Monogatari Collab REM Review and Analysis – March 2021


The Monogatari Collab REM makes an exciting debut in North America that features wonderfully powerful cards at the 7 and 8-star rarity. In fact, many of these are powerful leaders and acquiring any of them should help advance almost any Monster Box.

Sadly, only the single 8-star card can be Monster Exchanged for which means players will have to roll heavily to acquire any of the 7-stars at 7 Magic Stones per attempt. This is frustrating as the bottom rarity (6*) is okay, not fantastic while also comprising 77.5% of the rolling pool.

With that being said, the 7/8-star cards are wonderfully powerful and are difficult to replicate elsewhere. As such, I feel that this is still a good event to roll in, especially for more developed Boxes as many of the cards featured here are heavily geared towards clearing end game content.

Video commentary

—video coming Monday—


Monogatari Collab REM Pros & Cons – March 2021
  • 7/8-star cards are tremendously powerful
    • All have 2 forms + Weapons
  • Bottom rarity is okay, not horrible
    • Having 1 copy of many of them is still helpful
  • Cannot Monster Exchange for 7-star cards
    • Have to roll
      • 7 Stones per roll
  • 6-stars comprise 77.5% of the rolls
Monogatari Collab REM
8 Star base
(2% total)
7 Star base
(20.5% total)
6 Star base
(77.5% total)
Monogatari Collab REM – March 2021

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 6-star Rankings. In total, they comprise 77.5% of the rolling pool.

These are not horrible cards by any means, butt he lack of Weapon Assists does lower their value, especially for players with more developed Boxes.

Monogatari Collab REM Bottom Rarity (6*) REM Rankings – March 2021

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.

8 Star base

Koyomi Araragi – S

  • East to use LS
    • No typing restriction
    • Match Dark + 1 more colour
    • Big multipliers
  • Valuable/flexible SA
  • Valuable active
    • Generates a Row of Dark
    • Clears 5 turns Bind/Awoken Bind
    • Clears 5 turns Unable to Match Orbs
  • Sizable personal damage
  • Competes with Evo form for lead or sub

Koyomi Araragi is the only 8-star card within the Monogatari Collab REM and is also the only card that can be directly acquired via the Monster Exchange system.

Regardless of this, Koyomi is a fantastic card in their Base form as a leader due to their generous multipliers and ease in which they can activate. They only require cards be Dark, match 3 Dark orbs, and match one other colour to enjoy their full 4/324/4/43.75%/+2c/2FUA multipliers.

These are fat numbers and considering how easy it is to activate, feels almost a little unfair as durability is highly prized in challenging content. This is because being able to withstand/absorb damage is vital due to some spawns requiring multiple turns to kill due to either large Effective HP or Damage Reduction.

Furthermore, he comes with a wonderful active skill that will generate a row of Dark orbs while also clearing 5 turns of Binds, Awoken Binds, and Unable to Match Orbs.

While all of this is promising, he does have a powerful evolved form that will be vying for your attention.

Vampire-Like Human, Koyomi Araragi

  • Strong leadership potential
    • Match 2 colours & 2 Dark combos
  • High personal damage against non-Void spawns
    • 45
    • High base ATK
  • 2 Enhanced Combos
    • Significant damage increase for the whole team
  • 4-6 SB Skill Boost
    • Gain 2 SB or Super Blind or Jammer Resist via SA
  • Valuable active
    • Generates a Row of Dark
    • Clears 5 turns Bind/Awoken Bind
    • Clears 5 turns Unable to Match Orbs
  • LS is less consistent compared to Base form
    • Needs 2 Dark combos for Damage Reduction
      • Less HP, more DR
  • Lower ATK multipliers
    • Offset by Enhanced Combos

Koyomi Araragi’s Evolved form improves his personal damage against non-Void spawns when hitting 10 Combos but also grants 2 Enhanced Dark Combos . This awakening is grossly over-tuned for mono colour teams as it is easy to stack and grants a massive amount of Passive Damage for the entire team.

This in turn can help offset his lower ATK multiplier as with dual leaders, players will be enjoying a significant damage increase. Moving beyond his lower ATK multiplier, Koyomi features wonderful bulk when matching 2 Dark combos and a +6 combos with dual leaders.

Sadly, this dependency on 2 Dark Combos is his largest weakness as players will only have 2.25x HP. While this may or may not be enough to tank certain hits, it will most certainly not be enough against the majority of spawns in end game content.

Moving beyond his leadership potential, Koyomi’s Evolved form is able to function as a fantastic sub due to their 4 Skill Boosts Skill Boost and wonderful Super Awakening selection. All 3 options are viable and it comes down to what your team needs. In addition to this, the Passive Damage is always welcome and his active skill is valuable and will be needed in essentially every dungeon.

