PAD Island REM Review and Analysis – September 2020

Introduction

The PAD Island (sometimes referred to as the Beach event) makes a return to North America just as Summer is ending. Needless to say, this event is a major trap to roll in due to the fact that it is horribly top heavy with the 6-star and below cards having lackluster value overall. Sadly, these cards comprise around 75% of the rolling pool while also having little value in dupes (or even as a single copy).

As such, if you are truly GungHo on any of the top rarity cards, utilizing the Monster Exchange system would be the best approach as your Magic Stones will go much further in virtually any other event.

Regardless, this article will outline the pros and cons for each card to give players a better understanding of what to expect in the PAD Island Rare Egg Machine.

Video commentary

—video coming Monday—

Overview

PAD Island Pros & Cons – September 2020
Pros
Cons
  • 5 Magic Stones
    • Cheaper to roll
      • Even cheaper to not roll
  • Skippable event
  • Several strong cards at top rarities
  • 4-6* cards are lackluster
    • Comprise 75% of the rolling pool
  • Little value in dupes for 4-8* cards
  • Just don’t roll
PAD Island REM
9 Star base
(2% total)
8 Star base
(6% total)
  
7 Star base
(17.8% total)
 
6 Star base
(34.5% total)
summer urd B Chester Meimei B Lakshmi
5 Star base
(18% total)
B Kurone B Fuu
4 Star base
(21.7% total)
 B Goemon B Navi
PAD Island – September 2020
S
A  
B   B Goemon
C summer urd
D B Chester Meimei B Lakshmi B Kurone B Fuu B Navi

Order within each tier is random and not reflective of ranking

Icons show Revo or Transformed state if possible

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.

  • B Goemon Fire Row Fire Row Skill Boost Skill Boost Machine Killer ( ) – B
  • B Navi Water Row Water Row Water Row +heart +heart +heart Multiplayer Bonus ( ) – 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. If you wish to read about this more in greater detail, check out my other article HERE.

Reincarnated Evolution

A Reincarnated Evolution (Revo) grants  up to 8 Latent slots and is often times a stronger overall card. Sadly, pursuing these forms will lock the monster in this state as they cannot be reversed. As such, only commit to a Revo if you 100% know you will get significant value from them right away.

9 Star base

Beach Planar (New) – S

Pros
Cons
  • 4 SB Skill Boost
  • Powerful Super Awakenings
    • Super Blind , Machine Killer Machine Killer, VDP
  • Valuable active
    • Fully clears Unable to Match Orbs
    • Fully clears all Bind/Awoken Binds
    • +3 combos
  • Potent leader skill
    • Auto Follow Up
    • Relatively easy to activate
    • Damage Reduction
    • Solid multipliers
  • 1% rolling chance
  • LS only grants HP to Fire cards
    • Main or sub attribute

Beach Planar is a new 9-star carded added into the PAD Island event and she is an amazingly stacked card in all metrics. When looking at her awakenings, she is able to provide 4 Skill Boosts Skill Boost, significant personal damage, along with several valuable choices for Super Awakenings.

The decision to take Super Blind , Machine Killer Machine Killer, or VDP will depend on your team composition along with dungeon you are playing. Either way, any of these Super Awakenings are valuable but the fun does not stop there.

Beach Planar’s active is able to fully remove all Unable to Match Orb effects along with all Bind and Awoken Binds plus 3 bonus combos. This is a wonderful utility active overall as each aspect will have merits and the +3 combos does add a subtle amount of additional damage.

Finally, Beach Planar’s Leader Skill rewards players for having Fire cards on their team (through main or sub attribute) along with matching Fire and Water combos. This will result in a high ATK multiplier, Damage Reduction, and Auto Follow Up Attack.

While all of this is promising, players should be aware that her Leader Skill only boosts HP for Fire cards along with having a 1% rolling rate.

Weapon Assist

Pros
Cons
  • Same powerful active as Base form
  • Full Bind Immunity
  • Enhanced Heal Orb +heart
  • Sacrificing Beach Planar as a sub/leader

Beach Planar’s Weapon Assist is able to provide Full Bind Immunity along with an Enhanced Heal Orb +heart awakening. This quite similar to Umbrella’s awakenings but instead of a Damage Absorb Void, the Yukata can clear all turns of Unable to Match Orbs, all Binds and Awoken Binds, along with adding 3 combos.

