Introduction
The Monster Hunter Collab returns to North America once again and features numerous buffs for existing cards along with new Weapons for all 6-star cards.
This greatly bolsters their overall value along with all the 6/7* cards receiving significant upgrades along with a 60% chance of rolling any of these cards.
While this looks appealing, players should be mindful of the fact that the bottom rarity received almost no love this time around along with the 10 Magic Stone price tag. Furthermore, due to this being the 6th run of this Collab, the majority of older players are already oversaturated with 5-star cards.
As such, it may be difficult to justify rolling here for players who have already done so too many times in the past as acquiring your 7th Gammoth will be a sad waste of 10 Magic Stones. On the other hand, players who have never or hardly rolled can still find value with conservative amount as there is plenty of value to be found within the 6 and 7-star rarities.
Video commentary
—video coming Monday—
Overview
Monster Hunter Collab REM Pros & Cons – March 2021 |
|
Pros |
Cons |
|
Monster Hunter Collab REM |
|
7 Star base (20% total) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
6 Star base (40% total) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 Star base (40% total) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Monster Hunter Collab – March 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. In total, they comprise 40% of the rolling pool.
Monster Hunter Collab REM Bottom Rarity (5*) REM Rankings – March 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.
7 Star base
All 7-star cards have access to 8 Latent slots. This means 4 Killers or a Super latent with 2 spaces leftover. Either way, all of these cards can a significant edge with 8 slots.
Safi’jiiva – A
Pros |
Cons |
|
The main appeal with Safi is being somewhat immortal. You have one of the highest Effective HP for any team along with the ability to restore 40% of your massive health pool every turn.
My logic is not dying means you will eventually win, albeit more slowly.
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
Velkhana – S
Pros |
Cons |
Velkhana has an absurd amount of Effective HP with even just a single leader when healing more than 100,000 HP with Heart orbs. This will be challenging due to 1x RCV but can be offset by running more Enhanced Heart Orb subs , asymmetrical pairings who have RCV multipliers, or even 7×6 swaps into double Velkhana.
Another important aspect here is that Velkhana’s ATK multiplier is not tied to this 100,000 healing which means players can still pass a given floor and forgo Damage Reduction and just rely on his flat HP.
With that being said, Velkhana is a monstrously powerful leader due to his amazing multipliers and Effective HP which is arguably the most important factor when pushing through end game content.
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
|
Alatreon – A
Pros |
Cons |
|
Alatreon can function as an alternative pairing for Seina and may be a boon to players who never rolled her. Sadly, Alatreon feels inferior as a leader due to not having access to the System-able active and worse personal damage as it only functions with a VDP
.
On the other hand, Alatreon can function as a Seina sub as they can remove Locked Orbs through their active along with generating more beneficial orbs should VDP be needed.
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
Alatreon’s Weapon 2 is a powerful card but the main downside is the 22 turn cooldown in current content which favours numerous Absorb spawns spread out over several floors.
This will result in either excessive stalling or being reliant on other Absorb countering actives. As such, players may not benefit as much from this active and instead be capitalizing the awakenings.
Amatsu – S
Pros |
Cons |
The temptation of quadruple 7 Combo and gargantuan HP may be appealing but his abysmal ATK stat hinders his damage potential along with Weapon 2 being one of the best cards in the game.
Weapon 1
Pros |
Cons |
|
|
Weapon 2
Pros |
Cons |
This is one of my most used Weapon Assists and 3 Effective Skill Boosts is hard to compete against along with Cloud Resist and 2 Team RCV
awakenings. I also abuse the Haste aspect to instantly charge up cards who have just Transformed if I have excessive Skill Boosts.
Make this form, one of the best Weapons in the game.
Diablos – B
Pros |
Cons |
Diablos has the potential to be an amazingly hard hitting card due to his huge ATK stat and 20x personal damage against all spawns. Sadly, all he truly brings is offensive might as his active skill is still reasonably awkward due to the long cooldown and somewhat underwhelming effect.
