challenging to find a comparable replacement.

This is both a blessing and curse as for those who own Duval, they are well on their way to building efficient Fire Transforming teams whereas those who have not will struggle as Duval cannot be Monster Exchanged for. While this can be frustrating, we are fortunate that Sacred Relic has value at the bottom rarity as 2 out of the 4 cards are highly desirable to roll.

Rolling difficulties aside, Duval is not without faults as his base RCV is 0 along with mixing TPA TPA and VDP as they don’t truly work well together. Regardless, if you are planning on running Transforming mono Fire teams now or in the future (eg. Remu x Dante ), Duval will be almost mandatory in forming the best team possible.


Shivnia – A

Pros
Cons
  • 3 Skill Boosts Skill Boost in Base form
  • Outstanding personal damage
    • High ATK stat
    • Three <50%
    • VDP
    • God God Killer & Dragon Dragon Killer Killer
  • Fantastic Farming leader
    • Access to Farmable Satan & Chuan
    • Can bolster damage via Rows Dark row
    • Auto Follow Up Attack
  • Slower compared to other
    Farming options due to Transform

    • More animation time
  • Must remain below 50% HP to truly shine
    • No Damage Reduction
    • Harder in longer/random spawn content

Shivnia is the final 6-star card within the Sacred Relic event and is one of the most potent Farming leaders in the game that has only improved due to an additional Skill Boost Skill Boost in her Base form. This does alleviate Skill Boost requirements for various inherits and once Transformed, Shivnia is able to dish out amazing amounts of damage.

While her ATK multiplier is nothing exceptional, the fact that she has so much personal damage along with the ability to layer additional damage via Rows Dark row means she can easily farm dungeons such as Training Arena 2 without using a DEF Break (my own team HERE).

Generally speaking, <50% mixed with Rows Dark row tends to lead to spectacular damage and Dark is further blessed with the farmable Satan and Chuan . These two cards add significant amounts of Rows, varying HP resets, along with board/orb changers. Point is, Dark has viable Farmable options in order to build an efficient team along with numerous REM options to cut HP or make orbs.

Overall, Shivnia is a powerful and relatively easy to team build Farming leader that is able to deliver spectacular amounts of damage with relative ease.


5 Star base

Lampied – A

Pros
Cons
  • Super Poison Resist
  • 4 Effective SB Skill Boost
    • 2 turn Delay
    • Transforms after
  • 6 Water Rows Water Row
  • Valuable post-Transform active
  • Viable leader
  • No SBR Skill Lock Resist
  • Lower Weighted Stats
    • Low HP and RCV
    • Too high ATK that does nothing

Lampeid or Lamp is the first 5-star card within the Sacred Relic event and is one of the two bottom rarity cards you should try to acquire. This is because Lamp offers 4 Effective Skill Boosts Skill Boost through his 2 turn Delay along with his Base form having two Skill Boosts. This will aid in Transforming but the fact that Lamp himself Transforms is meaningful.

This is because his awakenings and active skill become upgraded and allow him to function as a potent sub or even leader. As a sub, Lamp will naturally be most at home on mono Water teams as his sizable 3x ATK buff can be fully taken advantage of along with the Awoken Bind clear and 6 Water Rows Water Row being valuable.

This two-in-one effect will help ensure at least one component will have value along with Lamp’s Super Poison Resist countering one key and dangerous mechanic. As such, I often find myself using him on my mono Water teams to help my other cards Transform while still retaining a valuable active and awakenings.

Despite the fact that Lamp is no longer a top tier leader, he can still easily pair with Fasca for a 7×6 board with Auto Follow Up Attack that is more than capable of clearing AA3.

While all of this is promising, one must be mindful that Lamp lacks SBR Skill Lock Resist in either of his forms which will become a problem if you have any other card lacking this awakening. Furthermore, his Weighted Stats are on the lower end, especially his HP and RCV as the larger ATK does little due to no personal damage awakening.


P’numas – D

Pros
Cons
  • Transforms between 2 forms
  • Easy to use and high Effective HP LS
  • Excessive SBR Skill Lock Resist
  • Awkwardly changes between <50% and >80%
  • LS means you have to use P’numas
    • Reliant on an active skill every turn
    • Most likely Tardis

P’numas is a unique card as he is able to swap between his two forms on a fast 3 turn cooldown. Doing so will change his offensive awakenings between <50% and >80% which is a cool concept but difficult to truly take advantage of. This is because teams do not wish to mix these awakenings as you can only proc one of them at a given time which will exclude P’numas from most teams.

