Halloween REM Review and Analysis – October 2020


The Halloween event returns to North America just in time for the spookiest day of the year and comes with various buffs and new cards within the Rare Egg Machine.

Generally speaking, Seasonal events tend to be quite lackluster to roll in as they usually feature tremendously old cards who have not seen any meaningful buffs for numerous years. Furthermore, these cards often populate the bottom rarity of these events while also being the most likely card to roll due to their inflated rolling rates.

As such, the majority of rolls will be lackluster and leads me to avoid rolling and using the Monster Exchange system if it will prove valuable.

Regardless of this, this article will outline the pros and cons for each card to give players a better understanding of what to expect in the Halloween REM event.

Video commentary

—video coming Monday—


Halloween REM Pros & Cons – October 2020
  • Spooky themed event
  • Easy event to skip/pass
  • Scariest thing is the rolling rates
    • 75%+ for 5 or 6-star
  • Terrible value at bottom rarities
  • Don’t roll
Halloween REM Rarities
9-Star Base
(2% total)
8-Star Base
(4.5% total)
7-Star Base
(17.8% total)
6-Star Base
(36% total)
3224 3225 2409 H Vampire Halloween Alraune
5-Star Base
(39.7% total)
3226 3227 3230 3228 3229
Halloween REM – October 2020
C 2406  2409 H Vampire 3229
D 3224 3225 Halloween Alraune 3226 3227 3230 3228

Order within each tier is random and not reflective of ranking

Icons show highest non-Weapon Assist form 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.

  • 3226 TPA Dark row Skill Boost Skill Boost Dragon Killer Skill Lock Resist Dragon Killer Dark row Dark row ( TPA ) – D
  • 3227 Poison resist Poison resist Poison resist TPA Devil killer Dragon Killer 37 Healer Killer ( ) – D
  • 3230 TPA Auto heal Auto heal Auto heal Auto heal Auto heal Auto heal Auto heal  ( 45 ) – D
  • 3228 Skill Boost +heart +heart +heart blue + orb blue + orb blue + orb blue + orb blue + orb ( Skill Boost ) – D
  • 3229 Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost TPA Devil killer Devil killer (TPA ) – C

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

Halloween Suou – B

Halloween Suou (Transformed)

  • Fantastic Weighted Stats
  • Large personal damage
  • Strong LS multipliers
    • Adds +2 combos with Fire + Heart match
    • Large ATK and Damage Reduction
  • Unique active skill
    • Prevents other actives from being used for 2 turns
    • 3.5x ATK for 1 turn
    • 75% Damage Reduction for 1 turn
  • No meaningful awakenings pre-Transform
    • 20 turn CD
  • Active skill prevents other actives from being used for 2 turns
    • Shield only lasts for  1 turn
    • Does not produce Fire or Hearts
  • Must match Fire and Heal orbs for activation and Damage Reduction

Halloween Suou is a new Transforming card that also owns a mechanically new active skill that prevents other actives from being used for 2 turns along with several 1 turn buffs. These buffs provide 3.5x ATK and 75% Damage Reduction but only last for a single turn which means players will be vulnerable on the following turn as they are locked out of using actives.

I am not sure on the thought process behind this active as it feels quite risky to use in current end game content as many floors will require multiple turns to kill and being vulnerable for a single turn is dangerous. Perhaps it will have special interaction in future dungeons but at this point in time, it feels more like a liability.

This is because once you use the active, you better be able to survive the next turn without an active skill and if using Halloween Suou as a leader, a board lacking Fire and Hearts will probably get you killed. Perhaps if the Damage Reduction lasted for 2 turns it could be more viable.

With this in mind, I am less inclined to enjoy Halloween Suou’s Leader Skill as he must match both Fire and Heart orbs to trigger Damage Reduction and cannot generate orbs with his active. Perhaps as a way to compensate for this, players could pair with Gileon and while it will result in a strong team, it is still inferior to double Gileon.

On the other hand, Halloween Suou can still function as a strong offensive sub but is heavily contested by Grandis   who has a similar offensive spread but a significantly stronger active skill. As such, if I had to choose between using Grandis or Suou, I would choose Grandis unless Suou’s active has some weird skill interaction in the future.

