Fate/stay night [Heaven’s Feel] Collab Review and Analysis – December 2020

Introduction

The Fate/stay night [Heaven’s Feel] Collab returns to North America and includes several new monsters and evolutions along with various buffs.

Sadly, this is one of the worst events to date as there is relatively little value across all rarities with one of the best cards featured not being available via the Monster Exchange system. As such, I feel that this is an event players should heavily consider skipping as the odds of actually rolling something of value is quite low.

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 Fate Collab Rare Egg Machine.

Video commentary

—video coming Monday—

Overview

Fate Collab REM Pros & Cons – December 2020
Pros
Cons
  • 6 Magic Stones per roll
  • Bottom rarity has lackluster value overall
    • Comprises 85.5% of rolling pool
    • No Weapon Assist on 5-stars
  • Most 6-star cards feel outdated already
  • Few cards feel meaningful
  • Most rolls will be disappointing
Fate Collab REM
6 Star base
(14.5% total)
   
5 Star base
(85.5% total)
Fate Collab REM Rankings – December 2020
S
A
B    
C
D

Order within each tier is random and not reflective of ranking

Icons show Base form

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 the following chart shows all the 5-star Rankings. Just be mindful that these cards constitute 85.5% of the rolling pool.

Fate Collab REM – December 2020
S
A
B
C
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.

6 Star base

Base Kirei Kotomine (New) – B

Pros
Cons
  • Solid personal damage
    • Especially strong vs Devils
  • LS provides 2x HP & Auto Follow Up
    • Only have to match Dark + Hearts
  • Viable self pair with Evo form
    • Gain +3 combos for Dark + Heart
  • Low ATK multiplier
  • LS lacks Damage Reduction
  • Evo form has superior offensive awakenings
  • LS requires a Healing Solution

Kirei Kotomine is the first new 6-star card to be added within the Fate Collab and both his Base and first Evo form share similar kit. They both have the same active skill along with Leader Skill requirements and differs by having Auto Follow Up or Bonus Combos.

Sadly, this Leader Skill suffers from terribly low ATK and while leaders like Loki (Dark Colour) can get away with this due to higher personal damage and more Effective HP. For Kirei, they will only boast 4x HP which is reasonable, but will be vulnerable to any Gravity along with requiring a Healing Solution to function.

This combined with their low ATK multiplier means they will have to stall/dance through many floors which is riskier.

As such, I feel he will function better as a sub but if that is the case, his Evolved form should be pursued.

Kirei Kotomine

Pros
Cons
  • Stronger personal damage compared to Base
    • +1 TPA TPA & +125 ATK
    • 10c + 7c 45
    • 2 Devil Killers Devil killer
  • Reasonable Leader Skill multipliers
    • Pairs with Base form
  • Low LS multipliers
  • LS lacks Damage Reduction
  • Outpaced by stronger damage options
    • Eg. Iori  & Leona

Kirei’s Evolved form features stronger personal damage compared to his Base form due to slightly higher ATK and an extra TPA TPA awakening. Furthermore, his damage output against Devils is quite magical due to 2 Killers Devil killer which equates to 90x personal damage when hitting 10 or more combos.

This 10 combo requirement will be their limiting factor as they must be utilized on a team that can reliably hit this number. Thankfully, many teams can achieve this but the main drawback to Kirei is that he is directly competing against stronger Damage solutions such as Iori and Leona who have the same typings and primary attribute. Furthermore, Leona and Iori are much stronger damage solutions due to better awakenings, higher base ATK, and stronger active skills.

As such, I feel that Kirei will be glossed over should players already own stronger Damage Solutions.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
    • 1 turn Delay
    • 2 Effective SB
  • FUA
  • FUA is niche
  • Competes with any 3 Effective SB Weapons

Kirei’s Weapon Assist is able to provide a Follow Up Attack along with a Skill Boost Skill Boost and 1 turn of Delay. This combined with their 12 -> 7 turn cooldown enables the Base card to potentially use the Delay on turn 1 to grant 2 Effective Skill Boosts through this Weapon.

While this is meaningful, the main drawback is that various 3 Effective Skill Boost Weapon exist along with the Follow Up Attack being highly niche/situational. As such, I feel that this Weapon will be a viable option for players with less developed Boxes but will fall flat once stronger options become available.