Taking all of this into consideration, I feel players will have more long term value with Koyomi as a sub in his Evolved form.

Weapon Assist

  • Enhanced Dark Combo
  • 40% Poison Resist Poison resist
  • Fantastic active
    • 2 Rows of Dark
    • Fully clears all Binds/Awoken Binds
    • Fully clears all Unable to Match Orb Effects
  • Opportunity cost of not using other forms

Koyomi’s Weapon Assist is able to grant a single Enhanced Dark Combo awakening which will grant the entire team additional Passive Damage with every subsequent Dark combo.

As a whole, I feel this awakening is incredibly over-tuned as it provides a massive increase in damage when stacked with even just a few of them. As such, this Weapon can be a fantastic choice for mono Dark teams as it also provides 40% Poison Resist Poison resist and a valuable active.

This active skill will generate 2 rows of Dark orbs along with fully clearing all Binds/Awoken Binds and all Unable to Match Orb Effects. The orb generation ensures nothing goes to waste and essentially every dungeon will feature at least one Bind/Unable to Match effect.

Of course, the main hitch with this Weapon if the opportunity cost of not using Koyomi in their other forms.

7-Star base

Hitagi Senjyogahara – S

  • Powerful active skill
    • 1 turn CD
    • Cut HP by 50%
    • Generate 3 Water orbs
  • High personal damage when <50% HP
    • Huge ATK
  • Easy to use LS due to active
    • Can always be below 50% HP
  • Opportunity cost of not using Evolved form
    • Stronger universal leader

Hitagi’s Base form is able to function as a solid <50% HP leader due to their 1 turn base cooldown that generates Water orbs and cuts HP by 50%.

This ensures her 324x ATK multiplier is able to function and she only has to match 4 or more Water orbs to activate. This means it can be stacked with Rows Water Row to further pad her high personal damage.

While this is meaningful, her Evolved form is able to function as a powerful leader who is able to tackle end game content.

Girl Who Encountered a Crab, Hitagi Senjyogahara

  • Huge ATK stat
    • Synergizes with triple 7 Combo 45
  • 2 Enhanced Water Combos
    • Significant Passive Damage increase
  • Valuable 1 turn cooldown
    • Generates Water orbs
    • Overwrites Time debuffs
    • Easy to inherit over
  • Solid leadership potential
    • Outstanding Damage Reduction
    • Auto Follow Up
  • Super Poison Resist
  • Water is most disadvantaged in SR1/WoC1
  • No Effective HP without 2 Water combos

Hitagi’s Evolved form retains her outstanding ATK stat and grants her the more universally accessible 7 Combo 45 while also granting 2 Enhanced Water Combos . This translates into significant personal and Passive Damage which is always helpful. In addition to this, Hitagi retains her 1 turn active which can be abused to either continuously generate orbs or carry a longer cooldown inherit.

As a leader, Hitagi has strong potential when asymmetrically paired as having some HP is meaningful as her Damage Reduction is conditional along with her ATK multiplier being lower. Hitagi enjoys 60% Damage Reduction (single leader) when matching 2 Water combos which may not always be available, even with her 1 turn active from a single leader. Furthermore, by asymmetrically pairing, players will often have a higher ATK multiplier.

As of now, Hitagi can pair with Miada to enjoy 7×6 and the same activation requirement of 2 Water combos. On the other hand, she can also pair with Suruga who has nearly the same Leader Skill but trades out Auto Follow Up for +2 combos. Essentially, pairing with non-Auto Follow Up Leaders tends to be most advantageous.

I am well aware that Water is the most disadvantaged in World of Carnage 1 due to the Menoas being Green at 50% HP, but she can still most certainly clear the dungeon along with her Auto Follow Up being large enough to kill the Dragon Seed in Ruler of Hell’s Hall in 2 turns.

Weapon Assist

  • Enhanced Water Combo
  • 4 turn Colour Absorb Void
  • Generates 9 Water orbs
  • Opportunity cost of not using Evolved form

Hitagi’s Weapon Assist is able to grant a single Enhanced Water Combo which will add Passive Damage for the entire team along with having a highly valuable active.

This active will generate 9 Water orbs along with 4 turns of Colour Absorb Void. This is quite Fantastic for World of Carnage 1 as the final Menoa has a 10 turn absorb of a random colour along with immense Effective Health that makes it nearly impossible to kill in one turn along with most teams struggling to kill in 2.

As such, having 4 turns to kill a Menoa is meaningful and does help offset the extra hurdle Water teams have to jump through due to the Wood attribute when below 50% health.

With that being said, there is a high opportunity cost of not using her Evolved form.