As mentioned above, this is a tremendously powerful active but pursuing this Weapon Assist comes at the price of not using Beach Planar in her Base form.

As such, I would strongly encourage players to retain her Base form and convert to a Weapon Assist once she has been Powercrept.


Beach Veroah – A

Pros
Cons
  • +3 Combos with 9 or more matched Water orbs
    • +6 with dual leaders
  • Active will generate numerous Water orbs
  • High personal damage with VDP
  • Easy to use Leader Skill
    • Works for end game + Farming
  • Orb hungry
    • Requires 9 Water orbs
  • Bringing numerous orb changers cuts down on utility
  • Must use an RCV/Healing solution

Beach Veroah is a truly interesting leader as she is able to provide +3 combos (+6 with dual leaders) when matching 9 or more connected Water orbs which means it will naturally proc from a 3×3 Box along with a full board swipe of Water.

While this is orb hungry, her active skill can cut down on this problem as it is able to heavily generate Water orbs at the cost of 0.25x RCV for a single turn. This will help provide a steadier flow of Water orbs but players must be mindful of using her in harder content as stalling may be required along with including a Heal solution such as Mut or Lakshmi  .

On the other hand, using a Machine Noah’s full Water board can be swiped for 7 combos which is pretty silly when you think about it. Either way, orb changers will be required for smoother clears which can make it harder to bring all of the utility required for harder content.

Weapon Assist

Pros
Cons
  • One of four Weapons with Dungeon Boost
  • Not worth making for the most players
    • High opportunity cost losing Base form

Beach Veroah’s Weapon Assist is one of four cards that are able to provide a Dungeon Boost awakening. While this is unique, it it is not worth pursuing for the average player as it means giving up using her much more powerful Base form.


8 Star base

Beach Yog – A

Pros
Cons
  • Yog in a bikini
  • Yog in a bikini
  • Much stronger in new form

Yog-Sothoth is often revered as an Outer God and cosmic entity which means GH had no choice but to dress them in a bikini. PAD is weird.

With that out of the way, Beach Yog has been given a new and vastly upgraded form which should be pursued.

Beach Yog (New)

Pros
Cons
  • Solid Weighted Stats
    • Huge HP
    • Solid ATK
  • Powerful active skill
    • 4 turn Bind/Awoken Bind clear
    • Bicolour board with Hearts
  • Strong personal damage
    • Triple 7 Combo 45
    • VDP
    • Coop Boost Multiplayer Bonus
    • Can use God or Machine Killer latents
  • “The Hot Summer One”
  • Coop Boost Multiplayer Bonus is wasted in solo
  • 2 Skill Boosts Skill Boost

Beach Yog’s new form is a significant upgrade as it grants him even more Weighted Stats with an exceptional emphasis on HP along with solid ATK to capitalize upon his numerous offensive awakenings. These include triple 7 Combo 45, VDP , Coop Boost Multiplayer Bonus, and the ability to use God and Machine Killer latents.

All of these traits enable him to function as a potent damage dealer on any mono Water team and if used in coop, few cards can compete with his universal damage. Furthermore, his active skill will create a bicolour board of Water and Heart orbs along with a 40% HP heal and 4 turns of Bind and Awoken Bind clear.

This multi-component active ensures at least one aspect will be useful along with the bicolour board providing massive potential damage.

As a whole, Beach Yog is a solid offensive card and his main weakness is the Coop Boost if used in solo mode and only 2 Skill Boosts Skill Boost which amusingly has less of an impact in coop.


Barbara & Julie – A

Pros
Cons
  • 7 unique Killers
    • High personal damage against almost all spawns
  • Active creates bicolour Water & Fire board
    • 100% DEF Break
    • Unlocks orbs
  • Easy to use and powerful LS
    • High multipliers
    • Bonus movement time
    • Bonus combos
    • Easy to activate
    • Can pair with new Beach Planar
  • Active cannot be used against Resolve spawns
    • Have to use with Auto Follow Up Leaders
  • No Damage Reduction
    • Vulnerable to 100% Gravities

Beach Barbara & Julie returns to North America with a slight buff to their Leader Skill as they will now add 1 combo per leader when matching Water and Fire. While this may seem like a small buff, it is still meaningful as an extra 2 combos from duo leaders will make it easier to overcome combo shields.