Sakura Matou (New) – A

Sakura Matou (Transformed)

Pros
Cons
  • Base form has viable LS pre-Transform
    • Relatively easy to achieve 50% Damage Reduction
  • Powerful post-Transform
    • High personal damage
    • Valuable active skill
    • Strong & easy LS
      • Damage Reduction with 7 combos
    • No typing restriction
  • Orb Skin
    • Can directly purchase
  • 30 turns to Transform
    • No SB Skill Boost in Base form
    • Offset by viable LS
  • Cannot Monster Exchange
    • Have to roll or IAP purchase Orb Skin

Sakura Matou is the second new 6-star card within the Fate Collab and is a tremendously powerful Transforming card. While she does require 30 turns to Transform, her Base form has a viable Leader Skill that can consistently tap into their Damage Reduction component as it only requires 50,000 Healing from Heart Orbs.

While this would be harder without an RCV multiplier, it is offset by her 3 Enhanced Heart Orbs +heart and high base RCV. This in turn allows her to stall as long as 4 Hearts are present on a given board.

Once Transformed, she gains access to wonderful personal damage along with a revamped Leader Skill that still provides 1x HP but 50% Damage Reduction per leader when hitting 7 or more combos. This should be always doable from a given board and she will gain +2 combos per leader when matching 6 or more Dark orbs. As such, players should be always enjoying her massive Damage Reduction.

This kind of Damage Reduction is meaningful in current end game content as there are more Gravity-based attacks which will decimate pure HP teams. As such, she should be able to stall through most spawns as players only have to hit 7 combos, not match Dark orbs for Damage Reduction.

And speaking of Dark orbs, Sakura is able to generate 3 orbs on 2 turn cooldown along with a 1.5x ATK and RCV buff. This can be looped with dual leaders which in turn changes her Effective multipliers to 1/600/1.5/75%. Furthermore, she can use any sub as there is no typing restriction.

Overall, Sakura is a wonderfully powerful Transforming card and her Orb Skin status means she can be directly purchased. With that being said, she cannot be Monster Exchanged for and must be rolled or directly purchased.

Weapon Assist

Pros
Cons
  • 60% Blind Resist Blind Resist
  • Full Bind Immunity
  • Powerful active
    • 2x TE
    • 2x ATK
    • Full HP heal
    • Remove all Binds
    • Remove Unable to Match Orb effects
  • Competes with Transforming form

Sakura’s Weapon Assist is able to provide Full Bind Immunity along with 60% Blind Resist Blind Resist and a tremendously powerful active.

This active skill will counter most mechanics in the game and can be an answer for the majority of encounters as it provides 2x movement time, 2x ATK, Full HP heal, plus removal of all Binds and Unable to Match Orb Effects.

As such, this Weapon can be efficiently used on low cooldown cards who are Bind-vulnerable such as Diaochan . With that being said, this Weapon Assist competes with her tremendously strong Base/Transforming forms.

With this in mind, I would be most inclined to use her Base/Transforming evolutions and convert to a Weapon once she loses her luster.

Orb Skin


Base Shirou Emiya – B

Shirou Emiya

Pros
Cons
  • Strong LS multipliers
  • 4-5 Effective SB Skill Boost
  • Revo form is stronger
  • LS restricts to Fire/Light
  • No personal damage without VDP

Shirou’s fist Evolved form boasts solid 4/400/4 multipliers when self paired which is nice but his own awakenings are underwhelming. This is because his personal damage is all tied into VDP which has anti combo synergy with his Leader Skill and will be doing little otherwise. In addition to this, cards must be Fire/Light or Light/Fire which in turn is restrictive.

Furthermore, his new Revo form is stronger in essentially every way and should be pursued unless the Weapon Assist interests you.

Revo Shirou Emiya (New)

Pros
Cons
  • Strong personal damage
    • Triple 7 Combo 45
    • 8 Latent slots
    • Respectable ATK
  • Active generates 3×3 Box of Fire
    • Up to 9 orbs generated
    • Sets up easy VDP solve
  • High LS multipliers
  • LS requires Fire/Dark cards
    • Restrictive overall
  • LS lacks Damage Reduction
    • Gravities are more common

Revo Shirou has an upgraded kit as his active is able to produce a 3×3 Box of Fire orbs which can in turn be quickly solved as a VDP with relative ease. This has applications for Farming/Ranking where speed and efficiency reign supreme but is still an orb generator for Arena-style content.

