Kamen Rider Collab REM Review and Analysis – January 2021

Introduction

The Kamen Rider Collab returns to North America along with various buffs to existing monsters as well as several new cards.

As a whole, I feel this event is underwhelming from a rolling point of view due to the lower potency of the bottom rarity cards who comprise 77.3% of the rolling pool. While each card does have a Weapon Assist , the bottom rarity ones are often easily replaced by other options which in turn grants them lower usability.

With this in mind, I would be most inclined to do the free rolls and utilize the Monster Exchange system or IAP bundles if truly interested in the higher value cards.

Due to various health issues, this article will be lacking a modest amount of text as typing is incredibly painful and voice-text was not working for me along with having to change my work flow/process within a short period of time.

I have still included pros & cons for each card but the larger text summaries may be missing. With that being said, the corresponding video will be unchanged and will provide further elaboration if the pros & cons are insufficient.

Video commentary

—video coming Monday—

Overview

Kamen Rider Collab REM Pros & Cons – January 2021
Pros
Cons
  • All cards have Weapon Assists
    • Grants more value for dupes
  • 6 Magic Stones per roll
  • Monster Exchange uses five 6* GFE
  • Big rolling pool
    • Should be harder to get Dupes
  • 3 Funky orb skins
  • Big rolling pool
    • Harder to get what you want
  • May just be a Monster Exchange, no Roll event
    • More efficient
  • Bottom rarity cards have middling value overall
    • Many are easily replaced
    • Comprise 77.3% of rolls
Kamen Rider Collab REM
6 Star base
(22.7% total)
       
 
5 Star base
(77.3% total)
 
Kamen Rider Collab – January 2021
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 77.3% of the rolling pool.

Kamen Rider Collab  Bottom Rarity REM Rankings – January 2021
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

Kamen Rider Saber (New) – A

Kamen Rider Saber Dragonic Knight (Transformed)

Pros
Cons
  • 2 SB Skill Boost in Base form
  • High personal damage
    • 20x vs all spawns
    • High ATK
  • Active generates a 9c board every time
    • 10/10/10 split
    • 5 turn CD
  • Easy to activate
    • 4 Fire orbs
    • Auto Follow Up Attack
  • 50% Damage Reduction when above 50% health
    • No matching requirement
  • Possible Gileon pair
    • Similar activation needs
      • But hard to hit 10c
  • 20 turn Transform
    • LS in Base form is weak
      • May not be able to tank 1 hit
  • Damage Reduction only when above 50% HP
    • Multi hits are more dangerous
  • Lower ATK multiplier
    • Becomes an issue with newer content
  • No SBR Skill Lock Resist in Base form but 2 post-Transform
    • 2 awakenings for Bind Immunity Bind Immune
      • Eats into available awakenings
  • Lacks VDP
    • Must rely on other cards
  • Must hit 10c for meaningful damage
    • No Bonus combos in LS

Has potential but I feel the 10 combo requirement will be difficult to hit without bonus combos in a Leader Skill which neither he nor Gileon possess. I say Gileon as both have a similar activation requirement and the Auto Follow Up Attack is helpful along with Saber Transforming earlier to smooth out the beginning floors.

With that being said, the lower ATK multiplier and potential difficulty in hitting 10 combos will be a hurdle.

I would personally pursue this form and swap to Weapon once value has been lost.

Weapon Assist

Pros
Cons
  • 2 Team HP
  • 60% Blind Resist Blind Resist
  • 3x ATK buff for 3 turns
  • 10/10/10 board changer
  • Opportunity cost of not using Base form

Kamen Rider Blades (New) – A

Kamen Rider Blades King Lion Daisenki (Transformed)

Pros
Cons
  • 2 SB Skill Boost in Base form
  • Respectable personal damage vs all spawns
    • Sizable VDP potential
  • Easy to use LS
    • Match 4 Water
    • Be above 50% HP
    • Auto Follow Up
    • Can pair with Norza
    • Solid Effective HP when above 50%
  • Viable alternative to Norza sub on Norza teams
    • 2 turn CD
      • Makes Water & Hearts
  • 20 turn Transform
    • LS in Base form is weak
      • May not be able to tank 1 hit
  • No SBR Skill Lock Resist in Base form but 2 post-Transform
  • 2 awakenings for Bind Immunity Bind Immune
    • Eats into available awakenings
  • Must be above 50% HP to gain Damage Reduction
    • More vulnerable to multi-hits
  • Lower ATK multiplier

Blades can function as a potent leader due to their easy activation requirements as they only have to match 4 or more Water orbs for their full ATK multiplier and Auto Follow Up Attack.

