September 9 New Evolutions

Introduction

One of the best aspects of PAD is having older cards receive new evolutions or meaningful buffs to help them stay abreast with newer options.

While it is impossible to have everything be truly viable along with the innate power disparity compared to Pantheons versus top rarity Collab cards, many of the cards featured in this latest update can bring additional depth and options to a given Monster Box.

This article will high light the strengths and weaknesses for the new Evolutions found within this update.

Official GHNA post can be found HERE.

Video commentary


New Evolutions

Eschamali

Pros
Cons
  • 99 turn Dark Skyfall buff
  • Exceptional personal damage against Attackers
  • Not many Attackers to kill
  • LS is too orb hungry/impractical

Eschamali has historically been known for her powerful orb changer that also provided 4 turns of +15% Dark Skyfalls. These helped ensure a steady flow of Dark orbs but it has often been difficult to slot her into a team as her main appeal was the active and Passive Damage.

As such, Eschamali’s new evolution will give her sub potential due to her strong personal damage which is pushed over the top against Attacker spawns while also changing her active skill.

Eschamali’s new active now grants 99 turns of Dark Skyfalls but the bonus chance is lowered to 7%. This is still meaningful as it means there is almost a 1/4 chance for Dark orbs to fall down (1/6 + 0.07) and may be many players first 99 turn Skyfall active which will greatly improve mono Dark teams.

While Eschamali is excluded from Yugi teams due to her lack of Devil typing, Eva Unit 01 can fully take advantage of her.

Despite the fact that Eschamali’s Leader Skill boasts high Damage Reduction, it requires 3 Dark combos which is impractical overall.


Pandora

Pros
Cons
  • 4 SB Skill Boost
    • 5 Effective Skill Boosts
  • Devil typing
    • Viable Yugi sub or pairing
    • Provides +2 seconds & +2 combos
  • Super Blind Resist
  • Reasonable VDP potential
  • Not the best Yugi pairing
    • V is better
  • No SBR Skill Lock Resist

SR Pandora retains her Devil typing along with orb changer that will produce Dark and Heart orbs while also providing a single turn of Haste. This enables her to provide 5 Effective Skill Boosts Skill Boost and can function as either a sub or pairing for Yugi teams.

This is due to the 5 Effective Skill Boosts combined with Super Blind Resist which will help alleviate team building constraints. When paired with Yugi, players will gain access to 4x HP but will have only 2x RCV which may place some constraints on healing.

Thankfully, Pandora will also provide +2 combos with any 6+ Dark match along with 2 additional seconds of orb movement time. This in turn may help open up more mono Dark team options for newer players.

Just be aware that SR Pandora lacks Skill Bind Resist Skill Lock Resist which only becomes a problem if one other card lacks this awakening.


Shiva

Pros
Cons
  • Super Poison Resist
  • 4 SB Skill Boost
    • 5 Effective Skill Boosts if 75% Damage Reduction works
  • High personal damage against Dragon types
  • LS only has Damage Reduction with 2 Fire combos
  • Active may leave something to be desired

SR Shiva gains access to 2-4 Skill Boosts Skill Boost along with Super Poison Resist while also having solid personal damage against Dragon type spawns.

While I am not a huge fan of his active, SR Shiva can potentially provide an extra turn of stalling as 75% Damage Reduction should be sufficient pre-Transform for most teams on floor 1. With that being said, I feel it may not have always be the most desirable active unless you need the on-demand Damage Reduction for a specific preemptive or spawn.

On the other hand, SR Shiva has strong personal damage against Dragon spawns but does lack a VDP awakening which means he cannot be relied upon for Void encounters. Finally, his new leader skill is going to be problematic in today’s meta as no HP multiplier and no Effective Health without 2 Fire combos will often spell certain death as stalling will be required.


Shamash

Pros
Cons
  • Super Jammer Resist
  • Unique active
    • 30% Gravity
    • 9999 turn Unable to Match Orb clear
    • Full Bind/Awoken Bind clear
    • 20 CD offset by Skill Charge
  • High multiplier LS with 5 colours
  • 30% Gravity is situational
    • Most things are one shot (Shura excluded)
    • Greatly increases cooldown
    • Small upside
  • No personal damage
  • Forced into Rainbow to use Skill Charge & active

Shamash is an unusual card as I am having difficulty finding a truly great place to utilize them due to their unique kit. Her active skill is able to fully remove all Unable to Match Orb Effects, Bind, and Awoken Binds along with a 30% Gravity on a 20 turn cooldown. This cooldown is offset by Skill Charge but being dependent on it can be problematic.