As a leader, Revo Shirou boasts wonderfully high multipliers but lacks any extra zest such as bonus combos or Auto Follow Up along with having no Damage Reduction. No Damage Reduction is a problem in current end game content due to the higher instances of large Gravities or Gravity + hit combinations.

As such, these large multipliers mean nothing if you die to Raphael’s 150% HP preemptive in Shura Realm. Furthermore, his Leader Skill requires cards to be Dark to gain access to the HP and RCV component which greatly restricts team building.

As a whole, Shirou already feels a bit outdated before being released and if this form does not spark joy, do not commit to the irreversible Revo form.

Weapon Assist

Pros
Cons
  • 40% Blind Resist Blind Resist
  • 40% Jammer Resist Jammer Resist
  • Situational active
    • Mostly used for Resists

Shirou’s Weapon Assist is able to provide 40% Jammer Jammer Resist and Blind Resist Blind Resist which can help players achieve 100% protection against these metrics. With that being said, this Weapon is okay overall as we have many more ways to achieve 100% protection along with the attached active being situational/underwhelming.


Saber – A

Pros
Cons
  • Strong VDP potential
  • Reliable Damage Reduction
    • 50% per leader when above 50% HP
  • High ATK multiplier
    • Scales with 3-5 colours
  • Personal damage heavily tied to VDP
    • More awkward for Rainbow
    • VDP Latent exists
  • No extra zest such as bonus combos or Auto Follow Up
  • Some ATK multiplier tied to being above 50%

Base Saber is able to lead a durable team due to the fact that dual leaders enjoy 75% Damage Reduction when above 50% HP. This is quite easy to achieve and is completely passive and enables 1 combo stalling tactics. As a whole, Damage Reduction is superior to flat HP as it can counter Gravities which are becoming more common.

Sadly, I feel that Saber has lost lots of her luster as her VDP are more wasteful in this day and age of Rainbow superiority. This is because when she first came out, there were few ways for Rainbow teams to deal with Voids but that is not the case today.

At this point in time, we have access to the VDP Super Latent along with many low cooldown actives the Void Damage Void. As such, these VDP awakenings are redundant as they are challenging to form as a Rainbow team that needs all 5 colours. This in turn lowers your damage output of both leaders which does become an issue in current end game content.

This is not to say that Saber is weak, but a large chunk of her kit revolves around her VDP as her active skill breaks Hearts to Water which is an underwhelming effect in the grand scheme of things.

This is not to say she cannot clear content, but she is no where near the same level as other Rainbow options.

Saber Alter

Pros
Cons
  • Strong personal damage when <50%  HP
    • 3x <50% + 7c 45
    • Higher base ATK
  • Active provides 50% HP cut
  • LS has high multipliers
    • Immense Effective HP
    • High ATK
    • Only needs Dark cards
  • LS requires some juggling juggling
    • Low HP
    • 4 colours
  • LS lacks any extra zest
    • No bonus combos or Auto Follow Up

Saber Alter boasts strong personal damage when below 50% health due to three <50% and one 7 Combo 45 awakenings. This translates into 16x personal damage when all conditions are met on top of her naturally high base ATK.

This can enable her to function as a damage solution but the fact that she mixes 7 combos with <50% hinders Euchs play. This is because Euchs thrives on matching as few combos as possible due to their ability to rapidly generate Dark orbs. As such, players rarely hit the higher combos and something like Lucifer is a much stronger sub by comparison to Saber.

With that being said, Saber can still work as a sub or as a leader due to her solid multipliers. These multipliers requires 4 colours for activation and Damage Reduction along with being below 80% HP.

While this can be sometimes a hassle to manage as she lacks a low cooldown HP reset like Loki , her durability is quite potent due to both 75% Damage Reduction and 2.25x HP. This in turn means she can survive essentially any non-execute hit while also having wonderfully high ATK multiplier.