This is incredibly easy considering their 2 turn active can make Water and Heart orbs. As such, they can favourably pair with Norza or act as an alternative Norza sub for the active skill requirements. If given the choice, I would use Norza as a sub due to the stronger active/awakenings but Blades is a significant step up from Yuri .

Just be mindful that your Damage Reduction is tied to being above 50% Health which can make multi hits more dangerous.

As a final critique, I feel 2 of their awakenings are wasted as GungHo gave them the non-Super version of Bind Immunity Bind Immune Bind Immune and 2 SBR Skill Lock Resist post-Transform but non pre-Transform when it is probably needed most.

I would personally pursue this form and swap to Weapon once value has been lost.

Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • Attacker Killer 37
  • Unique combination
  • Active provides orb changer + 3 turn Burst
  • Competes with Base form
    • More value compared to Weapon at this time
  • Attacker Killer is niche
    • Less common typing

Kamen Rider OOO (New) – B

Pros
Cons
  • Valuable active
    • 5 turn Bind/Awoken Bind clear
    • 5 turn Unable to Match clear
    • Tricolour board
  • Easy to use Leader Skill
    • 3 colours
  • Orb Skin
    • Can directly purchase
  • Board changer does not make Hearts
    • Weaker for non-Auto Follow Up
  • Average awakenings
    • Does not excel in any one area
      • Jack of all Trades, Master of none
  • LS falls off mid/late game
Kamen Rider OOO Tajadol Combo

Pros
Cons
  • 2 Million Button to all enemies
    • Fixed Damage
      • Ignores DEF & Attribute
  • High ATK LS
    • Easy for Farming
    • Swipe 1 row
  • Low value outside Farming

Pursue this form if you need a Farming leader as he is incredibly easy to use and has a huge ATK multiplier.

Kamen Rider OOO Shauta Combo

Pros
Cons
  • 2 Machine Killer Machine Killer
    • Can use Machine Killer latents
  • 2 Devil Killer Devil killer
  • Solid VDP damage
  • Valuable active
    • 2 turn Delay
      • Potentially 5 Effective SB Skill Boost
    • 3x ATK for 2 turns
  • Potent Shura 1 damage solution
    • Effective vs the 2 most dangerous types
  • Respectable LS
    • 4 Water orbs for full activation
      • Bonus Combos hits 8 threshold
    • Viable Blades pairing
  • No Effective HP without 4 Water orbs
  • Reliant on VDP for damage
    • More orb hungry

Shauta Combo has wonderful Killers for Shura 1/World of Carnage as Machine and Devil spawns are the most noteworthy. As such, having meaningful personal damage against these two is valuable and can be further supplemented with VDP . Furthermore, the 2 turn Delay can grant them 5 Effective Skill Boosts Skill Boost which will aid Transforming cards.

As a leader, they can potentially pair with Blades as both have the same easy 4 Water activation and the higher ATK multiplier hear can help overcome tankier spawns. Just be mindful that Blades must be above 50% HP to have Damage Reduction and Shauta provides no HP multiplier.

I would personally pursue this form.