This is because players are forced to use Shamash in a Rainbow setting and must have 5 colours on the board to make this active charge up fast enough if relying on it to clear these statuses. I feel that this can be problematic due to the fact that many dungeons throw these mechanics on a reasonably common basis with sometimes only several floors in between.

With that being said, I am not too sure how to fully utilize them and may or may not be missing something important.


Reincarnated Allatu

Pros
Cons
  • 7 Effective Skill Boosts Skill Boost
    • 3 turn Delay + board change
  • Super Poison Resist
  • L
  • Modest personal damage
  • Devil typing
    • Viable Fortress Dragon or Dark Magician alternative
  • Delays do not stack
  • Low Weighted Stats

Allatu has received a surprisingly powerful evolution as she is now able to provide 7 Effective Skill Boosts Skill Boost through a 3 turn Delay, Super Poison Resist , and an L . This is a surprising amount of utility jammed into a single card along with her having modest personal damage due to double 7 Combos 45. Furthermore, her Delay active also comes with a tri colour board changer which grants it additional value after being used on Floor 1.

As such, Allatu can function as a viable Yugi sub that can be used instead of Fortress Dragon or Dark Magician and in a vacuum, prefer her over both of them. This is because the an L tends to be difficult to find on Yugi teams along with the board changer trumping Dark Magician’s active as it can be used to reliably generate Dark orbs.

As a whole, I am pleasantly happy with Allatu and her along with SR Pandora will give players more options for exploring mono Dark teams.


Reincarnated Inahime

Pros
Cons
  • High personal damage against Machines
    • 2 Killers + Latents
    • Valuable in Shura Realm
  • Powerful active
    • 5 turn Bind & Awoken Bind clear
    • 5 turn Unable to Match clear
    • Tri colour board with Hearts
  • Super Jammer Resist
  • Impractical LS
  • Provides only 2 Skill Boost Skill Boost
    • Harder to use on Transforming teams

Inahime’s new Reincarnated evolution grants them impressive personal damage against Machine spawns which are the most common and deadly within Shura Realm. In addition to this, Inahime provides Super Jammer Resist along with a valuable active skill.

This active will clear 5 turns of Bind, Awoken Bind, and Unable to Match Orb effects which is fantastic for end game content where thee mechanics are commonly found. Furthermore, a tri colour board changer that includes Hearts is also brought along. This means that should the clearing aspects not be required, players still have a powerful kill board potential.

With that being said, the largest shortcoming Inahime faces is only owning 2 Skill Boosts Skill Boost in a meta where Transforming tends to reign supreme. While it is not impossible to work around, players just need to be mindful of what their Skill Boost needs are.


Reincarnated Nene

Pros
Cons
  • High personal damage against Devils
    • 2 Killers + Latents
  • Powerful active
    • 5 turn Bind & Awoken Bind clear
    • 5 turn Unable to Match clear
    • Tri colour board with Hearts
  • Super Jammer Blind Resist
  • Impractical LS
  • Provides only 2 Skill Boost Skill Boost
    • Harder to use on Transforming teams
  • Vergil is superior in almost every way

Reincarnated Nene has numerous similarities with Inahime in the sense their kit follows a similar template. Unfortunately, she is incredibly similar and inferior to Vergil in basically every aspect.

While it is safe to say that Vergil is amazingly powerful, being an inferior version to another card that has nearly the same kit is problematic. As such, the value Nene brings to a given team will somewhat hinge on whether or not you own Vergil.


Reincarnated Oichi

Pros
Cons
  • High personal damage against Gods
    • 2 Killers + Latents
  • Powerful active
    • 5 turn Bind & Awoken Bind clear
    • 5 turn Unable to Match clear
    • Tri colour board with Hearts
  • Super Poison Resist
  • Impractical LS
  • Wood is in an awkward place

Reincarnated Oichi slightly deviates from the previous two cards as she provides 3 Skill Boosts along with the same type of kit. One additional Skill Boost Skill Boost does make a difference as it is vital for Transforming teams to be ready right away.

With that being said, Wood is currently in an awkward place as it lacks a premier team which in turn does lower the potential of any Wood sub.