Mayoi Hachikuji – A

  • Immense personal damage at 10 combos
    • High base ATK
  • Creates a Spinner
    • Overwrites other Spinners
  • Super Jammer or Poison resist
  • 1 SB Skill Boost
  • LS has too much overlap with V Ideal
    • Both are Rainbow leads that use Balance types
  • Active skill is relatively underwhelming for 12 turn CD

Mayoi has a massive ATK stat along with double 10 combo awakening which ensures she is able to deal spectacular amounts of damage. Furthermore, her active skill can create a single Spinner which in turn can overwrite any existing Spinner or be used to help cheese out certain colours/orbs.

Sadly, Mayoi only comes with one Skill Boost Skill Boost and while her active is unique, it is relatively underwhelming in the grand scheme of things, especially considering it has a 12 turn cooldown. As such, she will mostly be a harder to acquire Damage Stick as her leadership potential is marred by a low ATK multiplier and Valentine’s Ideal   somewhat cornering the Rainbow Balance market.

Of course, if your team can accommodate her and her need for 10 combos, you will have a card outstandingly hard on a regular basis.

Girl Who Got Lost In a Snail, Mayoi Hachikuji

  • 5 SB Skill Boost
  • Super Blind or Jammer Resist via SA
  • 2 Enhanced Light combos
  • Easy to use Leader Skill
    • High bulk
    • Fixed movement time
  • Creates a Spinner
    • Overwrites other Spinners
  • Active skill is relatively underwhelming for 12 turn CD
    • Hinders ability to inherit something better

Mayoi’s Evolved form comes with 5 Skill Boosts Skill Boost, 2 Enhanced Light combos , and either Super Blind or Jammer Resist via Super Awakenings. From this information alone, she looks like a fantastic sub for mono Light but the main drawback is her active skill.

This is because it only provides a single turn of Delay and creates a Spinner on a 12 turn cooldown. Individually, each aspect has minor value and combining them both doesn’t really make it much better. As such, it will be challenging to find meaningful value from the active itself along with it being more challenging to inherit something over top. This is not to say she is a bad card, but her active skill is her largest weakness as it may eventually prevent her from being used in the future.

In regards to her leadership potential, she features wonderful bulk but again, having two cards with this active skill will be a hinderance as they don’t truly make orbs nor solve mechanics. On the other hand, she can favourably pair with Tsubasa .

Weapon Assist

  • 3 SBR Skill Lock Resist?
  • Creates a Spinner
  • Highly niche/situational
  • 3 SBR is seldom needed

Mayoi’s Weapon Assist is a highly situational card as it provides 3 SBR Skill Lock Resist which equals 60% protection. Sadly, there are few instances where this is actually needed as the majority of cards come with one of these awakenings and on a given team, players only need 5 cards to achieve 100% protection.

As such, it would be quite rare to actually need this unless running a bunch of Vishnus and Juronds . Aside from the SBR, the ability to create a single Spinner may be helpful when Farming a dungeon repeatedly where you know problematic Spinners appear but will still be quite rare.

Suruga Kanbaru – S

  • Super Blind Resist
  • Valuable active
    • 7 turn CD
    • 75% Damage Reduction
    • 2.5x ATK for 1 turn
    • Cut 50% HP
  • Solid multipliers
    • Just need to match 4 Water
  • Outclassed by Evo form

Suruga’s Base form grants Water another viable <50% HP card along with an easy to use Leader Skill. This Leader Skill only requires Water cards and matching 4 or more connected Water orbs. This is easy to achieve and while she is a strong card in this form, she is greatly outclassed by her Evolved form.

Girl Who Wished On a Monkey, Suruga Kanbaru

  • 2 Enhanced Water Combos
  • Valuable active
    • 7 turn CD
    • 75% Damage Reduction
    • 2.5x ATK for 1 turn
    • Cut 50% HP
  • Synergistic LS with Hitagi
    • Same everything but trades FUA for +2c
  • Min-maxed stats for LS
    • No RCV but huge RCV multiplier
  • 4 Skill Boosts Skill Boost
  • No Damage Reduction without 2 Water combos
    • No HP multiplier

Suruga’s Evolved form shares a nearly identical Leader Skill with Hitagi but instead trades out Auto Follow Up Attack for +2 combos when matching 2 sets of Water. This enables her to function as a wonderful asymmetrical pairing as having extra Follow Up damage is often not needed. Of course, she suffers the same drawbacks of having no Effective Health without matching 2 Water combos and must abuse orb changers for safety.

While I am often quite critical of Rainbow teams with lower ATK multipliers, mono colour can get away with it, especially when they have liberal amounts of Enhanced Water Combos . As such, Suruga teams will still be able to deal meaningful damage despite a lower ATK multiplier.