Weapon Assist

  • Provides six 20% Resists
    • 40% in each metric
  • 3 turn Damage and Colour Absorb Void
  • Active prevents other actives from being used for 2 turns
    • Still can use actives during 2/3 turns of Voids
  • Super Resists diminish value

Halloween Suou’s Weapon Assist is able to provide 40% Resist to Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist mechanics which is unprecedented thus far. This should be used in conjunction with other 20% Resist options in order to efficiently build up to 100% protection. How this is done will depend on a given Monster Box but the main downsides are Super Resists being more efficient along with it potentially being difficult to hit 100% without wasting awakenings. With that being said, if you can efficiently reach 100% protection, this Weapon Assist will be meaningful.

In addition to the Resists provided, the active skill will grant 3 turns of Damage and Colour Absorb Void on a 15 turn cooldown which is invaluable in end game content. Sadly, this comes at the cost of having your actives disabled for 2 turns. This means that players will be unable to use actives the following turn. Thankfully, the 3 turn duration ensure that 2/3 of the turns will have active skills available.

As a whole, this Weapon Assist is quite powerful if players can survive a single turn without actives.

Halloween Madoo – A

  • Huge ATK stat
    • Synergy with offensive awakenings
      • VDP & TPA TPA
  • 4 Skill Boosts Skill Boost
  • 3 turn Delay
    • Makes her 7 Effective SB
  • Powerful LS
    • Easy to use
    • Massive HP and easy Damage Reduction
  • Active may lose value after floor 1
    • Hinges on if a spawn can be Delayed
    • Does not generate Orbs
  • 0 base RCV
  • Requires Healing Solution
  • Lacks bonus combo or Auto Follow Up

Halloween Madoo boasts a massive ATK stat that has wonderful synergy with her offensive awakenings and can function as a powerful damage solution for mono Dark teams. Furthermore, her Leader Skill reaches 400x ATK with dual leaders along with massive bulk due to an unconditional 4x HP along with an incredibly easy to activate Damage Reduction component.

This in turn enables Halloween Madoo to dish out impressive damage along with being able to withstand the vast majority of non-execute attacks in the game. With that being said, this team has 1x RCV along with both Madoos having 0 base RCV. As such, a Healing Solution like Eir must be used.

One other valuable aspect to Halloween Madoo is her ability to function as a 7 Effective Skill Boost Skill Boost card due to her 3 turn Delay. This can aid other cards who need to Transform and depending on the dungeon, the Delay can have merits later on.

As a whole, Halloween Madoo is a wonderfully strong card who can function as a potent leader that enjoys massive amounts of Effective Health that is also easy to activate.

Weapon Asssit

  • 3 turn Delay
    • Can be used on Floor 1 to aid in Transforming
  • L and TPA TPA have little synergy
  • Feels underwhelming for a top rarity Weapon

Halloween Madoo’s Weapon Assist is able to provide 3 turns of Delay which can be inherit on a card with a naturally low cooldown to provide Effective Skill Boosts to help other cards Transform.

Beyond this, I am unimpressed with this Weapon Assist considering she is a 9-star Seasonal card. This is because the awakenings conferred have little synergy as L and TPA TPA require differing number of orbs to proc along with only 2 Enhanced Dark orbs Dark Orb Enhance.

As a whole, I would not pursue this Weapon Assist as it does not offer enough, especially considering her Base form is quite powerful.

8 Star base

Halloween Verdandi – B

  • Massive personal damage when above 80% HP
    • Triple 7 Combo
    • Three >80%
    • 27x against all spawns
    • Can use any Killer Latent
  • Massive ATK multiplier as a leader
  • Active provides full HP heal
  • LS needs to be full HP and Heart Cross
    • Difficult to manage in modern dungeons
    • May relegate her to TA2
  • Heart Cross and 7 Combos is hard to achieve
  • Lacks VDP awakening
    • Hinders sub potential

Halloween Verdandi boasts incredibly high personal damage due to her triple 7 Combo 45 and three >80% awakenings. This translates into 27x personal damage to all spawns which can be further supplemented by Killer latents of her choice.