Pros
Cons
  • <50%
  • Outclassed by other <50% Weapons
  • Short base CD
    • Easy to accidentally charge up

Saber’s Weapon Assist features a painfully short cooldown which means it will accidentally charge up without your consent. This is problematic in longer dungeons but at least comes with a <50% awakening.

This awakening provides 2x personal damage to the owning card and can be a fantastic way to layer in additional damage. With that being said, I feel that this is one of the weakest cards for this active skill due to the lower base cooldown and lack of other helpful awakenings.

Perhaps some arguments can be made for the +1 second of orb movement time, but it may not be truly needed and other options provide stronger secondary awakenings (eg. Hera Luna or Gluttony ) and longer cooldown or stronger actives.


Base Rin Tohsaka – B

Rin Tohsaka

Pros
Cons
  • Modest damage when above 80% HP
    • 3 >80% + 7c 45
  • 2 turn base CD
    • Easy to inherit over
  • Easy to activate Damage Reduction
    • 2 different components
  • Lackluster personal damage
    • Challenging to stay >80%
  • Must activate both components of Damage Reduction
    • Not enough Effective HP otherwise
  • Does not outpace currently available leaders
  • Revo form is stronger

Rin’s first evolved form features a 2 turn base cooldown which can be abused to either generate more Fire and Light orbs or to inherit something of your choice. Either way, it is always a boon to have a low cooldown with a meaningful active skill.

In regards to Rin’s personal damage, she has some potential when above 80% health but the main issue is the multipliers are not that high along with a relatively narrow window for success.

Finally, as a leader, Rin has reasonable capabilities but is nothing special in this day and age along with the fact that she contributes relatively little overall.

As a whole, I feel her new form has more merits as a possible Healing Solution.

Sixth Successor of Tohsaka, Rin Tohsaka (New)

Pros
Cons
  • 4 Enhanced Heart Orbs +heart
    • 755 base RCV
    • Healing Solution
  • 6 turn cooldown
    • Useful effect
    • Can inherit over top with ease
  • Modest Leader Skill
    • Easy to activate
  • Super Jammer Resist
  • LS lacks Damage Reduction
    • Vulnerable to Gravities
  • Heavily competes with Amaterasu

Rin’s new form enables her to function as a respectable Healing Solution due to three Enhanced Heart Orbs +heart and solid base RCV. This is meaningful for teams with high HP, low RCV multipliers such as herself as a single Heart 4-match will restore copious amounts of health.

With that being said, Rin heavily competes with Amaterasu who has much higher RCV (better healing), a stronger utility active, 8 Latent slots, triple typing, and more HP. As such, it may be challenging to justify using Rin over Amaterasu but at the same time, Rin provides Super Jammer Resist and an active skill that generates a column of Hearts along with 3 Fire and Light.

This active can be used to overcome floor 3 in Shura Realm (has Resolve and full board Dark orbs) which can be meaningful.

As a leader, Rin features respectable multipliers along with bonus combos when matching Fire and Light orbs. As a whole, this has an easy to use Leader Skill and her own Healing potential offsets the 1x RCV. Just be mindful that Gravities are exceptionally dangerous.

Weapon Assist (New)

Pros
Cons
  • Tape Resist
  • 40% Blind Resist Blind Resist
  • 6/7 turn cooldown
    • Will accidentally charge up

Rin’s Weapon Assist is able to provide Tape Resist along with 40% Blind Resist Blind Resist. This can help teams achieve 100% Blind coverage while also covering Tape but this Weapon is marred by a low base cooldown.

This 7 turn cooldown is problematic due to the fact that it will be easy to charge up and overwrite your base skill. This would be okay if your team wants to use Fire and Light orbs but will be problematic if not.


Base Gilgamesh – B

Pros
Cons
  • Two 10 Combos
    • 25x personal damage
    • Can use any Killer latent
  • Interesting active
    • 150,000 x 5 Button
    • 5x ATK for God for 1 turn
  • Skill Charge
    • Cuts down on active CD
  • Must hit 10 combos to be relevant
  • Active is awkward for Shura Realm/Arena
    • Longer cooldown
    • Valuable for Farming
  • Low base ATK
    • Hinders damage potential

Base Gilgamesh features two 10 Combo awakenings which translates into 25x personal damage against any spawn while also being able to utilize any Killer latent.