While P’numas does boast respectable Leader Skill multipliers, it comes with several shortcomings such as having to have P’numas present on the team along with an active skill every turn. This will most likely end up being Tardis who is an okay card overall. While the durability will provide a certain degree of safety, the team as a whole will not be that effective overall.


Lisheilla – C

Pros
Cons
  • Strong active post-Transform
  • 2 SB Skill Boost in Base form
  • SBR Skill Lock Resist in all forms
  • Super Jammer Resist
  • 4 Team RCV
  • Mostly gains value from active
    • Other aspects are underwhelming
  • Team RCV > Enhanced Heal Orbs +heart in most cases

Lisheilla is able to provide 2 Skill Boosts Skill Boost in their Base form which can help others and herself Transform along with having SBR Skill Lock Resist in both forms. Once Transformed, Lisheilla gains access to a valuable active as it will provide 5 turns of Awoken Skill Bind clear along with a tricolour board with Hearts on a 6 turn cooldown.

Generally speaking, I tend to gravitate towards utility-based actives with a useful orb/board changing component as one component of the ability will always have value. While this holds true for Lisheilla, that is most of her value as the rest of her kit is average at best.

Super Jammer Resist is helpful but is often able to be skipped over and while 4 Team RCV can provide a meaningful boost to Healing, Enhanced Heart Orbs +heart tend to be more efficient. This is because the Team RCV takes into account the RCV value of every card which could be still a small number overall. On the other hand, Enhanced Heal Orbs only care about the owning card who often has a solid amount of RCV. As such, Enhanced Heal Orbs tend to provide a greater boost to recovery as it is not dependent on other cards having RCV values.


Polowne – S

Pros
Cons
  • 4 Effective SB Skill Boost in Base form
  • 3 Team HP
  • Incredible post-Transform active
    • Damage Absorb Void
    • Colour Absorb Void
    • 8 turn cooldown
  • L
  • One of the best universal subs in the game
    • Can even be off-type/colour
  • LS grants 1.5x Rank Exp
    • Useful for players who lack other options
  • Low Weighted Stats
  • No SBR Skill Lock Resist in Base form

Polowne is the second bottom rarity card you should be trying to acquire as her universal sub value is nearly unparalleled. This is because Polowne comes with 4 Effective Skill Boosts Skill Boost which will greatly aid in Transforming along with 3 Team HP , an L , and an incredibly potent active skill.

This active skill is able to provide a single turn of both Damage and Colour Absorb Void which has essentially become mandatory to have in end game content. While I am not a fan of mechanics only being overcome through specific actives, Polowne handles this with ease along with being on fast 8-turn cooldown.

Due to the short cooldown, 4 Effective Skill Boosts in Base form, along with 3 Team HP awakenings, Polowne can be utilized across a wide variety of teams and I have even found myself using her even if off-type/colour as her stats are somewhat compensated by the Team HP awakenings. While it is naturally best to try and use on-colour/type cards, Polowne can be an exception due to the sheer utility they offer and your HP probably not being negatively impacted.

As such, I do encourage players to roll in Sacred Relic to acquire Polowne if they have not done so in the past as she will make for an invaluable addition to essentially any Monster Box.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Sacred Relic event not because it is a bad event, but because I have already rolled a fair number of times during the first it was released. As such, I was able to acquire all of the bottom rarity cards and while I lack most of the 6 and 7-star cards, it is not worth gambling 10 Magic Stones per roll with over half of them being duplicate 5-stars.

For my dream 7-star card, I would love to roll Alynna due to her tremendous sub potential along with the fact that she will replace  Orihime Orihime for my Wood teams. It is not a far stretch to hope Wood will gain a new and powerful leader in the future and having a potent sub at the ready will be meaningful.

For my 6-star card, I truly crave Duval as I feel he is somewhat key in order to run Transforming mono Fire teams due to his 6 Effective Skill Boosts Skill Boost, Super Blind , and valuable 4 turn active. I was fortunate enough to roll Grigory the previous time but still felt hamstrung using him as the early Voids in AA3 were problematic along with sometimes insufficient damage as I struggled to bring enough Skill Boosts.

As for my 5-star dream card, Polowne is chosen as a default winner as I already have at least one copy of each bottom rarity card.

My Dream Rolls
7*
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 Sacred Relic Rare Egg Machine features several high value cards across all rarities with the 5-stars being home to two valuable monsters. As such, I would encourage players to roll in this event if they have not done so in the past in hopes of acquiring Polowne and Lamp while also having the chance of acquiring any Diamond card.