Sadly, this set up requires her to remain above 80% health along with having on value against Void spawns due to a lack of VDP . This lack of a VDP truly harms her potential as all 6 of her offensive awakenings essentially go to waste against any Void spawn.

As such, it may be hard to justify using Halloween Verdandi as a sub which in turn may relegate her to shorter and more predictable content such as Training Arena 2 (TA2). Training Arena 2 features massive HP and DEF values and no mechanics outside of large non-pre-emptive attacks.

In regards to her leader skill, Halloween Verdandi boasts a massive 784x ATK with a symmetrical pairing but hinges on matching a Heart Cross every turn and ideally hitting 7 combos to trigger her main offensive awakenings. This will be challenging to achieve on a regular basis and is further hindered by the need to always be full HP. While her active does fully replenish all your HP, it is on a long cooldown which in turn makes it challenging to use her as a leader.

Halloween Cotton – B

  • High personal damage
    • Augmented further by TPA TPA
    • Can use any Killer latent
  • High ATK LS
    • Has 2 sources of Damage Reduction
    • +2 combos
  • Movement time may be an issue
  • Lower Effective HP as lead
  • Offers little utility
    • Almost all offense

Halloween Cotton retains her ability to function as a potent Damage solution on mono Light teams as she features triple 7 Combo 45, double TPA TPA, and VDP without Super Awakenings. This enables her to deal meaningful damage against any spawn while also being able to take any Killer latent due to Balance typing.

As a whole, Halloween Cotton is heavily geared towards offense which is meaningful but comes at the cost of little utility. While Tape Resist is helpful, it is often a less pursued awakening and the lack of movement time, additional Skill Boosts, and helpful Resists is something to keep in mind when team building.

As a leader, Halloween Cotton boasts two easy to achieve sources of Damage Reduction along with bonus combos when matching Light and Dark orbs. While both sources of Damage Reduction are relatively easy to achieve, Halloween Cotton will be left vulnerable if both are not met due to 1x HP.

Halloween Sonia Gran – S

  • New evolution
  • New evolution is vastly superior

The new Sonia Gran evolution is vastly superior and should be pursued over this form.

Revo Halloween Sonia Gran (New)

  • Solid Weighted Stats
  • Strong personal damage against Gods
    • Triple 7 Combo 45
    • God Killer God Killer
  • Active provides Board Changer, ATK & TE buff
    • Hastened by Skill Charge
  • 8 Latent slots
  • Wonderfully high LS multipliers
    • 21x ATK
    • 2x HP
    • Activates from any 4 elements
  • Restricted to Dragon and Devil cards
  • Requires Healing solution
  • Lacks Damage Reduction and Auto Follow Up
    • Offset by asymmetrical pairing

Halloween Sonia Gran’s new evolution is a massive upgrade to their previous form as they are now blessed with much stronger awakenings, upgraded active skill, 8 Latent slots, and powerful multipliers.

Halloween Sonia Gran’s awakenings grant her impressive personal damage with triple 7 Combo 45, God Killer God Killer, high base ATK, TPA TPA, and the ability to take 4 Killer Latents. Furthermore, her Skill Charge quickens her ability to charge up her powerful active skill. This active is able to provide 2x ATK for Dragons, 2x movement time, and a full Rainbow board on a 12 turn cooldown.

As a leader, Halloween Sonia Gran is able to lead a powerful 4/441/1 team for Dragon and Devil cards. While this set up lacks Damage Reduction and requires a Healing solution, both can be circumnavigated. While this typing restriction does exclude Aten , Astalos can function as an alternative when matching TPAs and has greater potency against mono type spawns.

While all of this adds up to a powerful leader skill, it is important to have a healing solution such as Mel along with being mindful of Gravities and Resolve due to the lack of Auto Follow Up Attack. These can be offset by pairing with someone such as Aljae who grants Damage Reduction and Auto Follow Up Attack while not having any typing restrictions. Conversely, she can be paired with Valentine’s Ideal for even more bulk but being forced into only using Dragons.