In regards to the other parts of her kit, Suruga 4 Skill Boosts Skill Boost, Super Jammer Resist , and a valuable active skill. This active provides 75% Damage Reduction for a single turn which is basically mandatory to have for Ruler of Hell’s Halls 2 due to several large, unavoidable hits. Furthermore, the ATK buff helps ensure players deal sufficient damage. This in turn enables her to function as a potent sub for mono Water teams.

Weapon Assist

  • Skill Boost Skill Boost
  • L
  • 1 turn Void Damage Void
    • 8 turn cooldown
  • Evolved form is appealing
  • Less instances where we need Void Damage Void

Sugura’s Weapon Assist features an 8 turn cooldown that can counter Void Damage Void mechanics for a single turn. As a whole, this type of active is often most valued on Rainbow teams due to the lack of VDP .

While this still holds true today, we have the VDP Latent along with other cards who can counter this via an active. With that being said, this is a low cooldown option for this ability which will probably come in handy at some point. Furthermore, many mono Wood teams may be lacking a Void solution as leads such as Artemis and Nadeko lack this awakening and players may not have a premier solution available.

In regards to the awakenings, a single L anywhere on a team is valuable but any subsequent ones tend to have diminishing returns. As such, the Weapon you should pursue depends on what your team needs but just be mindful that Sugura will prevent any further active skills being used once activated while also having a low cooldown which may facilitate accidental charging up.

Nadeko Sengoku – S

Snake Goddess, Nadeko Sengoku (Transformed)

  • 2 SB Skill Boost & SBR Skill Lock Resist in Base form
    • 75% Damage Reduction with 2 Wood combos
  • One of the best leaders post-Transform
    • Same Effective HP as Seina with dual leaders
    • Huge damage output due to Enhanced Combos
    • Can System with Nadeko sub
    • Easy access to Damage Reduction
      • Can asymmetrically pair with several leaders
  • 3 Enhanced Wood Combos
  • High personal damage
    • 45 Devil killer
  • Fantastic active Post-Transform
    • Generates Wood & Hearts
    • RCV & ATK buff
  • 20 turns to Transform
  • Requires solution for Voids
    • Lacks VDP
    • Relatively few options

Nadeko is one of the strongest leaders in the game due to their immense Effective Health that is easy to activate, nearly limitless damage output for the entire team due to Enhanced Wood Combos and a powerful, System-able active.

Presently speaking, being able to absorb large amounts of damage and ability to grind through dangerous spawns has become invaluable in end game content due to Super Resolves and high Effective HP preventing one shots every floor. Thus, Nadeko being able to tap into 50% Damage Reduction per leader with 7 combos is meaningful as it can be achieved every turn. This leads to the same Effective HP as the dominating Seina but is less prone to Locked Orbs ruining their day.

In addition to this bulk, the damage output is nearly limitless due to each Nadeko owning 3 Enhanced Wood Combo awakening. As a whole, these awakenings are somewhat overtuned in terms of the damage they provide. Thus, Nadeko teams can reliably hit Damage Cap on many cards as their 324x ATK will be significantly amplified. Furthermore, her active skill is amazing post-Transform.

This active is on a 3 turn cooldown which means it can be System-ed with 3 Nadekos and will ensure sufficient Wood orbs along with 1.5x ATK and RCV every turn. This is pretty magical and the largest drawback is a lack of damage against Void spawns.

Depending on the dungeon at hand, Albrecht , (Farmable) Jurond , Aljae , or maybe Zela would be sufficient to solve your VDP needs but lacking it on your leads may be challenging if you don’t have these 7-star GFE.

In regards to asymmetrical pairings, Nadeko can pair with NY Artemis as both share the same desire for 2 Wood combos or even Albrecht for the larger board. Either way, Nadeko is one of the strongest leaders in the game and it is a shame we cannot Monster Exchange for her.

Weapon Assist

  • Enhanced Wood Combo
  • 40% Poison Resist Poison resist
  • Nadeko is arguably her own best sub
    • Horribly high opportunity cost of not using her this way

Nadeko’s Weapon Assist is by no means a poor card, it is just overshadowed by her amazing sub potential on her own team to close the System to ensure a constant and steady flow of Wood and Heart orbs along with permanent 1.5x RCV and ATK.

Tsubasa Hanekawa – S

Girl Fascinated by Cats, Tsubasa Hanekawa (Transformed)

  • 2 SB Skill Boost & SBR Skill Lock Resist in Base form
    • 75% Damage Reduction with 2 Light combos
  • Powerful post-Transform active
    • 1 turn Colour Absorb Void
    • Spawns 6 Light orbs
  • Outstanding LS
    • Same Effective HP as Seina with dual leaders
    • Huge damage output due to Enhanced Combos
    • Easy access to Damage Reduction
      • Can asymmetrically pair with several leaders
  • 3 Enhanced Light Combos 
  • Orb Skin
    • Can directly purchase
  • Harder to System
    • 4 turn base CD
  • 20 turns to Transform
  • Requires solution for Voids
    • Lacks VDP

Tsubasa is the only Orb Skin card to be featured in the Monogatari Collab which means she can be directly purchased and is the only 7-star card who does not have to be rolled.