With that being said, this event is best approached with a finite amount of rolls due to the fact that no cards have Weapon Assists which in turn drastically lowers the value of dupes as it is unlikely you would want to run two or more of a single card on a given team.

For myself, I do not intend to roll because I have already acquired all of the bottom rarity cards the first time around.

Regardless, let me know what you think about the Sacred Relic Rare Egg Machine and how much you plan on rolling in the comments below.

Happy Puzzling!

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32 thoughts on “Sacred Relic REM Review and Analysis – August 2020”

  1. I have 2x Greg and Greg/Ludsev&Salerm and I did not faced to much trouble with voids. RGuan Yu is still an option. Esp. Running 1-2 fast orb changer like Jiraya or RMenoa let this team handle AA3. Any Ludsev&Salerm is.something like a dream pair. I know, it is maybe not S tier (I play Norza, Aljae/Lucia, Dyer), but not as hard as you think. Just the tool box is a bit…funny. 😀

    Like

    1. Having a solution to Voids that is not Grigory’s active is a pretty big deal for him overall. It is just odd that a mono colour team has this issue as it has always been rainbow pre-Void damage void/VDP latent

      Like

  2. I’m surprised you didn’t mention pairing Lamp with Norza. That’s what I’ve been doing, and even with my suboptimal team (Lamp/SRevo Karin/Ney/Pixel Sherias/Y’shtola) I’ve managed to beat AA3 a few times. Not reliably mind you, but a lot of that is due to PSI…

    Anyhow, I really have been enjoying playing this pairing. Lamp brings all my rows (especially because I have Zordon equipped), an HP multiplier, an Awoken Bind clear, a huge burst active (which I basically never need, the team hits so hard naturally), complete poison resist, auto FUA, and enough effective SB to get Norza transformed before I get killed. Norza in turn brings, of course, all the good stuff she always does, the most helpful being the combo bonus IMO. The team is interesting in that it has 2x HP and 10x recover, so as long as you can keep keep matching at least three hearts each turn and the enemy doesn’t hit ridiculously hard, the team is surprisingly tanky. I can sort of ignore Hinomitsu’s poison skyfall in AA3 because I can easily heal through matching lots of poison orbs and Norza’s combo adds means I can still hit the magical 7c number even with a poison orb filled board.

    If Lamp’s LS just had a shield of his own and was a bit less restrictive in terms of subs, that would solve basically all the major problems I’ve had so far with running him. Fingers crossed for a random YamaP buff!

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    1. I mostly mentioned Fasca as it was what I used in the past and worked quite well for AA3 content

      As for Norza pairing, that’s great to hear you have found success and I am wondering if you have double Norza for the constant stream of Water orbs or are you using someone else for the active skill clause?

      I don’t feel lamp will get his LS buffed as his sub value is higher in the long run and a buff to his awakenings would be more meaningful

      Like

      1. It’s definitely not a perfect setup, but I did just snag my first Qilin Dragon from AA3, so it’s worked well enough for my needs. BTW, with Lamp’s active up and a good board I managed to knock off a little under 50% of Qilin’s health in a single turn, so this team definitely doesn’t struggle for damage when it’s needed!

        I’ve got no Norza sadly. I just pair with a friend’s Norza, and that’s actually my only low CD active on the team, so I’m basically popping Norza nonstop, and stalling on turns when I don’t have enough orbs and can get away with it, which as I mentioned before is surprisingly easy (a constant 2x HP/10x recover does that for you). It turns out, however (at least for AA3), you don’t actually need to use an active every turn to oneshot most spawns, you just need enough of the right orbs. Lamp’s active gives you 2x to all stats and another 7x attack + AFU when you match 6+ linked water orbs, and Norza gives you a fixed 5x attack as well. That means even if you match a water row without using an active, you still get 70x + an AFU. Combine that with the fact my team has 12 water rows, minimum 7 enhanced water orbs (and usually 12 because most of my friend’s Norza’s have Spirit Ally, Kororo equipped), and multiple subs rocking 7c’s and high attack stats, and 70x combined with that is enough to take out a surprising amount, and since I still get AFU, I can ignore resolves and/or lazer things if needed. You can also still get Norza’s shield and combo bonus if you’ve got 5+ hearts too. And then when I do use an active, suddenly I get all that damage quadrupled. I can pretty reliably oneshot the Lovecraft trio in AA3 with just a good board and an active skill having being used. If I combine with Lamp’s active and a good board, I can then frequently get the little individual card multiplier (which I love playing with BTW) for Norza to a number in excess of 500,000, which is very satisfying!