In addition to the extra combos, double Beach Barbara & Julie provides an unconditional 4x HP along with 256x ATK and 4x RCV when matching Fire and Water. Furthermore, players will also enjoy +4 seconds to orb movement time.

As a whole, Barbara & Julie is one of the easiest leaders to use from both activation, team building, and consistency point of view. While she does lack Auto Follow Up and her active does not produce Hearts, this can be worked around and she can clear plenty of content with relative ease. Expanding upon this, Barbara & Julie can pair with Beach Planar in order to gain access to Auto Follow Up, higher ATK multiplier, and Damage Reduction. Just be mindful that the HP component from Planar only applies to Fire cards (main or sub attribte).

To top it off, she has impressive personal damage when any of her 7 unique Killers overlap.

With that being said, I do not feel she is worth trading for at this point in time due to the fact that she is no longer the premier card she used to be upon her original debut.


Beach Fujin – A

Pros
Cons
  • 2 turn Damage Absorb Void
    • Mandatory in virtually every modern dungeon
  • High personal damage
    • Triple 7 Combo 45
    • VDP
  • 2 seconds orb movement time
  • 19 turns is “longer”
    • Competes vs Transforming cards
    • Becomes an issue with closely spaced Absorb spawns

Beach Fujin has received a significant buff to her kit by adding in a VDP which capitalizes upon her triple 7 Combos 45 and enables her to overcome Void spawns. This is meaningful as cards who have sizable personal damage without a way to harm Voids tend to fall flat as those awakenings go to waste.

In addition to this, Beach Fujin comes with perhaps the most important active in the game: Damage Absorb Void. This is because there is no other way to feasibly overcome Damage Absorb in this day and age which in turn makes it mandatory to have at least one present on a given team.

In my opinion, this is one of the worst designs within PAD as these spawns (which appear everywhere now) have no other way to counter or overcome if you lack this type of active. With that being said, having this key active tied to a highly offensive card is blessing overall.

The 2 turns of Damage Absorb has the most value when facing back-to-back spawns such as Machine Athena and Durga in AA3/A5 (25% chance to occur) as it allows for the smoothest clears. In order to “counter” this, GungHo has now begun releasing dungeons with multiple Damage Absorbs spaced a few floors apart. This prevents a 2 turn from being truly effective and the 19 turn cooldown Beach Fujin has is her largest downside.

This is because it may not be ready in time for the second Absorb spawn as GungHo has released numerous Transforming cards such as Polowne who can void one instance of Damage Absorb while also boasting an 8 turn cooldown. This also means Fujin’s active may become useless in longer content that has no Damage Absorb towards the end as her inherit will probably not be ready.


Beach Eschamali – B

Pros
Cons
  • 7 Enhanced Water Orbs blue + orb
    • Massive Passive Damage for the entire team
  • Active generates numerous Water orbs + 4 turn Skyfall
  • Lacks awakening diversity
    • 2 SB Skill Boost
    • No Resists
    • Little utility
    • Low/no personal damage
    • May make it challenging to address all mechanics

Beach Eschamali is the final 8-star card to be featured within the Beach REM and comes with a massive 7 Enhanced Water Orbs blue + orb. These will add significant Passive Damage to your mono Water teams along with her active skill generating numerous Water orbs along with providing 4 turn Skyfall buff.

As a whole, this grants her wonderful offensive prowess for your team but this comes at the cost of little to no utility as she only has 2 Skill Boosts Skill Boost, tiny personal damage, and no Resists. This can make it challenging to team build as you still need dedicated damage dealers along with countering all of the mechanics found within a dungeon.

Furthermore, I would prioritize having the right Resists instead of Passive Damage as that extra offensive might does nothing if you die to avoidable mechanics. With this in mind, I feel it will be challenging to slot Beach Eschamali on teams if gunning for harder content.


7 Star base

Beach DQXQ (New) – C

Pros
Cons
  • Does not have useless off-colour Rows
    • A special trait of REM DQXQ
  • 3-4 Team HP
  • 2-3 seconds orb movement time
  • Tape via SA
  • Low Effective Health via LS
  • Provides little in the way of Resists or utility
  • No personal damage
  • Okay active

Summer DQXQ is one of several new cards being added into this event and she also comes with an Orb Skin. Generally speaking, Orb Skin cards tend to be a bit stronger compared to other cards at the same rarity in order to justify their lower rolling rates.