That aside, Tsubasa follows a similar template to Nadeko in that both feature massive Damage Reduction when matching 7 total combos and gain their full ATK multiplier with 2 combos of their main attribute. As a whole, this is quite reliable and Tsubasa has Auto Follow Up Attack instead of bonus combos.

Looking at Tsubasa’s awakenings, she provides a significant amount of Passive Damage via 3 Enhanced Light Combos along with triple 7 Combo 45 for personal damage. With that being said, Tsubasa lacks VDP and will require her subs to fulfil this role.

While all of this is promising, players need to be mindful of the fact that she will have a much harder time forming a System due to her active being a 4 turn cooldown. This does prevent easy looping but the active skill itself is quite powerful as it provides a single turn of Colour Absorb Void. This is helpful but at the same time, 1 turn is not sufficient for most content as the Menoas in WoC1 have 10 turns of Absorb along with too much Effective Health to feasibly kill in one turn. As such, players will need to bring more Colour Absorb Void for this dungeon.

As a whole, Tsubasa is a powerful leader due to her immense Effective Health and ease in tapping into massive damage for all cards through Enhanced Combos. The main drawback is an ideal asymmetrical pairing (Marvel Collab may not come) to fully take advantage of her.

Weapon Assist

  • Enhanced Light Combo
  • 2 turns 75% Damage Reduction
    • Can aid in stalling
    • Saves players from large hits in WoC2
  • 2 turn ATK buff
  • Have to give up using Base form
  • Relatively niche where this can be used efficiently

Tsubasa’s Weapon Assist is powerful but has more applications for Ruler of Hell’s Hall/WoC2 compared to other dungeons. This is because the Damage Reduction aspect is invaluable for avoiding the large hits found in WoC2.

As such, if not playing through that particular dungeon, the Damage Reduction is probably not as needed and players would be better served with her Base/Transforming form as it is a powerful leader.

Orb Skin

Shinobu Oshino – B

  • 5 SB Skill Boost
  • Shield active + orb changer
  • Shiva feels superior
  • LS has no Damage Reduction
    • Relatively low ATK multiplier
  • Lacks personal damage without VDP
  • Better off in Evolved form

Shinobu is the final 7-star card within the Monogatari Collab and her Base form comes with 5 Skill Boosts Skill Boost along with a 75% Damage Reduction active that also generates a column of Fire orbs.

This has significant overlap with SR Shiva as both provide higher Skill Boosts and a shielding active. With that being said, I feel Shiva would be a superior choice due to the Super Poison Resist , personal damage without VDP, 2 more Latent slots, and a faster charging active.

As such, I feel it is best to look at her Evolved form.

Human-Like Vampire, Shinobu Oshino

  • 4 SB Skill Boost
  • Shield active + orb changer
  • 2 Enhanced Fire Combos
  • LS has no Damage Reduction
    • Relatively low ATK multiplier
  • Still significant overlap with Shiva

Shinobu’s Evolved form grants her personal damage with 7 combos and 2 Enhanced Fire Combos while still retaining the same active skill. This more universal damage and the ability to significantly improve the damage output of everyone else gives her new viability and enables her to be a potential Shiva replacement if additional damage is needed more than a lower cooldown and Super Poison Resist .

With that being said, I feel her usage is still relative narrow as Damage Reduction is not needed for most dungeons outside WoC2.

Weapon Assist

  • Enhanced Fire Combo
  • 40% Blind Resist Blind Resist
  • Long base cooldown
    • Harder to accidentally overcharge
    • Strong effect if it does
  • Relatively niche for mono Fire

Shinobu’s Weapon Assist is able to provide 40% Blind Resist Blind Resist and a single Enhanced Fire Combo which can add in additional Passive Damage for a given team.

While these are meaningful, it still feels reasonably niche as it can only be used effectively by mono Fire and may not be truly needed as it does not provide enough coverage/counter to mechanics. Yes Passive Damage is helpful but being able to fully counter something or having Skill Boosts is often more meaningful.

While the active skill does provide 2 turns of 0 damage taken, it is challenging to charge up and cannot be relied upon if multiple instances of Damage Reduction are needed (eg. WoC2).

