Monster Hunter Collab REM Review and Analysis – March 2021

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
  • All cards have 1-2 Weapon Assists
  • Bottom rarity is okay, not horrible
    • Having 1 copy of many of them may helpful due to Weapon
    • Can greatly aid newer boxes due to Resists
  • New Weapons for 6-stars
    • Greatly bolsters their viability
  • 60% chance for 6/7*
  • Old event
    • Many players have too numerous dupes
    • 5-stars are relatively neglected
  • No new monsters added
    • Most players already have most bottom rarity cards
  • 10 Stones per pull
    • Harder to justify if already owning most of the cards
      • 7th Rathian does not feel nice
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
  • Huge Effective HP
    • 6.25x HP & 43.75% Damage Reduction
    • Greatly benefits from Team HP
  • Can abuse Kuroyuri Loop
    • 40% max HP healed every turn
    • Solves 0.06x RCV
  • Big ATK multiplier
    • Only needs 6 Fire orbs
  • Active makes 10 Fire orbs
    • Triggers VDP or Combo Orb
  • Kuroyuri Loop is almost mandatory
    • Best Healing solution available for him
    • Takes away 2 active skills from your team
      • Can hinder available utility to counter mechanics
  • Playstyle may be “slower”
    • Due to repeated stalling for orb changers

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
  • Dragon Killer Dragon Killer
  • 3 Fire Rows Fire Row
  • Relatively niche usage
  • Base form has much more potential
  • Does not counter mechanics
Weapon 2

Pros
Cons
  • Valuable active
    • Bicolour board + Burst
  • Bind Immunity
  • 3 Enhanced Dark Orbs Dark Orb Enhance
  • Opportunity cost of not using Base
  • ATK buff heavily hinges on Dark OE
    • Relatively easy to build but have to pursue to make it worthwhile
      • 8 OE = 3x ATK

Velkhana – S

Pros
Cons
  • Upgraded active skill
    • 3x ATK & RCV for 3 turns
    • +25% Water Skyfall for 3 turns
  • High personal damage
    • HUGE ATK
    • 45 45 45 
  • Powerful LS
    • Incredible Effective HP
      • 2x HP & 50% Damage Reduction with 1 leader
        • 16x Effective HP with dual leaders
    • Big ATK multiplier
      • Reliant on 10 combos
  • Enhanced Heart Combo +heart
    • Helps hit 100,000 heal
  • Must hit 100,000 heal with 1x RCV
    • Offset by asymmetrical pairings or 7×6 swap or Norza active
    • This does not impact ATK multiplier
  • LS lacks Bonus Combos
    • ATK tied to combo count
  • Water is most disadvantaged colour
    • Wood Menoas in SR1
    • Dragon Seed SR2

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 +heart, 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
  • Potent solution for Mono Water teams
  • Powerful active
    • 3x ATK & RCV for 3 turns
    • +25% Water Skyfall for 3 turns
  • Base form has much more potential
  • Cloud is somewhat dominated by Fagan Rai & Amatsu
Weapon 2

Pros
Cons
  • Makes 20 Water orbs
  • Opportunity cost of not using Base form
  • Situational active overall
  • Covers relatively few mechanics

Alatreon – A

Pros
Cons
  • Fantastic LS multipliers
    • Big numbers all around
    • Easy to activate
      • 4 Fire or Water
    • Bonus movement time
  • Can asymmetrically pair
    • Seina , Beach Planar
  • Super Poison Resist
  • Active Unlocks Board
    • Generates Fire & Water
    • Prevents Locked Orb Troll
  • Lacks personal damage without VDP
    • May be problematic with 2 leaders
  • Double Seina is stronger
    • System-able active
    • Bonus combos
    • Similar bulk but more damage
      • Seina has better personal damage
  • Competes with Weapon 2

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
  • 80% Poison Resist Poison resist
  • 2 Fire OE Enhnaced Fire Orb
  • Lower base CD
    • Easier to overcharge
    • Effect is okay
  • Weapon 2 has more value
Weapon 2

Pros
Cons
  • 4 Fire OE Enhnaced Fire Orb
  • High value active
    • 2 turn Damage & Colour Absorb
      • 1 component always needed
  • Only truly viable for Fire teams
  • Long cooldown
    • Have to be mindful of when you need it
    • Newer dungeons often favour many spawns spread out
      • Have to rely on other actives

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
  • Huge HP
    • Look how BIG it is
  • High personal damage multipliers
    • 45 45 45 45
  • Fast charging active
  • Personal damage greatly offset by lackluster ATK
  • LS lacks Effective HP
    • Only Damage Reduction with 2 Water combos
      • Nothing otherwise
  • LS typing restriction
    • Hinders sub pool
      • Excludes Crab & Miada pairing
  • Weapon 2 is his best form

The temptation of quadruple 7 Combo 45 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
  • Make Weapon 2
  • Underwhelming Weapon compared to Weapon 2
Weapon 2

Pros
Cons
  • Skill Boost Skill Boost
  • Cloud
  • 2 turns Haste
    • 3 Effective SB
    • Can recycle actives early on
  • 4x ATK & RCV buff
  • 2 Team RCV
    • Significant healing increase
    • +40%
  • One of the best Weapons in the game
    • One of my most used Weaposn
  • Competes with Fagan Rai
    • Team HP vs RCV