        As to Lamp getting buffed, I’m not holding my breath, that’s just not how powercreep works, with a few exceptions of GungHo mercy here and there (IE: Mega DMeta bringing an OG SS-tier lead back to the top, or the recent buffs to my boy Cu Chu, who I farmed OoH with years ago). Again, I wouldn’t be shocked if he got a small LS buff and/or stat buff at some point, but with the caveat it would be too little and too late after he’d already been powercreeped out of relevancy. Here’s the thing about buffing him as a sub though, at least in his transformed state… how would you improve his awakenings short of introducing new awakenings and/or awakening mechanics? As it stands, once transformed he already (at least for my uses) has no “wasted” awakenings, plus, when applicable, he has the “+” versions for all his awakenings – the super finger, the super poison resist, and the super bind resist.

        One thing I could see them doing pretty easily though that would really increase his value as a sub: add more skill boost to his pre-transform state. If his pre-transform regular SB’s became SB+’s, he’d effectively be a six SB card, which would of course be awesome. Another thing I could see would be a water row+ awakening being introduced, and then GungHo could give him one or two of those to make room for some other post-transform awakenings. Or maybe just allow cards to have 10 natural awakenings now, or maybe let transform cards have super awakenings somehow, which is something I feel might eventually happen. Plus, GungHo still has the capacity to surprise with new mechanics – I would have never predicted transforming cards for example, and yet here we are.

        Sadly, my money still remains on the “too little, too late” buff occurring a few years from now, but again, you never know!

        Like

        1. That’s awesome to hear for your success in acquiring a Qilin Dragon =D One thing that I found interesting is how the HP values in AA3 vary so much. Like you said, you don’t need an active for many of the floors so less “ideal” set ups work well as the higher LS and personal damage multipliers can carry you

          On the other hand, Qilin Dragon has so much more Effective Health compared to everything else XD

          As for potential Lamp buffs, the additional SB in base form would help for sure but the Water Row+ would be better overall as he could gain more diversity such as a SBR, TE, etc.

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          1. Just got my second Qilin Dragon, same team. Glad I kept all my dupes from the OG Chinese pantheon – now I can make the Pixel, SuperRevo, and the Assist evos. It’s sort of crazy the Chinese get three legit evos, while most older Pantheons would settle for just being at least somewhat decent. I guess that’s what being a fan favorite gets you!

            I went back and checked the damage output of my Norza team. Get this: with a good board and Lamp’s active up, Norza, by herself, can pretty consistently deal 2+ billion damage by herself! That also means even if you don’t have Lamp’s 3x up, as long as you have a good board and have met the active clause, Norza can still pull well over half a billion by herself, which means (and I do it frequently) you can nuke basically every AA3 spawn not named Qilin Dragon (and assuming no VDP and/or absorb shenanigans) by just generating a decent board on that turn. All this is making me wonder though: how do teams that don’t output silly damage like Norza does deal with Qilin Dragon? I rolled a Lucia during DMC (no subs for a legit team though sadly), and while messing around with her in Endless paired with an Aljae friend, even with Lucia’s double 7c + a 10c combination, I can’t get her to anywhere near the damage Norza does. In fact, the only non-gimmick team I have that I think approaches the damage my Norza team pumps out is my Christmas Saline Fire team, but that team has 21 fire rows + whatever my friend’s lead brings, it’s kinda comical…

            Anyhow, all this talk about Norza X Lamp’s damage has gotten my thinking… The team clearly doesn’t have a damage problem, and as I was talking about before, it’s actually surprisingly durable (although looking at Shura Realm is making me rethink what should constitute “durable” these days, but I digress). So, other than severe PSI issues, why am I not consistently clearing AA3? I think it must be a utility issue for some of the newer, more annoying mechanics. If I had some magical water sub that could counter spinners, unmatchable orbs, and attribute absorb, plus maybe also had a “safety net” built in (IE, full restore HP and/or a shield for those times when I don’t have enough heart orbs), I think my success rate would be dramatically better. Some super high HP sub with a +Team HP awakening or three would be awesome too – when you have 10x recover and a small shield, HP is the name of the game!