6-Star base

Karen Araragi – B

  • Outstanding damage vs Attackers
    • 37 37 37 45 45
    • Attacker Killer Latents
    • High ATK
  • 4 SB Skill Boost
  • Damage Reduction + ATK buff via active
  • Mostly an Attacker Killer solution
    • Low personal damage otherwise

Karen is the first 6-star card of the Monogatari Collab and is an outstanding damage solution against Attacker types. This is due to her high base ATK, 3 Killers 37, double 7 Combo 45, and ability to use Attacker Killer latents. Furthermore, she provides 4 Skill Boosts Skill Boost and a reasonable active skill.

While all of this is nice, I still feel she will mostly be a solution against Attackers as her output will be lacking otherwise.

Tsukihi Araragi – B

  • 3 Enhanced Heart Orbs +heart
    • High base RCV
  • 1 Enhanced Fire Combos
  • Clears all Bind & Awoken Binds
    • Provides a 4 elemental board changer
  • Cloud Resist
  • Enhanced Dark Combo is somewhat wasted
  • Competes with Amaterasu

Tsukihi is a potent Healing Solution for mono Fire or Dark teams due to her 3 Enhanced Heart Orbs +heart and both Enhanced Fire and Dark  Combos. This in conjunction with high RCV and a meaningful active skill helps Tsukihi stay relevant against other solutions such as Amaterasu .

Overall, I feel I would prefer Tsukihi over Amaterasu due to the small Passive Damage from Enhanced Combos and a stronger base active. Bind/Awoken Bind clearing is almost always needed but having it tied to a board changer gives it more flexibility in where it can be used, especially if it charges up and no more clearing is needed.

While all of these are positives, mixing two different colour Enhanced Combos is somewhat wasteful but perhaps that is the price to pay for a lower rarity card.

Meme Oshino – C

  • 4 SB Skill Boost
  • Enhanced Light Combo
  • Spawns a Row of Light
    • 4 turns of 30% Damage Reduction
  • Situational card overall
    • Does not fulfil any niche well

Meme is an awkward card overall as I feel he does not fulfil any particular role efficiently and a generalist tends to be inferior to a specialist.

While he does offer some Passive Damage and has some personal damage at 10 combos, it is not enough to push out other options and neither his awakenings nor active counter any mechanics.

As a result, I feel he will mostly be helpful to less developed boxes that lack stronger options.

Deishu Kaiki – B

  • Double Row Maker
    • Dark + Water
    • 1 turn Haste
  • High personal damage vs Gods when <50% HP
    • God Killer God Killer
    • Can use any Killer Latent
  • LS grants +2.5x Coin drop
    • Easy to activate ATK
      • 4 Dark or Water
  • No truly viable place to use as a sub
    • Water lacks an ideal <50% lead

Deishu would have been an underwhelming card if it were not for the fact that Coins will be gaining additional use with the future update in JP to raise cards above level 110. This process will require 1 Billion Coins and 5 Super Snow Globes which will Coins have a purpose again.

At this point in time, most players have Ganesha who awards 2x Coins which is lower but works reasonably well overall along with NY Ganesha providing 4x.

As such, Deishu can be a viable solution along with the fact that he has an easy to use LS that only requires 4 connected Dark or Water orbs. This in turn can help sweep whatever dungeon you are playing with relative ease.

With that being said, achieving level 120 will not be applicable for all players and I feel we will have more options to acquire Coins moving forward.

Yozuru Kagenui – B

  • Low cooldown Double Row maker
    • Dark & Jammers
    • ATK buff
  • High personal damage vs Devils
    • High ATK
    • Devil killer Devil killer 45
    • Can use Devil Killer Latents
  • 4 SB Skill Boost
  • Requires 7 combos for optimal damage
    • More effort compared to pure Killer cards
  • Difficult to find a true use/home as a traditional sub
    • Better suited for Farming

Yozuru comes with a blisteringly fast 6 turn cooldown Double Row maker due to the inclusion of Jammers and No Skyfalls. For the most part, Double Row makers are used in conjunction with full mono board changers to create an 18-12 (or 18-6-6 here) board that is easy to solve. This has applications for Farming as a VDP can be easily and reliably formed.

Beyond this, Yozuru can have 4 Skill Boosts Skill Boost and meaningful personal damage against Devils plus some Passive Damage via Enhanced Combo .

This can grant them some merits on mono Dark teams but due to the fact that they don’t directly counter/prevent mechanics, it may be harder to justify their position. With that being said, a 6-turn cooldown with a Row being generated and 2.5x ATK can still be helpful.

Yotsugi Ononoki – C

  • Exceptionally high damage vs Physical physical killer
    • 3 Killers
    • High ATK
    • Can use Physical Killer latents
  • 4 SB Skill Boost
  • Active Locks board
    • Counters Spinners
  • Only viable vs Physical spawns
    • No personal damage otherwise
    • Eats into other viable awakenings
  • Outpaced as a traditional sub

Yotsugi Ononoki is a highly situational card as they are able to fully Lock a board while also having immense personal damage against Physical spawns.