Either way Summer DQXQ comes with 3 (4 with Super Awakenings) Team HP awakenings which will drastically improve the health of a given team along with 2 seconds of Orb Movement time. In addition to this, she can pursue a Tape Resist Super Awakening along with having a 4 elemental board with Hearts.

As a whole, I feel she is a reasonable card but at the same time, does not bring anything truly exceptional to the table as she has no personal damage, a less important Resist, and an average amount of Skill Boosts.

As such, I feel it may be difficult to find a true home for her unless you are in need of an HP-stick.

Orb Skin


Beach Tardis (New) – B

Pros
Cons
  • 2 turn base cooldown
    • Easy to inherit over
    • Overwrite movement time debuffs
    • Clears 2 turns Unable to Match Orbs
  • Noticeable TPA TPA damage
  • Unconditional 18x ATK for Dragons when using an active
  • Auto Follow Up when matching 4 or more Water orbs
  • TPA is often awkward
    • Harder to use as a sub
  • LS requires an active every turn
    • Works well in short dungeons

Beach Tardis has many similarities to his original form as both have numerous TPA TPA along with a low cooldown active skill. For Beach Tardis, he boasts much higher TPA potential along with an upgraded Leader Skill that will provide an unconditional 18x ATK for Dragons when using an active skill along with Auto Follow Up Damage when matching 4 or more Water orbs.

While Beach Tardis does have a 2 turn cooldown, it will still require usage from both leaders to have a continuous loop. As such, I feel he will be best served as a Farming solution where the dungeon is shorter and actives can be carefully planned for each floor.

As such, the value Beach Tardis can bring to your Monster Box will hinge on how important this play style is along with what other Farming options you already have.


B Meta Beach Metatron – B

Pros
Cons
  • Fast charging active skill
    • 4 turns
    • Clears 3 turns of Bind & Awoken Bind
  • Relatively low impact character
  • Stronger in her Revo form

Beach Metatron’s non-Revo form has difficulty finding a true home to be used on as her overall kit is terribly outdated. Thankfully, her new Revo form grants her significantly more value.

Revo Beach Metatron (New)

Pros
Cons
  • Potent Healing solution
    • Enhanced Heal Orbs +heart
    • High RCV
  • 4 turn cooldown
    • Clears 3 turns Bind/Awoken Bind
  • L
  • 2 SBR Skill Lock Resist
    • Helps pre-Transform cards
  • 2 SB Skill Boost
    • Harms her ability to help others Transform
      • Diminishes value of 2 SBR
  • No personal damage
  • No Resists

The new Revo Metatron is a significant upgrade from her previous form but she still faces an uphill battle to become truly relevant. Despite being able to function as a potent Healing solution while also providing an L and 2 SBR Skill Lock Resist, she may have some difficulty finding a spot on a given team.

This is because PAD has become so competitive in terms of card selection as new monsters are continuously being released which in turn makes it challenging to be chosen over other options. In the case of Beach Metatron, her lack of any Resists, personal damage, and only having 2 Skill Boosts Skill Boost will inhibit her potential on Transforming teams.

This is a shame because if she had a Skill Boost+ as a Super Awakening, she could have found more value as her double SBR Skill Lock Resist would have more upfront value as many cards lack this awakening pre-Transform. As such, they may go to waste which hurts as she already has no Resists.


B Sonia Beach Gronia – B

Pros
Cons
  • New evolution is much stronger
  • No reason to pursue this form

Beach Sonia’s original form has no true value at this point in time compared to her new evolution as both share the same active but the newer form coming with significantly stronger awakenings.

Beach Sonia

Pros
Cons
  • 3 Dragon Killers Dragon Killer
    • VDP
    • 2 TPA TPA
    • High base ATK
  • Bicolour with 2 Haste
  • Only strong against Dragons

Beach Sonia’s new evolution grants her amazing Dragon Killing potential due to her 3 Killers Dragon Killer, VDP , and 2 TPA TPA. This is further augmented by her naturally high ATK and enables her to blast through Dragons with relative ease.

To top it off, she owns a bicolour board changer that comes with 2 turns of Haste. This can be used to recyle previously used actives or to help charge up longer ones but one significant application was creating a System in previous Ranking dungeons.