On the other hand, Oichi can function as a potent God Killing solution due to her ability accept God Killer latents while having 2 of the awakenings already.


Reincarnated Tachibana

Pros
Cons
  • Super Poison Resist
  • 20% Blind Blind Resist and Jammer Jammer Resist
    • Works in conjunction with Samurai 3 Weapons
  • 4 Skill Boosts Skill Boost
    • 5 if you can use 75% shield
  • Value somewhat hinges on having Samurai 3 cards
    • Or other ways to find 80%
  • Lower Weighted Stats

Reincarnated Tachibana is able to function as a Rainbow sub who is able to fully Resist Poison abilities while also providing 20% protection against Blind Blind Resist and Jammer Jammer Resist attacks. This is an interesting spread of awakenings which can be meaningful if you have ways to hit the 100% requirement.

As such, the first thing that comes to my mind are the Samurai 3 Weapons as they provide 80% Resist along with a single Skill Boost Skill Boost. With this inherited on Tachibana, she will go up to 5 Skill Boosts and 6 Effective if you can use the 75% Damage Reduction and survive. Furthermore, the 5 elemental board can be used by non-Dark reliant Rainbow teams while she also provides modest personal damage.

In terms of cons, I feel that if you do not have efficient ways to achieve 80% addition Resist to Poison or Jammer, her value is diminished. This is because they occupy a 2/9 awakening slots and if you are already covered by other Super Resists, they are then wasted.

Otherwise, she can function as a highly Resistant Rainbow sub.


Reincarnated Nohime

Pros
Cons
  • Super Jammer Resist
  • 20% Blind Blind Resist and Poison Poison resist
    • Works in conjunction with Samurai 3 Weapons
  • 4 Skill Boosts Skill Boost
    • 5 if you can use 75% shield
  • Value somewhat hinges on having Samurai 3 cards
    • Or other ways to find 80%
  • Lower Weighted Stats
  • Super Jammer Resist is less needed overall

Reincarnated Nohime function in nearly the same fashion as Tachibana but will produce Dark orbs instead of Light through her active while also having Super Jammer instead of Poison Resist .

As a whole, I feel that this is a step down in a vacuum as both Poison and Blind tend to be more meaningful. With that being said, if you are able to find efficient ways to hit 80% additional Resistance, Nohime can be utilized as a Rainbow sub who ideally does not use Light orbs.

Conclusion

New evolutions or buffs to existing cards are always exciting as it can often bring an old card back into relevance. In the case of the current batch of monsters, I feel that mono Dark teams have gained the most overall as Allatu and Pandora can give players a solid introduction to mono Dark.

Let me know which of these cards you find most exciting in the comments below.

Happy Puzzling!

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6 thoughts on “September 9 New Evolutions”

  1. There‘s a small mistake, by Nohime you wrote “poison resist” but it should be “Jammer resist”.

    Also most of these besides Tachibana and Nohime feel kinda meh, I‘m especially disappointed by Shiva since the rest of the Pantheon got good super revos.

    Also one thing I find kinda weird is that we still don‘t have a Mega Awoken Kaede, despite the fact that she‘s much older than some of the other GFE that have gotten Mega Awokens

    Like

    1. Thanks for the keen eye and it has been fixed =)

      Yeah Shiva’s new evo doesn’t solve his issue and without a reliable access to effective health, he can’t truly be used as a leader

      Like

  2. Shamash! is very good for Dyer + V.Ideal teams at the least. She clears Enoch’s orb unmatch and her kit is wonderful at filling in all the gaps. It makes for some easy team building when 1 card has 100% jammer, unlock, unmatch, 4SB, bind immune. The 4SB + bind immunity can’t be taken for granted as quite a few good Dyer + V.Ideal subs don’t have bind immunity (Indra, Diaochan, Sherias, Aten for example).

    Like

    1. I am not too put off by bind vulnerable cards as we now have some pretty spicy bind immunity weapons (eg. Umbrella, any chinese celestial earring)

      With that being said, not everyone has these weapons and Shamash is at least relatively ready to use and has a much lower investment cost compared to SR cards

      Like

  3. Allatu looks to open some nice Vergil teambuilding options, filling what was my SR Indra spot but now benefits from any of her super awakenings and doesn’t force an unbindable equip

    Like

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