If you are in a position of numerous strong Rainbow leaders, Halloween Sonia Gran can be used as a sub due to her offesnive might and active that can be hastened via Skill Charge.

7 Star base

Halloween Durga (New) – A

  • Strong personal damage against Gods
  • Valuable Super Awakenings
    • Super Blind Resist
    • 7 Combo 45
  • Easy to use Leader Skill
    • Requires 4 elements
    • Auto Follow up
    • Sizable Damage Reduction
  • Interesting active
    • Full Rainbow board
    • 5 turn 30% max HP heal
      • Loop with dual cards
  • Has to be above 50% HP for Damage Reduction
    • Greatly offset by active skill
    • Hindered by lower HP multiplier
    • No impact on ATK multiplier
  • Lower ATK multiplier

Halloween Durga is a new Orb Skin card that has the capacity to function as a powerful Rainbow leader or sub. As a leader, she boasts solid multipliers along with an incredibly easy to activate condition of any 4 elements including 3 colours plus Heal orbs.

This should be doable from any given board and the massive Damage Reduction clause should be easy to maintain as players only have to be above 50% Health.

This 50% clause is akin to Gileon’s Leader Skill as it has no impact on your ATK multiplier and while Durga’s Damage Reduction value is higher, her HP multiplier is lower which means care must be taken to ensure you stay above half health.

While the 75% Damage Reduction is sizable, healing will still be required but Durga’s active can help solve this as it provides 30% max HP heal every turn for 5 turns and can be Looped with a second Durga. Just remember that the Damage Reduction takes effect every time you are above 50% health and due to the order of abilities being resolved, the 30% heal will take effect before the opposing spawn attacks.

While all of this sounds great, Durga is marred by a lower HP multiplier which becomes more dangerous with multi hit abilities along with a lower ATK multiplier. To address either of these, it is possible to pair with other Rainbow leaders as Durga’s only requirement is having Dark cards.

Orb Skin

Halloween Weld (New) – B

  • 3 Devil Killers Devil killer
    • 4 with Super Awakenings
  • 3-5 Skill Boosts Skill Boost
  • Only hurts Devils
  • Long base cooldown
  • LS requires 6 Water orbs for activation
    • No Effective HP without
  • Lacks utility
  • May be hard to incorporate into end game teams

Halloween Weld is the second new 7-star card added into the Halloween REM and comes with a magical 3 Devil Killers Devil killer and can gain a fourth via Super Awakenings. This translates into 27-81x personal damage against Devil types regardless of how many combos were matched or what pattern formed. If electing to not use a Devil Killer as a Super Awakening, Weld has access to a Super Skill Boost or VDP .

While Devil spawns are reasonably common, they are not as prominent in Shura Realm outside of Floor 15 which leads me to believe Weld will be used on a more situational basis due to the lack of utility they bring along with their long cooldown active skill.

20 turns a tremendously long time and a full mono board of Water plus 5x Burst has no merits against Combo Shields or Voids. As such, I feel their main appeal will be in a Farming setting as a sub or leader. As a leader, they do gain access to sizable Damage Reduction, but only when matching 6 or more Water orbs. While this is a modest requirement, it will often prove fatal in harder content on turns 6 Water orbs are not available.

Halloween Alpha & Omega – A

  • Offensive Healing Solution
    • Respectable personal damage
    • 4 Enhanced Heart Orbs +heart
  • 4 Skill Boosts Skill Boost
  • Active combines Burst + Board changer
  • 1 turn of Burst
  • Low HP

Halloween Alpha & Omega are able to cover several valuable aspects as a sub due to their 4 Skill Boosts Skill Boost, respectable personal damage, 4 Enhanced Heart Orbs +heart, and valuable active.

Cards with Enhanced Heart orbs have risen in popularity due to teams with high HP and low RCV values. Normally, these teams will struggle to restore their health but when using a card with Enhanced Heart Orbs, matching exactly 4 Hearts will provide a significant boost to healing. Furthermore, only the owning card’s RCV is important when determining how much health is restored and thankfully, Alpha & Omega have a respectable amount.