This System involved numerous bicolour board changers with 2 turns of Haste to ensure every single turn this active could be used. While this type of set up has not been used for quite some time, it does not hurt to have and her Dragon Killing potential will never go out of style.


B Pandora Beach Pandora – B

Pros
Cons
  • New Pixel form is more specialized
  • No value keeping this form

Like many of the other 7-star cards within the Beach REM, Pandora has gained significantly more value through her new evolution. As such, there is no real reason to keep her in this form unless you prefer the artwork and have no need for a Healer Killer solution.

Pixel Beach Pandora

Pros
Cons
  • 3 Healer Killers Healer Killer
  • 2 VDP
  • 2 turn Colour Absorb Void
    • Comes with orb changer
  • Limited damage against non-Healers
  • Healers are not that common

Pixel Beach Pandora builds upon the Healer Killers Healer Killer found in her Base form and takes it to the next level due to owning  3 Healer Killers and 2 VDP awakenings.

This enables her to easily dispatch with Healer spawns while also having a way to pierce through Voids. Furthermore, her active skill will now void 2 turns of Attribute Absorb while still retaining an orb changing component. This ensures at least one component will have value as Attribute Absorb is not always seen.

With that being said, I feel that Pixel Beach Pandora will still mostly be a situational card for dungeons where you know a dangerous Healer will spawn.


Beach Artemis – B

Pros
Cons
  • Super Blind Resist
  • 2 turn Attribute Absorb Void
    • Double orb changer to Fire
  • Mixes TPA TPA and Rows Water Row
    • Poor synergy
  • 1 Skill Boost Skill Boost

Beach Artemis has been upgraded to come with a Super Blind Resist along with a single Poison Resist Poison resist. This can be supplemented through a Samurai 3 Weapon to let her fully Resist Poison mechanics as well. Furthermore, her active skill comes with a double orb changer (Fire and Hearts to Water) that also has a 2 turn Colour Absorb added on.

For the most part, the value of Colour Absorb will hinge on your current level of progression as many older dungeons lack this mechanic or have it on a non-threatening spawn that can be stalled.

With that being said, once you do encounter something more dangerous with Colour Absorb, you will love having a counter at the ready.

While all of this is promising, players should be aware that Beach Artemis has relatively poor awakenings due to 1 Skill Boost Skill Boost as well as poorly mixing TPA TPA and Rows Water Row.


Beach Tachibana – C

Pros
Cons
  • Cloud Resist
  • 20% Blind Blind Resist & Jammer Jammer Resist
  • Triple 7 Combo 45
  • Low Weighted Stats
    • Tiny RCV
  • Does not offer anything exceptional
    • Relatively generic card

Beach Tachibana has aspirations for being a stellar volleyball player but it would be better if she put her focus on improving her overall kit. This is because she feels like a relatively generic in that she does not offer anything exceptional nor unique and is mostly a triple 7 Combo 45 card with Cloud Resist .

This is not to say that these awakenings are poor, but they have become relatively common and Beach Tachibana’s low Weighted Stats, mediocre active, and inability to fulfill any particular niche well will hold her back.


Beach I&I – B

Pros
Cons
  • 20% Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist Resist
  • Clears 5 turns of Unable to Match Orbs
    • Comes with bicolour board changer
  • Modest Leader Skill
  • Strong personal damage with VDP and 7 Combo 45
    • Can use any Killer latent
  • Orb Skin
  • 20% Resists need to be capitalized on
  • Does not offer much to stand out

Beach I&I is the final 7-star card of this event and is the second card to feature an Orb Skin. Sadly, I feel she has aged poorly as she no longer feels unique as her awakenings and kit are no longer special in this day and age.

The inclusion of20% Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist Resist was more meaningful before Super Resists ( ) as it was a stepping stone to achieving 100% protection. Sadly, these awakenings may go to waste if using any card with a Super Resist and in all honesty, Super Resists are far too strong as they provide 5 awakenings in one.

With that being said, Beach I&I’s awakenings will not go to waste if used in conjunction with four other 20% Resists but this is often less efficient overall.

Moving beyond this, Beach I&I can function as a modest leader due to respectable multipliers and and flat HP plus conditional Damage Reduction. While it is no longer as dominating as before, it can still be used for a large portion of content. Furthermore, her personal damage is quite high when forming a 3×3 Box when hitting 7 combos along with being able to accept any Killer latent.