Presently speaking, Spinners are still an annoying mechanic and while they can be managed in most scenarios, having a way to fully Lock the board ensures precise matching.

On the other hand, their tremendous damage potential against Physical spawns can be meaningful when playing through certain content where you know for certain a tanky Physical spawn will appear.

With that being said, these are two relatively niche uses which in turn makes them a situation card as their value drops when neither is truly needed.

Izuko Gaen – B

  • 2 Enhanced Wood Combos
  • High personal damage at 10 combos vs Devils or Gods
  • Respectable active skill
  • Competes with Vishnu and Jurond as a sub
  • Needs 10 combos for personal damage
  • Lower HP

Izuko Gaen is the final card within the Monogatari Collab and is another viable Wood sub that provides Passive damage via Enhanced Wood Combos . Furthermore, she features meaningful personal damage against Devil and God spawns along with a 7 turn active skill that generates Wood and Hearts plus 1 turn of Haste.

As a whole, this is a respectable kit but she does compete with Vishnu and the Farmable Jurond as mono Wood options with lower cooldowns. While each has their own merits, Izuko actually owns SBR Skill Lock Resist which helps ensure 100% protection as running multiple Juronds or Vishnus can potentially leave players vulnerable.

Do I plan to roll? & Dream rolls

I do plan on rolling within the Monogatari Collab REM as the value at the 7/8-star level is challenging to replicate through other means. Furthermore, the bottom rarity cards are not terrible, not great, but not horrible either.

As such, I do feel it is worth rolling in for more developed Boxes as these cards are at the height of their Powercreep relatively speaking while also giving players more access to Enhanced Combo awakenings.

For my 8-star dream card, Koyomi Araragi is technically a default choice but he is also an outstanding card overall as a leader, sub, or inherit. You can never have too many of him…

For my dream 7-star card, Nadeko Sengoku  wood would make all my Wood dreams come true despite not owning Albrecht. Her leadership potential is outstandingly high and would also give me a viable pairing for Fantastic who owns NY Artemis.

Finally, I would love to roll Deishu Kaiki as he would be providing my account with the highest Coin Drop rate boosting card compared to my other options. If you already own NY Ganesha, his value becomes significantly lower but that is not the case for myself.

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 Monogatari Collab is a top-heavy affair that holds some tremendously powerful cards at the 7/8-star rarity. These cards are well designed for tackling end game content and acquring them will help advance almost any Monster Box.

Sadly, having to spend 7 Magic Stones per roll can be frustrating when less than 1/4 of the cards are truly desired but that is sadly the way of Gatchas and these cards cannot be replicated/acquired any other way.

With this in mind, I do plan on rolling as the top rarity cards will improve my Monster Box but at the same time, I want to hear your thoughts and opinions on this event and whether or not you plan on rolling.

Happy Puzzling!

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51 thoughts on “Monogatari Collab REM Review and Analysis – March 2021”

  1. I rolled
    3x Shinobu

    5x Suruga

    3x Senjoyogahara

    3x Hanekawa

    2x Mayoi

    1x Nadeko (basically last).

    Want to trade for Koyomi. Interested how many of each of those do you think it would be safe to trade away (planning to keep at least 2 of each, and proobably all Hanekawas, wondering which you think want 3+).


    1. Well every 7* has a Weapon so minimum 2 copies of each and then you have to decide how much your are willing to spare vs using 7* GFE

      I feel it is harder to roll the 7* here compared to GFE so I would prefer using those as Trade Fodder


  2. For Suruga’s Devil Hand (6779) It is not a void damage absorb, but a void damage void. Otherwise a great review as always 🙂


  3. So I have both NYArtemis and Nadeko (yay) – run my Artemis with a friend’s Nadeko and use my Nadeko as a sub?


  4. Crazily enough, I managed to roll 3 Nadekos in 15 rolls. Is a team running all 3 of them (2 leaders) doable? What other cards would be good to round out the team (NY Artemis, Susano, Kaede)?


    1. Some other good cards to have on the team are:
      – Jurond/Kaede (VDP solution)
      – Susano/Kukan (Shura 2 shield)
      – Albrecht (VDP solution and time extend)
      – NY Artemis (Awoken bind clear)
      – Fasca/Chakeol (Awoken bind clear)
      – Christmas Polowne (Fujin-style active)
      – Yotsugi Ononoki (Time extend)


  5. Sugura’s Weapon Assist works on Void. Blue samurai 3 works on Absorb. Void pierce active is still relatively rare compared to absorb nullify.