Kamen Rider OOO Putotyra Combo

Pros
Cons
  • 30.375x personal damage with TPA TPA
  • Potent 4 turn active
    • 4 turn Bind/Awoken Bind clear
    • 4 turn Unable to Match clear
    • 1.5x ATK buff
  • Easy to use LS
    • Needs 4 Dark orbs
    • Provides Damage Reduction & Bonus Combos
  • No Effective HP without 4 Dark orbs
  • Lower ATK multiplier
  • TPA is less potent for mono Dark
    • Rows/Blobs reign supreme
Weapon Assist

Pros
Cons
  • Skill Boost Skill Boost
  • SBR Skill Lock Resist
  • Respectable active
  • Huge overlap with Farmable Rikuu
    • Rikuu has longer CD
    • Won’t charge up
Orb Skin


Kamen Rider 1 – B

Pros
Cons
  • Outstanding personal damage vs Devils Devil killer
    • 3 Killers
    • Latents
    • 7 Combo 45
  • Only helpful vs Devils
  • Lacks VDP
  • Competes with Weapon
Kamen Rider 1 & Kamen Rider 2

Pros
Cons
  • Solid personal damage with TPA TPA
    • High base ATK
  • Easy to use LS
    • Hardly any requirements
    • Bonus movement time
    • Lack of RCV can be offset by Fasca pair
  • Reliant on TPA for damage
  • Pairing with Fasca is inferior to other options
    • Eg. Raijin is superior
      • Rider does not outpace current options
  • Weapon has more universal value
Weapon Assist

Pros
Cons
  • Bind Immunity
  • Team HP  & RCV
  • Tape Resist
  • 2 turn Delay
    • Can grant Effective SB
      • Potential combo when orbs are Replaced
  • 14 turn CD may be hard to use pre-Transform
    • Have to be longer Transforming cards or short base to inherit on

I would personally pursue this form as it provides added bulk, Tape Resist , and Bind Immunity . Furthermore, the active provides a 2 turn Delay and a Board Replace which could Skyfall a combo and provide another Effective Skill Boost.


Kamen Rider Black – B

Pros
Cons
  • 5 SB Skill Boost
  • 3 Rows Dark row
  • Mostly a SB stick with some Rows
    • Relatively generic
  • Provides no/minimal Resists & no counter to mechanics via active
Kamen Rider Black RX

Pros
Cons
  • High LS multipliers
    • Easy Damage Reduction via 4 combos
    • Only needs active for ATK
  • Active generates 9 Wood & 3 Heart orbs
  • LS requires an active every turn
    • Not found via leader
    • Limited options for Wood
      • Will result in slower clears
Prince of Sadness, Robo Rider

Pros
Cons
  • Massive personal damage when <50%
    • Four <50%
    • 1-2 VDP
  • Lacks a place to use
    • No ideal leader
      • Could change in future

Value greatly increases if we gain a Light leader who wants to be below 50% health. Less ideal right now.

Prince of Anger, Bio Ride

Pros
Cons
  • 4-5 Skill Boosts Skill Boost
  • Some Killer damage
    • Best if they line up
  • Killers don’t match
  • Have to line up for meaningful damage
  • LS requires being above 80% HP
Weapon Assist

Pros
Cons
  • 3 Rows Dark row
  • 20% Poison Poison resist & Jammer Jammer Resist Resist
  • Cloud
  • Lower value active
    • Does not solve/counter mechanics
  • So many other Cloud Resist options

Valuable for mono Dark but less universally helpful.


Kamen Rider Den-O – B

Pros
Cons
  • High personal damage multipliers
  • Super Poison Resist
  • Added bulk via Team HP  & RCV
  • Helpful active for Rainbow
    • Board changer
    • Awoken Bind clear
  • Terribly low ATK
    • Hampers offensive might
  • 1-2 Skill Boosts Skill Boost
    • Excluded from Transforming teams
  • Harder to find a team to use on
Kamen Rider Den-O CLIMAX Form

Pros
Cons
  • Reasonable personal damage multipliers
  • Super Poison Resist
  • 4 SB Skill Boost
  • Added bulk via Team HP  & RCV
  • Helpful active for Rainbow
    • Board changer
    • Awoken Bind clear
  • More well rounded card overall
  • Much lower personal multiplier compared to Base
    • Low ATK
  • Uninspiring LS

I would make this form in most cases as a flexible Rainbow sub that can be used alongside Transforming cards.