            As far as buffing Lamp goes, assuming this hypothetical “Water Row+” becomes a thing (and honestly I wouldn’t be surprised, GungHo is going to need to find a way to keep inflating awakenings for powercreep reasons, and that seems like low hanging fruit), that would potentially free up three slots if Lamp’s six regular water rows got condensed into three super water rows. Right now, if I got a choice, I’d for sure take a super blind resist, probably take an SBR, and I’m still undecided on the last one TBH. Probably either a tape resist, an L-unlock, +Team HP, or a super jammer resist if pairing with Norza, and if not, a cloud resist or a combo orb awakening. And while we are hoping for awesome but very unlikely Lamp buffs, I want to see his LS buffed to an unconditional 3x to all stats for water attack + 50% shield when matching 6+ water orbs so I can go do Shura with my Lamp team!

            Like

  3. Hey Mantastic!

    Assuming all equal variables (sub depth, puzzling ability etc), would you put Dyer ahead of NY Reeche as a rainbow leader? Seems close but that VDP active and auto dmg is awfully nice.

    Like

    1. Dyer much better as a leader as he brings Auto Follow Up and large multipliers whereas Reeche just offers strong multipliers.

      On the other hand, NY Reeche is a fantastic rainbow sub due to their output and active

      Like

  4. Currently, JP has a really good wood team with Deku from the My Hero Academia collab and Nero from DMC, so here’s to hoping we get Deku in the future

    Like

  5. Yolo roll was Duval. Unfortunately I don’t have Grig or Dante, but who knows maybe I’ll luck out on Remu.

    Do you think Dyer is still worth a trade if I can put together a good team and my alt can provide MAten?

    Like

    1. I don’t feel he is worth trading for at this point in time as his leadership potential arc has plateaued/declined which means trading now is both expensive and not the best long term investment

      Like

  6. Out of 7 pulls : Gregory, Duval, P’numas, 2xReeta and 2xElsha. Feels weird, I feel like I super highrolled fire but the rest is kinda meh. Plus i was aiming for bottom rarity since i don’t have Lampeid and Polowne… Also i’m quite early in the game too so I think building a fire transforming team will be pretty difficult atm. Oh well guess i’ll still have the options for later. 2 dupes in seven rolls though damit xD

    Like

    1. That is pretty magical luck overall but I feel you could possibly benefit from a few more rolls due to missing both Lamp and Polowne

      Do you feel those two cards would benefit you?

      Like

      1. Yeah honestly i was quite surprised to get almost no 5 stars, pretty crazy. But yeah i think Polowne in particular could fit in several of my teams. I’m still lacking on VDP options in general and her active could help me a lot. just gotta save for a few more rolls and pray now ^^

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              1. Finally pulled Polowne !!! got 3 Lampeid and Touya on my journey, but it was all worth it, no regrets. Now i’m done rolling this though, thank god XD

                Like

  7. I’m surprised Dyer is only A tier considering he is one of the better rainbow leads atm and can easily clear all the way to AA4

    Like

  8. Hey Mantastic got Grigory in the last run, however was never able to utilize him fully due to lack of duval despite pulling heavily. I’m lacking only dyer, deena, and touya but honestly imo the best pull of this collab is duval because unlike the leaders who were outstanding when they debuted and slowly getting power creeped, duval has an almost essential spot in fire transform teams. While pulling duval wouldn’t help a Grigory team to be SS tier, I really really want this card for just future proofing fire team, in my situation I know better than to roll but how do you abate this URGE, please convince me before its tooo lateeeeee.

    PS, I have already a more than one capable teams for endgame dungeons but new cardss o(≧∇≦o)

    Like

    1. It sounds like you have kinda exhausted the value you could feasibly get out of Relic as you are now chasing for few and rarer cards with no real benefit in acquiring dupes.

      I agree it does suck that Duval is a pretty stable card for Fire Transforming and it is hard to replace him

      Perhaps if Relic gets Weapon Assists more rolls could be more justified but even then it all depends on how good they are

      Like

      1. Thanks, it is what is it is, I’ll pass on duval, until maybe in the far future where there is more value for me to roll sacred relic. I guess that means remu as well. Until heroic key animals, Mr. Mantastic I bid u adieu.

        Like

  9. Just curious – is the lack of a superstar Wood leader the only thing keeping Alynna from S rank? I’m sort of tempted to trade for her and hope the right leader comes along.

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    1. I rolled Alynna the first time this event came and I still haven’t used her. I can see her being relevant with a good leader, but I personally would t trade based on what might happen. Just my policy. In any case, even with a good leader I wouldn’t consider her game-breaking like Yugi or BZela were in the past

      Like

    2. Future proofing yourself is never a bad thing but it may take a while for something truly relevant to come along and by that point Alynna may be weaker relatively speaking

      I kinda view her situation like Dante in the sense he needed someone to pair with to truly shine but we got Remu so trading in advance was not a bad idea

      Like

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