Orb Skin

6 Star base

summer urd Beach Urd – C

Pros
Cons
  • Passive Damage via Enhanced Water Orbs blue + orb
  • Cloud Resist
  • Useful board changer
  • Challenging to find a true use/home for her

Beach Urd has historically been an okay or mediocre card but time has continued to push her further and further back as her buffs do not enable her to stay abreast with other options.

This will be the fate for the majority of 6-star or lower rarity cards in this event which sadly comprises around 3/4 of the total rolling pool and I feel the only players these cards will truly help are those with brand new accounts with no other options.

With that being said, Urd can still function as a transitional sub until stronger cards become available but this does not mean you should be rolling in this event.


B Chester Beach Chester – D

Pros
Cons
  • 4 SBR Skill Lock Resist
    • 80% protection
  • Fully removes Unable to Match Orb effects
  • Comically low Weighted Stats
    • 780 at level 110
  • 4 SBR is excessive

Beach Chester boasts an outrageous 4 SBR Skill Lock Resist which allows him to provide 80% protection on his own. Sadly, this is excessive as the majority of cards naturally come with one of these awakenings along with teams being comprised of 6 cards.

As such, it will be difficult to justify using Beach Chester due to the wasted awakenings along with the comically low Weighted Stats.

On the bright side, he can fully remove Unable to Match Orb Effects which may give brand new accounts a new tool but there are much stronger options available.


Meimei Beach Meimei – D

Pros
Cons
  • Many Enhanced Orbs
    • Provides noticeable Passive Damage
  • Tricolour board changer
  • Low Weighted Stats
  • Mostly an early transitional sub

Beach Meimei can function as a transitional sub for brand new accounts who have nothing else to use due to her board changer and Passive Damage via Enhanced Orbs. While bonus damage is always welcomed, I feel it will not be meaningful due to the fact that acquiring any current leader will already have more than enough damage to carry through the majority of the available dungeons for newer players.


B Lakshmi Beach Lakshmi – D

Pros
Cons
  • 4 Skill boosts Skill Boost
  • No focus on her awakenings
    • Many go to waste
  • Basically a Skill Boost stick

Beach Lakshmi comes with 4 Skill Boosts Skill Boost which have become valuable in the Transform meta. While she can help you Transform, she will not provide much of anything else meaningful as her awakenings are all over the place which means many of them go to waste along with poor Weighted Stats.

As such, I feel Beach Lakshmi will function as a poverty Skill Boost solution which will be quickly replaced upon acquiring stronger cards.


5 Star base

B Kurone Beach Kurone – D

Pros
Cons
  • Prettier compared to Beach Fuu?
  • Comically outdated card

I understand the need to have cards of varying power levels in order to encourage players to roll but looking at the 5-star cards within the Beach event is saddening to say the least.

Both Kurone and Fuu have been in the game for countless years and there has never been a time where they have been relevant and the gap between good cards and them is continuing to widen.

Perhaps they could serve as Box Cheerleaders…


B Fuu Beach Fuu – D

Pros
Cons
  • You can scream FUU when rolling
  • Comically outdated card

G


4 Star base

B Goemon Beach Goemon – B

Pros
Cons
  • Full Fire board
    • 15 turn cooldown
    • Set HP to 1
    • 200x ATK Button
  • Three <50%
    • 8x personal damage
  • Easy to acquire and invest in
  • Machine Killer Machine Killer & Machine Killer Latents
  • Have to acquire via rolling
    • Weak event overall
  • Offset by Machine Goemon /
  • Low ATK/stats
    • Offsets personal damage

Beach Goemon returns with significant buffs to his kit as he can now function as a potent mono Fire farming card as he brings personal damage and a full mono Fire board changer.

This is valuable when trying to clear dungeons as fast and mindlessly as possible and can be used in conjunction with non-Fire orb generators to make predetermined patterns. This is most prominent with double row makers who will then create a 18 – 12 board that can be easily rearranged as needed.

While this is promising, Beach Goemon has a narrow usage overall as he will only function well on Farming teams and is offset by Machine Goemons / who are Farmable and provides another secondary effect.