While he lacks the higher RCV and strong utility of Amaterasu , their extra Skill Boost along with personal damage and offensive active can make up for it. Alpha & Omega’s active provides 1 turn of Burst based on the number of 7 Combos 45 and while it will often be enough to secure a kill, current end game spawns often require multiple turns to kill either through Super Resolve or high Effective Health.

As a whole, Alpha & Omega can function as an offensive sub that can also provide a reliable and significant bonus to healing.

Halloween Bastet – A

  • Valuable 3 turn active
    • 2x Orb movement time
    • 2x RCV
    • Can inherit skill of your choice
  • Solid personal damage
  • Solid leader Skill
    • High bulk with 7 or more combos
  • LS lacks bonus combos or Auto Follow Up
  • Lower Weighted Stats

Halloween Bastet is a valuable card to own due to her powerful and low cooldown active skill. This active is able to provide a 2x orb movement time and RCV buff for a single turn on a 3 turn cooldown.

While each individual buff is small, it can overwrite any existing debuff and the low cooldown allows for efficient inheriting, especially for gaining additional Skill Boosts on turn 1.

The way this works is by inheriting a card with either Haste or Delay such as Amatsu’s Lute which will be ready on turn 1 assuming you have a total of 16 Skill Boosts Skill Boost. Once used, it will provide 2 turns of Haste to help your cards Transform and then still having access to Halloween Bastet’s powerful base active.

Generally speaking, Halloween Bastet performs well in the majority of dungeons and especially in AA4 where Time and RCV debuffs are commonly found. In fact, she can be used for both mono Dark or Rainbow teams as her awakenings and active are not restricted to either style.

Edging away from her sub potential, Halloween Bastet is capable of leading a respectable team of Gods and Devils who only need to hit 7 combos to enjoy Damage Reduction and a high ATK multiplier. Just be aware that this Leader Skill does not provide any bonus combos or Auto Follow Up Attack.

Orb Skin

Halloween Zaerog – C

  • Super Jammer Resist
  • Full board Lock
    • Counters Spinners
  • High ATK LS multipliers
  • LS is a worse Amen
    • Easier to activate but significantly less damage
    • Still challenging to activate
  • Less unique
    • Dungeon Bonus is more common
    • More counters to Spinners

Halloween Zaerog has lost most of their luster compared to their original debut as more cards now feature Dungeon Bonus along with many ways to overcome Spinners. Furthermore, their Leader Skill is essentially an inferior one to Amen as both require the same number of combos and the 5 or less clause does not justify 4x less damage compared to double Amen.

2406 Halloween Sonia – C

  • Super Blind Resist
  • Bicolour board + 2 turns Haste
  • Less likely future Rankings will abuse this active
    • Less places to fully take advantage of

Halloween Sonia features the once highly coveted bi colour board with 2 turns of Haste which has been successfully abused in past Ranking Dungeons to create a System. This System would enable players to potentially only solve bi colour boards which is by far the easiest type of board to solve which yields both faster solve times and more combos.

Sadly or thankfully, GungHo has stopped releasing Ranking Dungeons that abuse this mechanic as the current trend now is to use 15-15 board changers in conjunction with forced 4 elemental Skyfall actives.

As such, Halloween Sonia and any other bi colour plus 2 turn Haste card has lost some of their value but can still be used for Farming purposes in order to re-Hasten up previously used actives.

Halloween Ruel – B

  • Reasonable TPA TPA damage
  • 3 turn base cooldown
  • Pixel Form is much more unique and valuable

Halloween Ruel’s Base form is able to provide reasonable TPA TPA damage along with a 3 turn base cooldown. In this form, she does not fulfill any particular niche well and her most value will be found in her new Pixel form.

Pixel Halloween Ruel (New)

  • Perfect 15-15 Wood + Dark board
    • 10 combos every time
    • Reasonably rare active
  • Super Poison Resist
  • High personal damage with 10 Combos  & TPA TPA
  • Hard to fully take advantage of personal damage
    • Lacks an ideal team
    • Hard to find a use outside active skill

Pixel Halloween Ruel gains access to a brand new active skill that is able to create a perfect 15-15 board of Wood and Dark orbs. This can be quickly solved into any predetermined pattern such as 10 combos or double 3×3 Boxes as you will always have the same distribution of orbs.