25% True Gravity can chunk down exceptionally durable spawns, but does not truly solve any mechanics along with having a painfully long 24 turn cooldown. While this can be offset by Skill Charge , the effect is still middling overall for current content. Perhaps his True Gravity may have more merit in the future WoC3 but that is still a ways away.
As a leader, 7×6 is punished along with having quite low Effective HP which is the opposite of what makes a consistent leader. While he can still be used in this fashion, Diablos is heavily reliant on his asymmetrical pairing to do most of the work.
Sadly, none of his Weapons are particularly valuable.
Weapon 1
Pros |
Cons |
Weapon 2
Pros |
Cons |
|
Weapon 2 has a unique active skill due to the 1 million Button three times. With that being said, it is an inferior option for Cloud Resist and does not clear Unable to Match Orbs which has become somewhat the norm for stronger Cleric-style actives.
Nergigante – A
Pros |
Cons |
Nergigante can function as a tremendous mono Dark sub due to either 4 Skill Boosts or monstrous personal damage output on top of his newly upgraded active skill.
This active skill provides 7 turns of +15% Dark Skyfalls along with a column of Hearts and Dark on a magical 7 turn cooldown. This means he can form his own System with only a single card and will grant approximately 31% chance for a Dark orb to appear.
With this in mind, he can greatly alleviate some orb hungriness for mono Dark teams and may be the start of new 1-card Systems. While this can most certainly aid Mikage teams who lack Chris
, Chris will still be the superior sub once Transformed.
Weapon 1
Pros |
Cons |
|
Weapon Assist
Pros |
Cons |
|
Zinogre – S
Zinogre continues to receive buffs every rerun and is now an absurdly powerful card who can function as a potent leader and arguably the best Rainbow sub in the game.
He boasts outrageously high HP and ATK which has beautiful synergy with his offensive awakenings (
) along with an amazing active skill. This active skill provides 2 turns of Colour and Damage Absorb on a 21 turn cooldown. Thankfully, this cooldown is offset by his 2 Skill Charges
which in turn lowers the potential cooldown to 7 turns. As a result, Zinogre can be your sole solution for both these Absorbs with at least one of these almost always appearing in end game content.
As a leader, Zinogre can give a reason for Diablos to exist due to the massive amount of Effective HP provided by Zinogre to offset the small amount provided by Diablos. This pairing does provide 7×6 which helps ensure sufficient colours for activation. Amusingly, Zinogre’s bulk comes from two different sources: match 4 combos (50%) and match 4 colours (30%) which is relatively trivial to achieve.
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
Fatalis – B
Pros |
Cons |
|
The largest hurdle Fatalis faces as a leader is the awkward matching required when facing a Void spawn that also has Resolve. A column of Hearts, 3×3 Box of Dark, and an L are all incredibly difficult to achieve on 6×5 and don’t even try to hit a meaningful number of combos.
While this can be offset by pairing with Yurisha , 7×6 has its own penalties but at least Fatalis provides +5 seconds of orb movement time. Building upon this, entering a dungeon with 7×6 and then Leader Swapping Fatalis helps solve the majority of his consistency issues.
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
Akantor – B
Pros |
Cons |
Base Akantor can be a potential alternative to Shiva for mono Fire teams tackling WoC2 where the Damage Reduction is needed. Both cards share the same 7 turn cooldown with Akantor having superior personal/Passive damage, HP, and Super Jammer Resist
instead of Poison
.
In a vacuum, I feel Akantor is superior to Shiva as the DEF Break is not truly needed in WoC2 for Fire teams (2x damage vs Dragon Seed) but the Jammer Resist has overlap with Christmas Gremory who is arguably a staple sub. This also means players may have to scramble to find Poison Resist if choosing Akantor over Shiva.