While Beach Goemon does boast impressive personal damage multipliers, his terribly low stats (especially ATK) will hinder his overall potential. Furthermore, acquiring Beach Goemon means rolling the Beach REM which is not the best idea overall.


B Navi Beach Navi – D

Pros
Cons
  • Short base cooldown
  • Abysmal stats
    • Terribly RCV
    • Slightly offset by Coop Boost Multiplayer Bonus
  • Hard to find a dedicated use if not coop
    • Even with coop she is not that great

Once upon a time I thought Beach Navi was a pretty decent roll as her stat line was reasonably in line with other options and her Coop Boost Multiplayer Bonus helped grant even more. Sadly, we now have cards with nearly double her Weighted Stats along with her terribly low RCV that diminishes her ability to heal via Enhanced Heal Orbs +heart.

Taking all of this into consideration, it will be challenging to find a meaningful place to use Beach Navi.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the PAD Island event due to the lackluster value for the vast majority of cards. While the higher rarity cards are valuable, rolling in hopes of finding them is a poor idea as they constitute a tiny percentage of the rolling pool.

On the bright side, it is always fun to dream of what could possibly happen on a few lucky rolls and my dream 9-star card is easily Beach Planar as she offers significantly more value compared to Beach Veroah .

For my 8-star card, Yog is somewhat of a default winner as he is the only one I do not have due to rolling well in a previous Super Godfest.

7-star will have to go to with Wetatron due to her stellar art work. 6-star will be Urd summer urd as she is the least horrible whereas Kurone B Kurone is less ugly compared to Fuu B Fuu. Finally, Goemon B Goemon actually has some merits and if I were to acquire him on my free roll, I would not be disappointed.

My Dream Rolls
9*
8*
7*
6*
summer urd
5*
B Kurone
4*
B Goemon

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 PAD Island event is a top-heavy trap machine as it offers little value at the bottom rarities along with dupes being unwanted. As such, this should be an easy event to skip rolling in despite the cheaper 5-Magic Stone price tag.

This is because the vast majority of rolls will result in sadness and almost any other event will give more value on average moving forward. For myself, I actually acquired my Beach cards through an older Seasonal Super Godfest and have never rolled outside of the free ones.

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

Happy Puzzling!

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49 thoughts on “PAD Island REM Review and Analysis – September 2020”

  1. Something that jp sort of did was to resort pairing B Planar with BJ. I would go the other route and pair up with something like Dante as her atk multipliers actually come from combos and not fire and water. The latest dungeons haven’t had obscure amounts of resolves hence atleast partly why V Ideal is so popular right now.

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  2. Thanks as always for your detailed (and often entertaining) analysis. I had thought about tossing a few rolls at this iteration of Beach just to get anything in blue but with so much so dated and ultimately I will likely wind up with Fujin actives elsewhere and the 9* are just too rare, will take the freebie roll and call it a day.

    Liked by 1 person

    1. Sounds like a good plan. In theory, this event should be able to help build Water boxes but with so much junk at the bottom it is hard to justify rolling now, let alone several years ago

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      1. Ofc could also go for pseudo rainbow to get use of stuff like guard break. Doesn’t require to run rainbow subs and we’re getting really good fire/wood option in keyheros and dragons. Also getting Gureon, which is arguably one of the if not the best fire sub with the only thing of him being 30 cd transform.

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  3. I probably should have skipped this one. Four rolls, got Chester (goddamn it) which brought me to my senses.

    Went to check out the trade for Beach Planar. Damn. That’s an expensive trade.

    Looks like I’m bailing. Maybe I’ll farm for one of the equips (not mentioned here, but another water ring or shaved ice).

    Thanks, as always, Man(tastic)

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  4. Even with so many years of power creep, beach goemon is still one of the best cards for the event. I’m not a big fan of coop , so one copy of beach Goemon could really bring a lot to my fire farming team because he can clear two stages at once. The lowering of hp to 1 can have additional utility for farming by enabling the 50% hp awakenings. Definitely a solid card. Unfortunately I didn’t roll him or anything I wanted after 10 rolls. Truly disappointing.

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    1. Yeah Beach Goemon actually has some use compared to the other low rarity cards.

      If you already have an army of Machine Goemons it is less helpful but I would not say not if he was my free roll

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  5. Hi, i have a few extra dupes I can through in and my 5th throw in be my only beach yog. Is beach Planar worth exchanging for or just sit and wait?