This can enable Gilgamesh to function as a damage solution but he does suffer from painfully low ATK. This low ATK will drastically hinder his offensive might and high 12 turn active will underperform in non-Farming situations but is at least offset by Skill Charge .

This is because the 150,000 Button five times is pointless in Shura Realm or Arenas and the 5x ATK for a single turn does not justify the 12 turn cooldown. With that being said, it can be used to quickly Button through weaker spawns which is meaningful when Farming content as fast as possible.

On the other hand, the Skill Charge aspect can enable him to potentially carry a more useful inherit and have it charge up at an accelerated time.

Taking all of this into consideration, I feel Gilgamesh will be a modest sub for Dyer teams should Dark coverage be needed.

Gilgamesh

Pros
Cons
  • Interesting active
    • 150,000 x 5 Button
    • 5x ATK for God for 1 turn
  • Active is awkward for Shura Realm/Arena
    • Longer cooldown
    • Valuable for Farming
  • Does not offer much in this form
    • No special niche outside active

Gigamesh’s Evolved form does not offer anything more than his Base form and lost his base 10 Combo which in turn drastically lowers his damage potential.

With this in mind, would not be inclined to pursue this form as it has nearly the same kit outside of a more glass cannon-y Leader Skill.


5 Star base

None of the 5-star cards feature Weapon Assists which in turn lowers their overall potential as they must be used as subs/leaders or inherited with no awakenings transferred.

Zouken Matou (New) – C

Pros
Cons
  • Double Row maker
    • Wood Row at top
    • Dark Row at bottom
  • Clears all Awoken Binds
  • Super Poison Resist
  • Primarily a Double Row maker
    • Can acquire a Farmable one this event

Zouken Matou is the only new 5-star card added into the Fate Collab and features a Double Row making active. This active will generate a Wood Row on the top and a Dark row on the bottom along with providing Awoken Bind clear.

This Bind clearing aspect is a nice addition, but the primary focus will be on this double Row maker. This is because these types of actives are highly prized in Farming as it can be used in conjunction with a mono board changer to produce an 18-6-6 split or 24-6 if using a mono colour of Wood or Dark.

Whichever the case, this end pattern can be easily matched into whatever shape/combo is required and will always yield the same results.

While this is meaningful, players have to remember that we will be able to acquire Servant, Assassin from this event as a Farmable Token exchange who can produce 2 Rows of Wood orbs.


Illyasaviel von Einzber – D

Pros
Cons
  • I don’t know
  • Does not do anything meaningful

Illyasaviel von Einzber has a long and terribly difficult name to spell that accomplishes essentially nothing in PAD. This is because her awakenings are all over the place and her active skill provides bonus ATK based on the number of L’s on a given team.

As a general statement, L’s are not commonly found along with there being little desire to run her on any team.


Shinji Matou – D

Pros
Cons
  • Fully Locks board
    • Counters Spinners
  • Many ways to overcome Spinners

Shinji Matou has the ability to fully Lock the board which can be used to counter Spinners. With that being said, there are more options to counter Spinners nowadays along with the secondary effect being quite pointless.

As such, I do not see Shinji Matou fulfilling any meaningful role.


Servant, Archer – D

Pros
Cons
  • 10x personal damage at 10 combos
  • Easy to use LS
  • Only truly shines with 10 combos
  • Low base ATK

Servant Archer can function as a budget damage solution or perhaps for the occasional 5-star rarity challenges. Furthermore, he boasts an easy to use Leader Skill which may be helpful for newer accounts.

With that being said, I feel Servant Archer will still be seldom used overall as these 5-star challenges are modestly rare.


Servant, Lancer – C

Pros
Cons
  • Double Row maker
    • Fire & Water Row
  • Makes 2 different colours
    • Less mono boards to combo with

Servant, Lancer comes with a Double Row maker that can generate a Row of Fire at the bottom and Water at top.

This can still be used in conjunction with a mono Wood, Light, or Dark board to produce an 18-6-6 split which can still be easily rearranged into a pattern of your choosing. With that being said, by producing 2 different colours, players have one less mono colour board to combo with unless a 24-6 split is acceptable.