This is valuable when Farming various content as it grants peace of mind knowing you will always have a Kill board when needed and the solving speed has merits in Ranking Dungeons.

Beyond this usage, Halloween Ruel boasts strong personal damage when matching 10 Combos and weaving in TPA TPA matches. Sadly, this is a pretty restrictive requirement and she lacks an ideal place to be used on to take advantage of this and her Super Poison Resist .

Halloween Nene – C

  • Modest mono Dark sub potential
  • Does not do anything exceptional
    • Will be replaced for stronger options
    • No Resists
    • Does not counter any mechanic
  • Lacks VDP
    • Wastes 7 Combos 45

Halloween Nene is the final 7-star card within the Halloween REM and has the potential to function as a modest offensive solution lacks anything to make her special along with having no VDP awakening. The lack of VDP is problematic as her triple 7 combo 45 will go to waste against any Void spawn along with having a lengthy base cooldown.

A tri colour board with Heart orbs is usually around a 9 turn cooldown for non-Transforming cards so requiring 4 more turns for only +2 combos is steep. This will hinder her ability to carry and inherit along with not actually countering any mechanics.

Taking all of this into consideration, I feel Halloween Nene will be able to function as a budget solution for mono Dark teams but will be replaced once stronger options are acquired.

6 Star base

3224 Halloween Karin – D

  • Lots of Orb Enhance
  • Cute
  • Low Weighted stats
  • Difficult to justify using as a sub

Halloween Karin remains a lackluster lower rarity card as her Weighted Stats and overall kit do not provide enough to justify using as a sub in this day and age. While she may be helpful to a brand new account, she will quickly be replaced and is not worth the resources to invest in as she will never be that great any way.

3225 Halloween Rozuel – D

  • Modest TPA TPA damage
  • No viable place to use her on
  • Does not fulfill any role well

Halloween Rozuel boasts modest TPA TPA damage but sadly fails to fulfill any particular niche well. This is because her low base ATK hinders her damage potential along with the three Recover Binds Bind Clear awakening being pretty much useless in the grand scheme of things.

2409 Halloween Laila – C

  • 3 SB Skill Boost
  • Active generates a row of Dark orbs
  • Situational value overall

Halloween Laila boasts the ability to instantly generate a row of Dark orbs on a 5 turn cooldown. This does have merits in Farming set ups and utilizing something like Fortress Dragon afterwards can provide 3 turns of Haste to quickly recharge Laila’s active.

As a whole, I feel Laila competes too closely with Chuan but trades Rows for 3 Skill Boosts Skill Boost and a weaker active (5 turn vs 4 turn cooldown).

With that being said, not all players have Chuan nor the Pys to skill her up which in turn makes Laila a potential budget solution in the interim.

H Vampire Halloween Vampire – C

  • High personal damage vs Gods under right conditions
    • Match TPA TPA & 7 Combo 45
  • 4 turn cooldown
  • Low ATK
    • Hinders Killer potential
  • Only truly shines when matching TPA & 7 Combos

Halloween Vampire is able to boast strong God Killing potential if players are able to match both a TPA TPA and 7 total combos 45. While this is certainly doable, it does require more effort overall which is somewhat against the nature of Killer sticks.

Killer solution cards are ideally dealing massive damage with minimal effort as they are most often utilized in Farming builds or Ranking Dungeon teams where speed is of the essence.

As such, Halloween Vampire will be eclipsed by other cards who have a similar array of Killers that also have much higher base ATK but is still a reasonable option overall.

Halloween Alraune Halloween Alruane – D

  • 10 turn Bind & Awoken Bind clear
  • 3 SB Skill Boost
    • 4 Effective SB with Haste
  • Too many wasted awakenings
  • Terrible Weighted Stats
  • Difficult to find a place to use

Halloween Alraune is able to provide 10 turns of Bind and Awoken Bind clearing which can be a boon for newer accounts but will fall flat for those with more developed Monster Boxes. This is because a more developed account will have numerous solutions for this mechanic which will most likely be superior to Halloween Alraune.