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      1. I do have the b&j to pair her with but the main teams im running right now are yugi/v, aljae/ any rainbow pairing, remu/dante and sometimes fasca/Alice. I do have some blue teams but I think those four teams might be sufficient enough? Thanks for all the help and reviews!

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        1. It sounds like you have more than enough teams to tackle content and you can always pair your BJ with a friend

          With this in mind, I would hold onto your Trade Fodder for the next “big thing” whenever that is

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  6. Free roll: BTachibana (first one ever and the art’s cute)
    $.99 roll: BChester (another first but it’s Chester)

    Against my better judgement, I thought I’d roll some more. 4 rolls later, I got BPlanar. I’m shocked, my luck shouldn’t have turned out this good.

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      1. I think the jackpot would have been getting BVenoah and BPlanar without spending stones. Still, I’m pleased the extra rolls wasn’t a waste. I just didn’t want to end on BChester.

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    1. Connecting 9 specific orbs for full multiplier, no rcv, no shield, no fua, combo plus is tied to said specific orbs.

      Powerful? Yes
      Consistent? Absolutely not

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      1. ^
        Veroah is strong for sure but her orb hungriness will hold her back along with the lack of the above mentioned mechanics

        At this point in time, the hardest dungeons tend to be more of a mechanics check and Veroah needs orb changers which means less counters for mechanics

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    1. BJ can function as either a pairing or sub

      I feel the biggest issue with Planar is only boosting HP for Fire but being Water herself which means you either go mono Fire or Mono Water with Fire sub attributes (not easy)

      I have done some 3P A6 with BJ x Planar and it has been smooth sailing and I just ignored the Fire aspect and used Water subs

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  7. So did 4 rolls and was absurdly lucky but did get BPlanar and wound up with BJ on the alt.

    I am actually pretty happy with the pairing, there is enough TE available with that +2 seconds so that even someone who is not in good puzzling shape can easily get to 7c or more with near zero misses on a typical board and as long as you don’t get terribly orb trolled she sails through a lot of content at the tier I am at now and as a straight 6×5 combo leader I do find her more enjoyable than some others.

    Haven’t tackled anything serious, I am badly missing any quick orb changers in blue like it is simply dumb how many bi and tri color boards I have and nothing simple and short CD. Breaking my BVeroah team too (she was freebie, sadly I pretty much used all luck prior to SDKH which I really would like a true power lead pairing out of) but BP and BJ is solid even with a very limited box and should be better with more ideal subs frankly.

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    1. Haha ixnay on that BVeroah comment: threw a bunch of haste cards in there and even getting a horrifically busted Karin board at one point was just rolling in blue orbs with actives available system style.

      Also thanks to KTO who I see in this thread too for the killer latent setup for TA2 and BV, this could be glorious!

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    2. That is wonderful to hear. If you have the MP, Mut may be a reasonable purchase as she has a fast orb changer and Enhanced Heart Orbs which could also be used on your BVeroah team to heal

      Either way, glad to hear you managed to roll the spicier cards =D

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  8. is beach planar worth trading for ? i have 2/3 spare beach yogs, 1/2 spare beach fujin, 2/5 spare fagan, 1/2 spare zeus
    current most meta team is dyer/aten so it would be BBJ x beach planar vs that i think

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        1. Well if you feel she will spice up your life and subsequently enhance your PAD experience, then go for it. She is a strong card so it is not a wasteful trade and I presume you have a home to use her on

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  9. Aside of the other Monsters Ive got (and later sold) for this Collab, I was lucky enough to obtain both newcomer Beach Planar and Beach Barbara/Juile. Which of the two should I make the Leader as because I’m now starting a Fire/Water Team Thanks to these two.

    These are the Monsters that Ive Chosen as part of my Fire/Water:

    Summer Festival Norn, Planar (New)

    Summer Vacation’s Reunion, Barbara & Julie

    Witch of the Burning Flowers, Orya

    Mega Awoken Great Duke of Hell, Dantalion

    Super Reincarnated Karin

    Great Witch’s Disciple, Cherun

    Honorable Mentions:

    Beloved Colorful Dragon Caller, Ideal

    Reincarnated Sun Quan

    Reincarnated Mori Motonari

    Draconic Songstress on Koto, Minaka

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