Weapon 1
Pros |
Cons |
Weapon 2
Pros |
Cons |
The -2,000 RCV is an outrageously huge hinderance for the vast majority of teams as this will drastically diminish healing capabilities. With that being said, if you abuse a Kuro Loop or have huge RCV multipliers, this Weapon can be meaningful due to the 5 valuable awakenings.
Yama Tsukami – B
Pros |
Cons |
Yama has the potential to be a mono Wood solution to Void spawns through his awakenings and active skill. Sadly, I feel that he does not surpass Albrecht and the Farmable Jurond
as a Void solution as both of these provide significantly more value overall.
With that being said, the active skill can be an efficient solution to executing Void spawns as you can enable your entire team to ignore the Void mechanic for one turn.
Weapon 1
Pros |
Cons |
|
Presently speaking, Physical spawns are common in WoC2 and giving a card 3x personal damage while also providing a Skill Boost and Rows
is meaningful. In addition to this, the Void Damage Void can be used to help execute Gilles or Sherias (if you can FUA) as your entire team can deal their full damage.
Of course this Weapon will have significantly less value if not playing through WoC2.
Weapon 2
Pros |
Cons |
6-Star base
All 6-star cards have access to 8 Latent slots. This means 4 Killers or a Super latent with 2 spaces leftover. Either way, all of these cards can a significant edge with 8 slots.
Lagiacrus – A
Pros |
Cons |
Lagiacrus’s Base form has too many L awakenings for non-Ryumei
teams as they will seldom be fully utilized. With that being said, they come with a fantastic active skill as it fully clears Bind/Awoken Binds, Unable to Match orbs, and generates 5 Light plus Water orbs.
This type of active is always needed but players may find more merit in their Weapon Assist should their Base form not be appropriate.
Weapon 1
Pros |
Cons |
|
Lagiacrus’s Weapon 1 will be their most universally helpful form as it provides a vital active for end game content while also providing an L to deal with Locked orbs.
Weapon 2
Pros |
Cons |
|
Rajang – S
Pros |
Cons |
|
Monstrous personal damage is always appealing but the 25 turn cooldown will be horribly difficult to work around and his most valuable forms are his Weapons.
Weapon 1
Pros |
Cons |
This Weapon does so many valuable things and the key to using it successfully is ensuring the -2,500 HP does not prevent your team from reaching key health thresholds. On the other hand, this is a fantastic way to create a monstrous Button card when inherited on someone with a large ATK stat. Just be mindful of the 25 turn cooldown which may be impossible to work around in solo.
Weapon 2
Pros |
Cons |
|
Rajang’s Weapon 2 has fantastic value for WoC2 where large unavoidable hits are the norm. As such, being able to layer in additional bulk while also countering large hits can be invaluable for players tackling this dungeon. Of course, the value diminishes if the Shield is not required.
Kirin – C
Pros |
Cons |
|
|
Weapon 1
Pros |
Cons |
|
If you are a fan of mono Light farming, this Weapon will have significantly more value. On the other hand, it can be used in conjunction with a mono board to produce a 4 combo (7 with +3) VDP board. Also, +3 combos can aid in overcoming combo shields.
Weapon 2
Pros |
Cons |
|
I feel that this is Kirin’s strongest form as it does provide a unique combination of Passive Damage and Cloud Resist along with a beneficial active. With that being said, there are many powerful options for Cloud Resist already.
Rathalos – A
Pros |
Cons |
|
|
Weapon 1
Pros |
Cons |
|
Weapon 2
Pros |
Cons |
|
This is by far Rathalos’s strongest form as it provides both Passive Damage, orb generation, along with the highly coveted Colour Absorb Void for 2 turns.
This is mandatory for WoC1 as Fire teams can potentially encounter Denbola early on and Green Menoa at the end. As such, a 10 turn cooldown is meaningful along with this active also producing Fire orbs so nothing is ever wasted.
Glavenus – B
Pros |
Cons |
Glavenus’s Base form has the potential for significant personal damage but is grossly outpaced by Pixel Napoleon from a raw damage point of view.