Servant, Berserker – D

Pros
Cons
  • Angry face
    • Probably upset by how bad he is
  • Does not provide anything meaningful

Servant, Berserker features too many L awakenings which may have some merits on a Yurisha team, but at the same time, I am confident you have stronger options available.

As such, I find it challenging to fathom a situation where he would be a desired card as his active skill is underwhelming and awakenings do not provide much.


Servant, Rider – B

Pros
Cons
  • New form is stronger
  • Pursue new form

There is no reason to make this form.

Eyes Open, Servant, Rider

Pros
Cons
  • Strong personal damage at 10 combos
    • 7 Combo 45 + 10 Combo
  • 7 Effective SB Skill Boost
    • 4 awakenings
    • 3 turn Delay
  • Must hit 10 combos to succeed
  • Competes with Allatu
  • No SBR Skill Lock Resist

Eyes Open, Servant, Rider is a significant upgrade from her Base form as she now has access to solid personal damage via 7 Combo 45 plus 10 Combo along with 7 Effective Skill Boosts Skill Boost.

These Effective Skill Boosts come from 4 awakenings and a 3 turn Delay. This combination does aid Transforming teams and I can see her having merits on a Norza team as they can reliably hit 10 combos.

With that being said, Servant, Rider heavily competes with Allatu who has the same number of Effective Skill Boosts, an L , a board changer with her Delay active, SBR Skill Lock Resist, and Super Poison Resist . While Allatu does not provide Hearts for Norza, Norza’s base active does which in turn can make this board usable. On the other hand, non-Norza teams should have less issues with a Heart-less board.

As such, I feel that if players own Allatu, there is little motivation to use Rider instead.


Servant, Caster – C

Pros
Cons
  • Strong personal damage vs Devils or Physical
    • 2 Killers of each
    • Can use those Killer latents
  • 2 turn Colour Absorb Void
    • Generates 2 columns of Dark
  • Would have benefited from Weapon Assist
  • Harder to use as a sub

Servant, Caster is the final card to be featured within the Fate Collab and comes with the ability to deal meaningful damage against Physical and Devil spawns due to his 2 Killers of each and ability to use any Killer latent.

This translates into sizable personal damage and their active skill also grants 2 turns of Colour Absorb Void and 2 columns of Dark orbs. While this is a strong active skill, it is a shame it is not featured on a Weapon Assist while also being difficult to justify bringing Caster into content such as Shura Realm.

As such, I feel most of their value will come from their ability to overcome Physical and Devil spawns in shorter, more predictable content.

Do I plan to roll? & Dream rolls

I do not plan on rolling within the Fate Collab as the bottom rarity offers nothing of interest while also comprising 85.5% of the rolling pool.

Furthermore, I feel that this is one of the weakest Collabs we have received in quite some time and would not be inclined to spend Magic Stones here.

With that being said, it is still fun to fantasize and for my dream 6-star card, I would gladly choose the Transforming Sakura Matou as her Transformed state is wonderfully powerful along with the other 6-stars being relatively underwhelming by comparison. She also kind of reminds me of Lysithea from Fire Emblem Three Houses which is a big bonus in my mind.

For the 5-star cards, I would have to go with Servant, Rider who’s new form may provide some value for my Monster Box despite owning Allatu as her personal damage is higher and has different typings.

My Dream Rolls
6*
5*

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

Conclusion

The Fate Collab REM is a disappointing affair due to the lackluster bottom rarity who comprise 85.5% of the rolling pool and many 6-star cards feeling outdated upon release.

This in turn provides little motivation to actually roll with one of the best cards not being available via the Monster Exchange system. As such, I do not plan on rolling here as the chances of me actually getting something of value are slim to nil.

Taking all of this into consideration, let me know what you think about the Fate Collab Rare Egg Machine and how much you plan on rolling in the comments below.

Happy Puzzling!

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27 thoughts on “Fate/stay night [Heaven’s Feel] Collab Review and Analysis – December 2020”

  1. As I ended up starting PAD during the previous rub and ended up getting into the Fate franchise through PAD, it is…saddening to note how little effort has been put into this event by GH.