What causes Halloween Alraune to fall behind is her poor array of awakenings which lack focus in any meaningful area and the three Recover Bind Bind Clear awakening awakenings will most likely go to waste. Furthermore, her Weighted Stats are terribly low and as a result, I feel Halloween Alruane will function as a budget solution until stronger options are acquired.

5 Star base

3226 Halloween Chiyome – D

  • 2 Dragon Killers Dragon Killer
    • Can use Dragon Killer Latents
  • 5 turn cooldown
  • Low base ATK
    • Puts her behind other Killer options
  • Low value/uses overall

Halloween Chiyome will continue the downward spiral of lackluster cards within the Halloween event as her main usage will be a budget Dragon Killing solution.

I say budget because her base ATK is terribly low which in turn will put her significantly behind other Killer options. As such, her value will hinge on what other strong Dragon Killing solutions you have and will quickly replaced once other cards are acquired.

3227 Halloween Parvati – D

  • 4 unique Killers
  • 60% Poison Resist Poison resist
  • 4 turn cooldown
  • None of the Killers match
    • Make her harder to use
  • No SBR Skill Lock Resist or SB Skill Boost
  • Terrible ATK

Halloween Parvati features 60% Poison Resist Poison resist along with 4 Killer awakenings. Sadly, her abysmally low Weighted Stats combined with the fact that none of the Killers match means she will seldom be chosen for any purpose.

As such, I struggle to find a situation where you would actively want to use Halloween Parvati.

3230 Halloween Misery – D

  • Misery loves company jokes
  • High Meme value
    • 7 Auto Heals Auto heal
    • Active generates Poison orbs
  • No true practical use

Halloween Misery always makes me chuckle due to her 7 Auto Heal awakenings Auto heal along with her ability to generate a row of Poison orbs.

There was a brief period of time when Bakura was all the rage but his time in the spotlight was short lived as matching Poison orbs is inefficient for the vast majority of teams and he only succeeded due to Yugi and by owning 3 Poison Orb Blessing awakenings which translated into 8x personal damage.

With that being said, Misery offers nothing like Bakura and has no true usage overall outside of Memes.

3228 Halloween Undine – D

  • Voids all Fire Damage for 3 turns
  • Abysmally low Weighted Stats
  • No place to actually use them
  • Voiding 3 turns of Fire Damage is exceptionally niche

Halloween Undine is able to Void 3 turns of Fire damage which may provide players with a possible solution to surviving dangerous Fire encounters. With that being said, this type of active is terribly niche and will seldom be needed.

As such, Halloween Undine has little practical value as her abysmally low Weighted Stats and too niche active will prevent her from being used.

3229 Halloween Mulan – C

  • 2 Devil Killers Devil killer
    • Can use Devil Killer latents
  • 3 SB Skill Boost
  • Low ATK
    • Hinders Killer potential

Halloween Mulan is the final card within the Halloween REM and is another disappointing card overall. This is because she has a low ATK stat which in turn hinders her damage potential for killing Devil type spawns.

While this can be compensated by using TPA TPA, it is still an extra step and she will require a hefty amount of Monster Experience to reach level 110.

As a whole, Halloween Mulan is a better Killer solution compared to the other cards in this event but is not valuable enough to justify chasing or rolling in this event overall.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Halloween REM as it features abysmally low rolling rates for the valuable high rarity cards. Furthermore, the 5 and 6-star cards comprise 3/4 of the total rolling pool and none of them are truly desirable.

On the other hand, it is always fun to dream of what could be and for my dream 9-star card, I would pick Suou simply because they are unique and maybe their active skill will have merits in the future. At this point in time, they are not worth Trading for but would always be welcomed if rolled.

For 8-star cards, I somehow have all of them from a previous Seasonal Super Godfest so I will simply pick the best card in this rarity: Sonia Gran .

For 7-star cards, Halloween Bastet has always been something I have wanted due to her low base cooldown and utility-packed active. For 6 and 5-star cards, none of them truly matter for my Monster Box but rolling Misery 3230 will let me say Misery Loves Company.

My Dream Rolls

The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.