Weapon Assist

Pros
Cons
  • >80%
    • +1.5x ATK for owning card
  • 60% Jammer Resist Jammer Resist
  • Helpful active for Rainbow
    • Board changer
    • Awoken Bind clear
  • >80% has narrow window for success
  • Not an exceptional Weapon
  • Does not clear Binds
    • Lower value when both Awoken Binds & Binds involved

Kamen Rider Super-1 – A

Kamen Rider Super-1 [Elec Hands]

Kamen Rider Super-1 [Thermal Hands]

Kamen Rider Super-1 [Radar Hands]

Kamen Rider Super-1 [Power Hands]

Pros
Cons
  • 12 turn Transform to start
    • Easy to achieve
  • 4 Transforming states
    • Each has unique active
    • Solid awakenings all around
    • High personal damage
  • Strong LS post-Transform
    • Viable Fasca pair
    • Relatively easy to activate
  • Difficult to time the active you want
    • Transform and move onto next form
    • Can be a hassle
    • May not like final active all the time
  • Competes with valuable Weapon

I like the idea of multi-Transform but it is awkward to time the right active and final form active is a bit excessive. 10x ATK is overkill for 1 turn which won’t work against Super Resolve.

Weapon Assist

Pros
Cons
  • SB Skill Boost
  • 3 Orb Enhances Enhnaced Fire Orb
    • Noticeable damage increase
  • 20% Blind Blind Resist
    • Combos with Samurai 3 Weapons
  • 40 turn CD
    • Will never accidentally charge up
  • Competes with Leilan Earing
    • Does not provide Bind Immunity
      • Used for Shura 2 pre-Transform Floor 1

Super 1’s Weapon has tremendous value if you do not need the Bind Immunity offered via Leilan’s Earing as it provides more Passive Damage through the 3 Fire Orb Enhances Enhnaced Fire Orb.

Currently a highly desirable Weapon due to Seina and Gileon being current end game leaders.


Kamen Rider EX-AID – B

Pros
Cons
  • Viable Healing Solution
    • 4 Enhanced Heart Orbs +heart
  • Super Blind Resist
  • L
  • Active does not counter mechanics
  • Amaterasu is superior
    • Better active
    • More Healing
Kamen Rider EX-AID Muteki Gamer

Pros
Cons
  • 4 SB Skill Boost
  • Super Blind Resist
  • L
  • Possibly too many L
    • Eats into awakenings
    • Less efficient (1.5x not 2x)
  • Outpaced by Spider Lady & Diaochan
    • Both provide similar, but better benefits
  • Active skill does not counter mechanics
    • Longer CD

Weapon Assist

Pros
Cons
  • L
  • Tape
    • Rare combination
  • 2 Enhanced Light Orbs +light orb
  • Situational awakenings
    • Lower priority
    • Helpful when you need

Despite having more niche awakenings, I would pursue this form as it is a rare combination and their other forms are middling.


Kamen Rider Faiz – B

Pros
Cons
  • 2 turn Damage Absorb Void
    • Also 3x ATK for Attacker & Machine
      • Will always have value
  • High personal damage against Devils
  • More value in other forms
  • Only strong against Devils
Kamen Rider Faiz Accel Form

Pros
Cons
  • 2 turn Damage Absorb Void
    • Also 3x ATK for Attacker & Machine
      • Will always have value
  • Skill Charge
    • Greatly accelerates CD
  • Main appeal is active & Skill Charge
    • No Resists, lower SB, average personal damage
  • Weapon Assist has more universal value
Weapon Assist

Pros
Cons
  • 2 turn Damage Absorb Void
    • Also 3x ATK for Attacker & Machine
      • Will always have value
  • 60% Poison Resist Poison resist
  • >80%
    • 1.5x ATK for owning card
  • 18 turn cooldown may be harder to work with as inherit
  • >80% has a narrow window for success

I personally prefer this form to inherit on your Damage Absorb solution to grant an extra benefit if it is not needed. Just be mindful of where your Colour Absorb is used as both are often needed in end game content.