  6. I was wondering, how many copies of the six star cards would you recommend keeping?

    Also, thanks for the collab review!


  7. I managed to get exactly one of each of the 7s and the 8 in about 180 stones. Pretty fortunate overall I think! I think I do want to make a green team so that will probably be the first thing I’ll work on with Nadeko. I guess main question is whether to trade some 7* GFE in for a 2nd copy of Koyomi Araragi. Decisions decisions….


  8. Ugh rolled 4x 7* out of 18 rolls, but at least I have some new toys to play with!

    Can you please me how much each coloured enhanced combo awakening gives? I also recall if it boosts individual or team damage. Thanks!


    1. each awakening give additional 0.15x bonus on second combo onwards and the bonus apply to the whole team.
      e.g. 3 awakening in the team and 4 same colour combo, it will give
      3 x (4-1) * 0,15 = additional 1.35 boost on the total damage


  9. I had to spend 20$ on the first day for a 7 or 8 Monster in this event and gotten Hiragi and used her and 4 other Monsters to get Koyomi and stopped rolling after spending the rest of my Magic Stones after trying to get another trade-able Monster because he was my main target for this Collab.

    I have Christmas Illmina in my Monster Box but I went through hell in the Christmas Event last year trying to get her from the Egg Machine and gotten one trade-able monster and use that and 3 other monsters from the free God Fest Free Pulls to get her and told myself that I wasn’t going to give her up for anyone after all that.

    Now as far as the Monogatari Anime series is concerned, I’ve never watched the Anime or read the Manga. That’s on par with Slayers and Gintama. I have the Characters Lina Inverse and Gintoki Sakata in my Monster Box, but never watched their show or read the Manga. Kinda makes me feel a little guilty saying that. But I guess that’s just me thinking out loud about that statement.^^


    1. I don’t think we’ll get Marvel for the simple reason that Disney owns them and we didn’t get that collab either. Flawed logic maybe, but that’s my feeling.


  10. Hello Mantastic,

    Great piece like always, keep rolling! What do you think about an asymmetrical pairing by koyomi araragi and quasi Empire human koyomi araragi?


  11. For NA players, do you have a teambuilding guide for the popular leads in this collab? Since many Youtube videos use JP specific units and equipps


  12. Rolled insanely well and got basically all the chase 7* & 8* pulls. I’m now smashing end game content I couldn’t beat before. This machine is worth it.


  13. Managed to pull three nadekos and two araragis in 15 pulls. So been playing with a nadeko system team, what do you think about Valeria and Eva, pretty nice utility. I have Albrecht, Susano, Aljae and most green subs. I kinda like Zela Kitty too.


    1. Key with Nadeko is having enough solutions to other problems.

      Assuming NY Artermis pair, you need VDP, Unable to Match effect, Damage Absorb Void, and Poison/Blind/Jammer Resist as needed


  14. Update: So I’ve spend 20$ on Getting Tsubasa and the Orb Skin and let me tell ya I’ve never had to spend that much money (Counting the 20$ level 7 or 8 Monster) on a Collab that is so awesome and worth rolling.

    The reason why I wanted Tsubasa is because at first for the Orb Skin but after seeing her 5,000,000 dmg with 2 Light Combos, I knew that I had to have her on my Light/Dark Team because 1 dmg is not enough against tougher dungeons and I’m not planning on giving her or Koyomi up anytime soon because these two are awesome as hell despite me NEVER watching the Anime.

    Any advice will be really appreciated. Thanks!


  15. Great review, as always!

    Assuming you have decent sub options for both Nadeko x NY Artemis and for Koyomi x Koyomi, which would you say is a better overall team?

    I guess what I’m saying is – why was Nadeko so hyped and talked about, but Koyomi wasn’t?


    1. IMO a couple of reasons – mainly the systemable active skill along with the insane damage, but also because wood had been hurting for leaders for a long time prior to this and NYArtemis.


    2. I WOOD say it is because of her sub pool and relative ease in hitting damage cap. She has access to her own System, NY Art, Albrecht, Fasca/Chakeol, and Jurond who are all pretty potent cards overall


  16. Last Comment: So I was able to obtain Nadeko from the Egg Machine and was planning on spending money for Magic Stones. But changed my mind since I don’t have the budget to do so. But at least I was able to get Koyomi through trading and Tsubasa by spending 20$ on the Special.

    I really hope that this event returns one day I really wanted another Koyomi to turn that one into an assist to pair it up with my first Koyomi because I love it’s assist more that both his base and evo form. if anyone knows an assist Monster that has similar ability to Koyomi’s assist feel free to let me know.

    But other than that, I hope you guys had some good luck with this event and pray that this would return in the U.S in the future.^^


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