    There is no excuse whatsoever for Illya and Berserker to not have evos (Heaven’s Dress and Dark Berserker, respectively) in this run. Agree that Caster’s Noble Phantasm, Rule Breaker, should have been an assist evo for her in this run.

    Shirou is even more restrictive now with his LS in Revo form, especially if you’re pairing with Yurisha, who is quite unpopular and may be difficult to find players using her. There aren’t many other helper options for him, some of which (Raoh) have fallen out of favor. His best pairing is a card we might not get here: Nezuko. (But if we do get the Demon Slayer collab, everyone and their nonexistent significant others will switch to Tanjiro as their main lead, so…yeah.) Sad face as he was the only 6-star I pulled in the last run and was my main lead for the first six months after I started…

    Like

    1. Yeah it is quite disheartening to see how little love these cards have received.

      Even upon their revamped/buffed release, many cards already feel outdated

      What helps provide value to a Collab is meaningful bottom rarity which is clearly not found here.

      Like

  2. I saw two mistakes under saber. There is a 7 combo icon where there should be a VDP icon, along with the Hera Luna icon being incorrect.

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    1. Small typo, but rin have 4 heart enhanced. This collab sucks, the fact that Illiya don’t have an Uvo is stupid. Still gonna roll for Shirou b/c for collection purpose lol. BTW I like how a Sin Dragon REM have MUCH better cards for 5 stones and access to patheon card

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  3. I have the necessary monsters (including Saber) needed to trade for Rin. But I’m going to wait til the 21st to trade so I work my way up for magic stones so I can roll for her. Had to give her up the first time for monster points and 297 points. Plus she was kinda useless at the time she first came out. But now that I see that she has a new form, I want her now more than ever unless they’ll be a 2 day godfest pull around that time of this Collab.

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    1. I’m not Mantastic but I would strongly, strongly suggest just trading and saving the stones – you’re almost statistically guaranteed to be out both the stones and your trade fodder otherwise.

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      1. I’m was gonna use her new form for my Fire/Light Team because I liked her leader skill and was gonna make her and Terry Bogard the lead. I was able to get Minerva thanks to the free god pulls plus the 3 Gung Ho Monsters that I had needed to get her. But for Rin, I’ve gotten some god fest Monsters I want to keep for later trade but I was considering on trading for Rin anyway because someone told me not to wasted magic stones for pulling. Plus I really wanted to Get Suou (Fire/Water) for my Fire/Water team the next time the Dragonbound and Dragon Caller Collab comes back to N.A and I do have the necessary monsters needed for him. But I just hope that they wont switch the trading monsters for him. What should I do?

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  4. I don’t think I plan to roll and maybe not even trade for anything. I have a Saber and Shirou from last time but I’m unsure ultimately what to do with them. I liked the orignal idea of Shirou as a super strong leader that was pretty lacking as an individual card but that niche is mostly gone now. Not sure what best usage I would have for these two with my current box sadly.

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    1. I agree that Shirou’s niche from before was interesting but with Transforming, we have LS that are so strong that also come with amazing cards

      I feel that Saber will perform well in her Dark form as a leader =)

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  5. Any thoughts on Servant, True Assassin from the Fate/Stay Night dungeons? Doesn’t seem worth it to farm for but I’ve been out of the game for quite a while so I don’t really know the meta.

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  6. I was able to get Shiro Emiya but I’m not so sure on what to do with him other than the fact that I do intend to keep him since this is the first time I’ve got him. Should I turn him into an assist Monster or use his other form because I’ve already got a good Fire/Dark Team with and I would hate to have a Revo Shiro just sitting in my box doing nothing.

    As for Rin, I’ve decided to trade some monsters to get her (which I should have done in the first place if I knew that I was going to have bad rolls) and placed her as the Leader of my Fire/Light Team alongside Terry Bogard as the Sub Leader. I’ve still had a few more trade-able monsters from the free god fest pulls and hope that the next ones will be good or at the very least get me 10 more free pulls because I had to give up some good monsters for Minerva and Rin.

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    1. Locking Shirou into his Revo form may not be the best long term, especially if you already have other strong options available.

      By comparison, if you go for Weapon Assist, you can always revert in the future

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