Kamen Rider Zero-One – B

Pros
Cons
  • 5 SB Skill Boost
  • Super Jammer Resist
  • Unique active
    • Damage Reduction and ATK buff
  • Easy to use Farming leader
    • Full ATK multiplier with 6 Light
    • Auto Follow Up
  • No personal damage
  • Active has anti synergy with Transforming cards with SB
    • Amount provided can greatly vary
    • Does not count Effective Skill Boosts (Delays/Haste/Shields)

The value of the active will be based on the number of Skill Boosts present at that time. 10 Skill Boosts = 30% Damage Reduction and +100% ATK (2x) for one turn.

Hard to get a meaningful number.

Kamen Rider Zero-One Shining Hopper

Pros
Cons
  • 4 SB Skill Boost
  • Unique active
    • Damage Reduction and ATK buff
  • Modest VDP potential
  • No personal damage outside VDP
  • Active has anti synergy with Transforming cards with SB
    • Amount provided can greatly vary
    • Does not count Effective Skill Boosts (Delays/Haste/Shields)
Weapon Assist

Pros
Cons
  • Attacker Killer 37
  • Healer Killer Healer Killer
    • Rare to have Weapons with 2 Killers
  • Shorter base CD
    • Higher chance to accidentally charge up
  • Active value can greatly vary

2 Killer cards are quite rare and I would pursue this form in most cases.


5 Star base

All 5-star cards possess Weapon Assists which will often be their best form. With that being said, their 5-star rarity means they can be used for the 5-star challenges. While I feel that this is not justification enough to chase these cards, it is something to consider before auto converting into a Weapon Assist.

Kamen Rider Fourze – C

Pros
Cons
  • Potent sub potential for 5-star teams
    • High personal damage
  • Potential mono Water sub
    • Modest potential
  • Unique active
    • 10/10/10 board
  • Weapon Assist has more universal value
  • Probably not used beyond 5-star teams
Weapon Assist

Pros
Cons
  • L
  • 60% Jammer Resist Jammer Resist
  • Situational Weapon
  • Main appeal is L
    • Usage goes down if one already on team

Having 1 L on a team is meaningful but tends to have lower value if your team already has one as the damage scaling is inefficient and a single L can Unlock the Board.

With that being said, if you don’t have an L on your team, this Weapon can be meaningful.

Orb Skin


Kamen Rider W – A

Pros
Cons
  • Orb Skin
    • Can directly purchase
  • Potent 5-star card
    • High damage output
    • Strong LS if below 50% HP
  • Weapon Assist has significant value
    • Much more universally helpful
Weapon Assist

Pros
Cons
  • Powerful 3 turn Burst
    • Scales with SB Skill Boost
    • Valuable for end game bosses
      • Often have too much HP/Super Resolve
        • Takes multiple turns to kill
  • Only provides Burst
    • Does not counter mechanics
  • Underwhelming awakenings
  • Damage scaling checks current SB, not SB when entering
    • Transforming cards such as Seina lose their SB

This 3 turn Burst has tremendous potential as it scales with Skill Boosts Skill Boost and can be a solution for the final floors of challenging content. This is because many spawns have too much Effective Health to die in a single turn or Super Resolve so having 3 turns of Burst is meaningful.

Just be mindful that it checks your current Skill Boost count when used which will be lower if using Transforming cards such as Seina .

Orb Skin


Kamen Rider V3 – C

Pros
Cons
  • Double Row maker
    • Wood Row at top
    • Heart Row at bottom
    • Valuable for Farming
  • Weapon Assist has more universal value
Weapon Assist

Pros
Cons
  • Double Row maker
    • Wood Row at top
    • Heart Row at bottom
    • Valuable for Farming
  • Primarily used for the active
    • Might as well get some awakenings
  • Primarily a Farming solution
  • Value diminishes with other Double Row Makers

Main appeal is the active so might as well gain some awakenings when inherited. Value goes down if you already own many other Double Row Makers.