With this in mind, I would be more inclined to look at his Weapons if already owning Pixel Napoleon.
Weapon 1
Pros |
Cons |
|
Best place for this Weapon is probably WoC2 as it provides Tape Resist and 9x personal damage for the owning card vs the 2 Billion DEF Dragon Seed.
Building upon this, if we ever find ourselves facing spawns with either Enhance or Evolution typing in the future, this Weapon will become more impactful.
Weapon 2
Pros |
Cons |
Shelling Ford provides more upfront value when trying to Transform due to +1 Delay and a Skill Boost . On the other hand, Glavenus’s provides additional bulk and a Healer Killer along with an ATK and TE buff which are always helpful.
Mizutsune – B
Pros |
Cons |
Mizutsune can provide nearly 100% uptime on +15% Heart Skyfall, 3x RCV, and +1s TE which is pretty magical but at the same time, only truly benefits teams who need a Healing Solution and can justify the loss of an active skill slot.
Weapon 1
Pros |
Cons |
|
Weapon 1 is one of the most efficient ways to bolster the Healing output of a given team. Just be mindful it does not provide any Resists or Passive Damage.
Weapon 2
Pros |
Cons |
|
Weapon 2 does not fulfill any particular niche well and the low cooldown with an average active does not help. As such, I would pursue Base or Weapon 1 instead.
Valphalk – B
Pros |
Cons |
|
|
Weapon 1
Pros |
Cons |
|
|
Weapon 2
Pros |
Cons |
|
Valphalk’s Weapon 2 will be their best form due the inclusion of Enhanced Dark Combo and Team HP
. These two awakenings provide Passive Damage and added bulk and will be a solid choice once other mechanics are fully addressed.
Amusingly, with enough of these, it is possible to have a meaningful amount of Poison Resist but even a single one can be combo-ed with a Samurai 3 Weapon.
Legiana – A
Pros |
Cons |
Legiana’s Base form has been catapulted into relevance due to their upgraded active skill that now clears 7 turns of Unable to Match Orbs along with 7 turns of Binds/Awoken Binds. This type of active has become incredibly valuable for end game content and almost every team will run a dedicated card for this.
As such, Legiana can function wonderfully well on mono Water teams due to their impressive bulk through 3 Team HP . This can enable teams to hit specific HP thresholds which in turn can ease other team building constraints. With that being said, Legiana competes against Goldfish Girl
who has more Skill Boosts
, shorter base cooldown, and Super Jammer Resist
. On the other hand, Legiana provides more bulk and personal damage so the decision of who to run comes down to what you need more for your given team.
Weapon 1
Pros |
Cons |
|
Legiana’s Weapon 1 provides the same valuable active skill along with 4 Water Rows which adds significant Passive Damage. With that being said, 7 turns of clearing may not be sufficient depending on the dungeon at hand so this Weapon may not have as much value.
Thankfully, they have 2 other viable forms.
Weapon 2
Pros |
Cons |
|
This feels like a tremendously overloaded Weapon for a non-top rarity card. The combination of SB and Bind Immunity
is always meaningful along with some Passive Damage which puts this on par with the Chinese Celestial Earrings.
While both the Earrings and this provide a tri colour board, this one has Hearts and a Delay which can aid in Transforming. This is meaningful for floor 1, especially for mono Water in WoC1 due to the Water Absorb spawn which has to either be Delayed or Colour Absorb countered.
Just be mindful that the Base form may be your best Cleric option for mono Water due to the significant bulk provided by Team HP .
Brachydios – B
Pros |
Cons |
|
Brachydios does provide a meaningful Button and stronger personal damage against Devils but sadly tries to double dip into two completely different roles and not excelling at either.
This is because their active is awkward for non-Farming/Buttoning which in turn kills their potential to be used as a sub. On the other hand, their Button, while large at 350%, only hits 1 target and has quite a long cooldown due to the Double Row Maker.