The Halloween REM is a terrible event to spend your Magic Stones on as none of the 5 or 6-star cards are meaningful while also comprising over 75% of the rolling pool. This should be a major red flag and I strongly encourage players to not roll within this event as basically anything else will yield more value on average.

While the top rarity cards have received various buffs, it still does not justify wading through all the filler junk at the bottom.

Either way, let me know what you think about the Halloween Rare Egg Machine and how much you plan on rolling in the comments below.

Happy Puzzling!

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24 thoughts on “Halloween REM Review and Analysis – October 2020”

  1. Suou is hilariously underwhelming for a 9* card.

    Tho I must add that Halloween Madoo fell from grace rather quickly too. I really regret getting her last year…


  2. Personally, I am loving my Gileon x Suou team. Suou’s RCV multiplier lets me forgo a healing solution so I can use my second Gileon or Grandis. It’s not much, but I feel like it works quite well.


  3. Hrm not sure this is one of your better posts. HSuou is a seriously good pairing with Gileon and HMadoo x Safi is kind of dumb and that was before her buff.

    That and this time there are a lot of spelling mistakes; not one to nitpick but spell check is definitely useful ;).


    1. I went and changed the several typos that slipped through =)

      As for Suou, I feel he is more of a budget pairing with Gileon and while you do open up access to using Gileon, I still do not feel it is as effective overall

      How much success have you had with Safe x Madoo?


  4. Well, Halloween Alraune is my choice for bind cleaning on my Yugi team because of her 3 SB and 2 SBR Her stats aren’t great but she’s been doing fine by me. Can’t think of a better fit.


      1. Well, I’ll give it a shot but Alraune has that extra SBR, which can be useful for preemptives pre-transformation, and her CD is way faster.


  5. Suou is phenomenal with 3 Gileon (1 lead, 2 sub).

    Once you get your sleepy lions awoken, having a full board change every turn guarantees full Gileon and Suou activation and clears every hazard, TE debuff, and RCV debuff. It almost feels like cheating.

    The one thing this pairing doesn’t have is a super FUA, but generally it can tank through most damage with Suou’s active that would require it (for example, you can survive Sopdet’s burst in Alt Shura). With proper equips, it felt even more safe than two Gileon for securing Alt Shura clears.


    1. Gileon system is powerful but if you have Gileon, why not use him as a lead instead? I feel a large part of Suou’s value hinges on having Gileon who I just feel is superior


  6. i feel that the pad meta is not about tier of leader anymore, but the number of friends who would match your monster box. it doesn’t really matter if you have the best leader available, you can’t enter a dungeon without paring another friend, unless you rolled a second one on the same account.


  7. The point of Suou as a lead is that you are running Amy as a sub, so that her two turn spinner orbs guarentee you can manufacture orbs and won’t die to orb drought while under Suou ability lock. The effects are made to go together. It’s a little too much work, since Suou multipliers are solid but not broken, but it does make running dual Suou leads stable/viable.

    Unidine is bad, but keep her. You never know when cycling a system will be useful for some kind of shura-esqe fire cheese. Euchs color resist cheese will be hard to top, but you never know.

    On the fence about trading for norn of athleisure verdandi. It’s niche, and yet there aren’t that many good wood/dark color coverage cards, and a case can be made it’s a VIdeal sub candidate that’s better than OdinDra, Sloth, or etc as a body with FUA and decent damage. x10 sloth and +10 team hp OdinDra are both decent though, so it seems marginal. x40 verdandi with a happenstance +50% dmg equip and whatever latents are relevant, granting base attack is moderate. Idk. I feel like shura prefers orchestras cellophane for the fast recycle boost multiplier active, and anyways, Euchs and Ferule rule Shura, but I usually don’t mind upgrading sub pool options. Except we seem on the cusp of a new meta after transform meta, and I assume VIdeals days are numbered.


    1. I feel that Sloth will be hard to replace as a Wood/Dark card due to their utility and Odin Dragon is another option for the high Effective SB

      I don’t feel Verd as a sub will surpass them as she only offers non-VDP damage

      As for Suou as a leader, using Amy as a sub seems strange as she won’t get the bonus and you are already hungering for SB with dual Suou


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