Kamen Rider Amazon – D

Pros
Cons
  • ?
  • Weapon Assist has more universal value?
  • Does not fulfil any particular role
Weapon Assist

Pros
Cons
  • Cloud Resist
  • Low impact Weapon
  • Better Cloud Resist solutions exist

Underwhelming overall.


Kamen Rider Kuuga – C

Pros
Cons
  • Respectable offensive awakenings for 5-star
  • Modest active skill
    • Low base CD
    • Easy to inherit over
  • Weapon has a Killer
  • Niche uses for 5-star challenges
Weapon Assist

Pros
Cons
  • Physical Killer physical killer
    • Helpful if you have no others
  • Low base CD
    • Easy to accidentally charge up
    • Low impact

The value of this Weapon goes up if you have no other options for Physical Killer physical killer but be mindful of the low cooldown.


Kamen Rider Ryuki – C

Pros
Cons
  • 4 SB Skill Boost
  • Lots of Rows Fire Row
  • Active generates a Row of Fire + ATK buff
  • Would be mostly for Farming
  • 11 turn CD is longer for Row making

Main drawback is the 11 turn CD which makes it challenging to use more than once per dungeon.

Weapon Assist

Pros
Cons
  • 40% Poison Resist Poison resist
  • 2 Rows Fire Row
  • SBR Skill Lock Resist
    • Can aid Farming teams as many subs can lack SBR
  • Relatively low impact inherit
    • Does not fulfill any specific niche

Kamen Rider Build – C

Pros
Cons
  • Creates 2 columns of Orbs
  • 5 Skill Boosts Skill Boost
  • Weapon Assist fulfills a more niche role

Base form has some 5-star potential while their Weapon can fulfill a niche role.

Weapon Assist

Pros
Cons
  • 1/3 cards to provide 2x Awoken Material Killer
  • Highly situational
    • Rarely needed
  • One double Awoken Material Killer is Farmable

Highly situational and competes with the Farmable Zaerog Weapon .


Kamen Rider Poppy – C

Pros
Cons
  • Possible Bind solution for 5-star teams
    • Also provides an ATK buff
  • Little value beyond 5-star teams
Weapon Assist

Pros
Cons
  • Modest active
    • Full Bind/Awoken Bind clear + small ATK buff
  • ATK buff scales with SBR Skill Lock Resist
    • +30% for each awakening
    • Probably low damage in most cases

Scaling with SBR Skill Lock Resist will probably result in a much lower than desired multiplier.


Do I plan to roll? & Dream rolls

I do not plan on rolling within the Kamen Rider Collab due to the low value of the bottom rarity who comprise 77.3% of the rolling pool with the 2 Orb Skin cards having significantly lower rolling rates.

As such, the chances of me actually rolling something of value is quite low along with the fact that I liberally rolled in Player’s Choice Godfest. While that did greatly diminish my Magic Stone count, I ended up with a massive number of Godfest Exclusives along with numerous new cards I had never rolled before.

Regardless, this is a poor event to roll in but I can always dream of what is possible through the free rolls.

For my dream 6-star card, I would have to choose Blades as I feel my mono Fire is somewhat saturated and while Super 1’s Weapon is powerful, I do not feel it is truly needed for my Monster Box as I already have enough solutions for my Seina team. With Blades, I will be opening up new options for mono Water but at the same time, I am not sure how much I would benefit.

For my dream 5-star card, Rider W  and their powerful Weapon Assist would be fantastic to own as I have no other active that can fulfill a similar role. With that being said, I am not sure how I would utilize it as my current end game teams already have sufficient damage out put but this can easily change in the future.

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 Kamen Rider Collab is an underwhelming affair from a rolling point of view due to the bottom rarity cards already feeling outdated.

This is problematic as they comprise 77.3% of the rolling pool along with the Orb Skin cards having significantly lower rates. With this in mind, I would be most inclined to only utilize the free rolls and maybe the Monster Exchange or IAP bundles if you desire the higher rarity cards.

For myself, I simply plan on doing the free rolls and hoping for the best.

With that being said, let me know what you think about the Kamen Rider Collab and how much you plan on rolling in the comments below.

Happy Puzzling!