Weapon 1
Pros |
Cons |
|
Weapon 1 is a strong solution for adding in damage to a mono Light team but has no defensive benefits and an underwhelming active for non-Button purposes.
Weapon 2
Pros |
Cons |
I feel that this Weapon may often be overlooked when searching for Bind Immunity as we are somewhat spoiled by the Chinese Celestials who provide this and a single Skill Boost
. This Skill Boost aids in Transforming and if players are gunning for additional HP, the Farmable Amakozumi
provides 3 Team HP
and Bind Immunity.
Of course, if a Shielding active is required, this can be meaningful but right now, this type of active is only needed in WoC2.
Gore Magala – A
Pros |
Cons |
|
Gore can function as a stellar solution for clearing Binds/Awoken Binds and Unable to Match Orb effects while also providing Cloud Resist , solid HP, and meaningful personal damage.
Main drawback is only 2 Skill Boosts and heavy overlap with the superior Araragi
. Thankfully, Gore Magala has 2 potent Weapon Assists.
Weapon 1
Pros |
Cons |
|
Weapon 1 has a fantastic active that can fully clear all Unmatchable orb effects and Binds/Awoken Binds on a fast 8-turn cooldown. This has applications in essentially every dungeon and the inclusion of an L adds to the utility.
While the Healer Killer is a less common spawn, 3x damage is never a bad thing along with the Orb Enhances
providing some Passive Damage.
Even though this Weapon is best on mono Dark teams, the active and L provide enough value to justify using on almost any team and is a wonderful option to inherit on a low base cooldown card. This will be the most universally beneficial form to pursue.
Weapon 2
Pros |
Cons |
Weapon 2 has a fantastically fast cooldown for 1 turn Damage and Colour Absorb Void while also providing a unique tri colour board changer. This board changer will produce Dark, Hearts, and Poison orbs which can be problematic if healing is an issue or your team needs 2 or more colours to activate.
As such, I feel that this Weapon will be somewhat situational but valuable if the downsides can be overcome.
Seregios – B
Pros |
Cons |
Seregios’s active skill provides 9 turns of +1 combo and 30% Damage Reduction on a 10 turn cooldown. This can be a unique way to add in additional bulk but at the same time, takes up an entire active skill along with their awakenings being somewhat middling overall.
Yes he can deal large damage to Machines, but they have to hit 10 combos and match a TPA which may not be ideal for many teams.
Weapon 1
Pros |
Cons |
|
This has become a significantly stronger Weapon and while the 30% Damage Reduction for 9 turns can greatly aid when pushing through harder content, it may not be sufficient for large, unavoidable hits.
As such, you may have to rely on another Shielding active to survive.
Weapon 2
Pros |
Cons |
|
|
Defense Break can be situationally valuable in Training Arena 2 as their massive DEF values can be ignored along with the Dragon Seed in WoC2 who has 2 Billion DEF.
While it is possible for many teams to deal sufficient damage, having this available may make things easier, especially for Water teams in WoC2 who can never hurt the Dragon Seed without DEF Break or Auto Follow Up.
5 Star base
All 5-star cards have access to 8 Latent slots. This means 4 Killers or a Super latent with 2 spaces leftover. Either way, all of these cards can a significant edge with 8 slots.
With that being said, many players may already own numerous copies of these cards and their value has greatly declined over the years. As such, the 10 Magic Stone price tag may be difficult to justify if already owning all of these cards as they comprise 40% of the rolling pool.
Yian Kut-Ku – C
Pros |
Cons |
|
|
Weapon
Pros |
Cons |
|
Rathian – C
Pros |
Cons |
|
Weapon
Pros |
Cons |
|
Tigrex – D
Pros |
Cons |
|
|
Awkward…
Weapon
Pros |
Cons |
|
|
Nargacuga – C
Pros |
Cons |
|
Nargacuga’s Base form is able to help form a System due to the 7 turn cooldown and 1 turn Haste. This will require 4 cards with this cooldown and Haste to function but will ensure an active can be used every turn.