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21 thoughts on “Kamen Rider Collab REM Review and Analysis – January 2021”

  1. Kinda thankful for this collab, I can finally save my weekly 20 stones. Still waiting for another seina-like lead though, and hopefully it’s monster-exchangable T_T

    Like

  2. FYI on Kamen Rider OOOOOOO dark form, they actually do have effective hp without 4 dark orbs – the 50% damage reduction requires 7 combos and nothing else.

    Like

  3. Thanks for the write-up! I’m no stranger to wrist pain, so I know how it can make even simple-seeming tasks become challenging and how frustrating that can be. I have some friends who do programming work, and they’ve got ergonomic keyboards to help with/prevent wrist pain while typing. I dunno if that is something likely to be useful to you, just wanted to let you know that is a thing that exists in case you hadn’t heard of it.

    Pad-related question, answer if it’s convenient: I pulled Kamen Rider Black the first run and he has just sat in box since. His various forms did each look interesting, but you’re right in that none of them really have a home in which they fit perfectly, particularly the light evo. How likely do you think it is that we’ll get a light lead that cares about <50% HP, and how important to that team so you think Robo of Sadness would be? Are people going to be kicking themselves 18 months from now for not getting it while they had the chance, or trading it away, and now they can’t complete the most meta team for beating Shura 3: The Return of Jafar?

    Also, happy belated birthday! Thanks for all the work you do running this site!

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  4. I’ve traded 5 Kamen Rider Monsters to get Saber. Wasn’t a big loss for me since up until now, I’ve been using the ones I had as an assist and never used them in dungeons since I have better Monsters to use. Plus I’ve recently gotten Ryumei from the Mystic Event and they could make a good team in tougher Dungeons since they both can transform. But I was hoping that you can offer me some tips for Team Building with Ryumei and Saber Mantastic and I hope that you are recovering well and Happy Belated Birthday.^^

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    1. I feel Saber could just be a sub and enjoy the extra combos that should be hitting 10 but at the same time, he has no VDP which is a major weakness for Ryumei

      I don’t feel either will be that ideal on their teams as neither truly solve each other’s weakness

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  5. Hi Mantastic,
    Do you think the 2 killer latent assist worth trading for, even if not needed at the moment? (but thinking of the futur)
    Thx for your answer

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    1. I would only trade for something if you have a dedicated and valuable use for it which ideally happens now, not in a potential future

      This is because powercreep is so fast that new stuff comes out and you want to be trading for the best new thing

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          1. Do you think with all the 6star giveaways (especially in JP with choosing which you get) that 6stars as trade folder will become less relevant? It seems like the major collabs and chase cards are moving away from that toward no trade or 7 stars. Curious as to what you think as you may want to ‘dump’ extras now while you can still trade.

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            1. I think we are moving towards less Monster Exchange options if you look at Sin Dragons & Mystics events

              I actually plan on writing more about this in an upcoming article

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    1. Maybe if you find value in mono Fire farming teams but be mindful of their longer CD that does not generate too many orbs. But it does reset your HP for Dark Omega or GH Chibi Urd teams

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  6. I am tempted by trading for blades because I only have yuri and GH yomi and have to rely on friend norza. I have fodder to burn but you know… what if we get demon slayer?

    I do have seina (no gileon) and raijin so I am not lacking options.

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  7. Update: So after 4 rolls, I was able to get Blades. I was going to trade, but luckily I chose not to though I was able to get back Faiz and planning on using him as an assist again. As for Saber which I traded 5 Kamen Rider Monsters to get him in the 1st week, he’s good for my Fire/Light team, but going to put him on the side for now because I still need to work on him to make him better. But other than that, I’m happy that I got both Blades and Saber in my inbox and looking forward to using them in the near future.

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      1. Not yet. I just got done with Haku’s Chapter and evolved her. So I’m trying to figured out how to use Blades as either a Leader of part of a team with him in it. I was thinking of a Water/Dark/Light Team because of Haku’s new ability. As for Saber, My Fire/Light Team are not at 110 level yet, so it’ll be awhile before I can use Saber.

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