In this case here, the column of Dark can be used to aid in Farming and has synergy with Racoons . I don’t feel it is worth chasing but won’t be as horrible if you end up rolling more dupes.
Weapon
Pros |
Cons |
|
|
Gammoth – D
Pros |
Cons |
|
|
Weapon
Pros |
Cons |
|
|
Astalos – B
Pros |
Cons |
Astalos can be a potential Damage Solution for Rainbow teams due to their high personal damage against all spawns when matching a TPA . This enables them to make solid use out of the VDP
Latent but at the same time, is surpassed by Raijin
as a Rainbow sub.
Weapon
Pros |
Cons |
|
Barioth – D
Pros |
Cons |
|
Weapon
Pros |
Cons |
|
|
Paolumu – C
Pros |
Cons |
|
|
Weapon
Pros |
Cons |
|
Do I plan to roll? & Dream rolls
I do not plan on rolling within the Monster Hunter Collab on Mantastic due to the fact that I have already acquired countless dupes of the bottom rarity along with a good chunk of the 6-star cards. As such, further rolls will have at least 40% chance of sadness (5-stars) which is too costly for the 10 Magic Stone price tag.
With that being said, I can always dream and in my dreams I see Velkhana gracing my Box with his formidable presence. His leadership potential is outstandingly high along with the fact that I own the majority of potent Water subs (
).
For my dream 6-star card, Rajang would be amazing to own due to his incredible Weapon Assists along with owning the largest Button in the game.
Finally, Yian Kut-Ku is my default 5-star card simply because I do not own them.
My Dream Rolls |
||
7*
|
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 Monster Hunter Collab has become a top-heavy affair due to GungHo neglecting the 5-star cards once again. This makes it harder to justify heavier rolling as 40% of the cards are quite outdated by this point in time.
On the other hand, almost all of the 6 and 7-star cards are meaningful to own and the fact that each one has two Weapon Assists grants more flexibility and lessens the pain of Dupes.
Taking all of this into consideration, it may be best for older players who have rolled numerous times in the past to either skip or utilize the Monster Exchange to acquire a key 7-star card. On the flip side, players who have never rolled or hardly at all can gain value here as acquiring a card for the first time can be meaningful.
With that being said, let me know what you think about the Monster Hunter Collab in the comments below along with your dream rolls.
Happy Puzzling!
![]() ![]() |
||
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
If you enjoy my content, please consider turning off AdBlocker for this website. If you wish to directly support me, please click the beautiful image below.
Take your time! Take care of your health! Video record is always a great alternative
LikeLike
Thank you for giving us this preview! I really appreciate that many of the pros/cons have been filled in; since that usually gives me the information I wanted to pick an evolution.
Best wishes for your health.
Looking forward to your YouTube Video. (and heck, I’d be perfectly content if these articles here were shorter – maybe just the pros/cons and a 1-sentence description – and they linked to your more detailed videos if/when I want even more information)
LikeLike
Thanks a-lot for the review. If anything, dictation tools could prove to be useful for you when making complex reviews like these. They’re not perfect, but these dication tools could help for your peace of mind.
LikeLike
Possibly but I also have to constantly put in icons but I found streaming my work to be more enjoyable
LikeLike
Great stuff as always! Question – would running Zinogre along with Reeche be overkill/wasteful for the most part? Different sub colors makes it tempting.
LikeLike
Thanks for the excellent review
LikeLike
You are most welcome =)
LikeLike
Thanks for the review, Mantastic! Hope your health issues are doing OK.
Do you have any thoughts on the value of the exchange equip they added this run, Palamute?
LikeLike
It always seemed weird to me that these cards get a lot better buffs compared to other collabs
LikeLike
MH comes back almost every year so it is partially a compounding of buffs over time
LikeLike
This is off topic but is the chrono turtle still in the rem machine
LikeLike
Have to check the rolling pool in game =)
LikeLike