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
  • High personal damage with 10 combos
    • 45 45
      • 20x ATK
      • Huge ATK stat
  • Respectable 7×6 LS
    • No typing restriction
  • Active has value if no Voids
    • 25% of max HP
      • Can execute spawns
  • Long cooldown active
    • Harder to work around
    • Effect is often underwhelming
      • Can be Voided out
    • Need to proc Skill Charge to be more manageable
  • LS has low Effective HP
  • Must match 5 colours for full effect
    • Offset by 7×6
  • LS viability hinges on asymmetrical pairings

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
  • Healer Killer Healer Killer
  • Bind Immunity
  • Longer CD
    • Harder to accidentally overcharge
  • Situational overall
    • True Gravity has lower uses
    • Cannot charge faster due to no Skill Charge
  • Situational awakenings
Weapon 2

Pros
Cons
  • Cloud Resist
  • Clears all Bind & Awoken Binds
  • 3 Million Button (1M x 3)
    • Can aid in Farming
  • Heavily outclassed by other Cloud Weapons
    • Underwhelming if not using Button aspect
  • Does not provide enough value from active
    • No Unmatchable clear

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
  • Huge personal damage
      • 25x vs all spawns
      • Big ATK stat
      • 4 Killers
  • Passive Damage
    • Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance
  • Greatly upgraded active
    • Column Dark + Hearts
    • 7 turns +15% Skyfall
      • ~31% chance for Dark to appear
      • 7 turn CD
        • Self System
    • Greatly eases orb hungry Dark leaders
  • LS has unconditional Damage Reduction when above 50% HP
  • LS still uses 5o1e
    • Inconsistent
    • Orb changers won’t provide OE in most cases
  • LS has no Effective HP when below 50% HP
    • Vulnerable to multi attacks/multi spawns
  • LS lacks bonus combos
    • Cannot tap into 10c
  • No personal damage vs Voids

Nergigante can function as a tremendous mono Dark sub due to either 4 Skill Boosts Skill Boost 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
  • 1 SB Skill Boost
  • 4 OE Dark Orb Enhance
    • Seems to gain 1 every rerun
  • Valuable active
  • Column Dark + Hearts
    • 7 turns 15% Skyfall
    • ~31% chance for Dark to appear
    • 7 turn CD
  • Cannot System with 1 Weapon
  • Probably better to run Nergigante as a sub
Weapon Assist

Pros
Cons
  • Valuable active
    • 50% Damage Reduction for 4 turns
      • Invaluable for WoC2
        • Many unavoidable large hits
    • Generates a row of Dark orbs
  • Passive Damage
    • Dark row Dark row Dark Orb Enhance Dark Orb Enhance
  • Have to give up using Base form
  • Only truly shines in WoC2
    • Damage Reduction often not needed in other content

Zinogre – S

Pros
Cons
  • 2 Skill Charge
    • Can charge 3x in one turn
    • Greatly lowers cooldown
  • Fantastic active
    • 2 turn Colour & Damage Absorb
      • Almost always need one in every dungeon
    • 21 turn CD offset by 2 Skill Charges
      • Potentially ready in 7 turns
  • Impressive personal damage
    • 45 45
    • Big ATK stat
  • Easy to use LS
    • Auto FUA
    • Huge Damage Reduction
      • 2 components
        • 4 colours
        • 4 total combos
    • Large ATK multiplier
    • No typing restriction
  • Huge HP & ATK values
  • Surpasses NY Reeche as a sub
  • Must utilize Skill Charge to truly shine
    • 21 turns is too long otherwise

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 (45 45 ) 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
  • Fantastic active
    • 2 turn Colour & Damage Absorb
      • Almost always need one in every dungeon
  • 40% Poison Poison resist and Blind Blind Resist Resist
  • Opportunity cost of not using Base form
    • Base form is incredibly strong
  • Cannot abuse Skill Charge for 21 turn CD
    • Use once and never again
Weapon 2

Pros
Cons
  • Potential for high ATK buff
    • +60% per Light Row Light Row
  • Generates 6 Light orbs
  • Bind Immunity
  • Opportunity cost of not using Base form
    • Base form is incredibly strong
  • Highly situational active
    • Reliant on Light Rows

Fatalis – B

Pros
Cons
  • Active creates up to 10 Dark orbs
    • Also 2x ATK & movement time
  • Huge ATK stat
    • Synergy with offensive awakenings
  • Big LS multipliers
    • +5s movement time
    • Triggers full multipliers from any L
      • Any colour!
      • Greatly offsets orb hungriness
    • Can pair with Peacock Queen
      • Similar activation needs
      • 7×6 for easier time
  • Min-maxed stats for his LS
    • Huge ATK & HP
      • Almost no RCV
  • Offensive awakenings are awkward
    • Too many L’s  + VDP
      • Does not synergize well
  • Combo count may be low
    • Especially with VDP + L for Voids
      • Worse if FUA is needed too

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
  • 5 Resists
    • Poison resist Poison resist Poison resist Jammer Resist Jammer Resist
  • Resists are not the same kind
    • May be hard to not over cover
      • Eg. Samurai 3 + Fatalis Wep is too many Resists
  • Lower base CD
    • Easy to accidentally overcharge
Weapon 2

Pros
Cons
  • FUA
  • Tape
  • 40% Jammer Jammer Resist
  • Unique active
  • Active does not fulfil a true niche
    • No Skyfalls prevents 4 elemental abuse for Ranking
  • Awakenings are highly situational
    • Rare to need all of them

Akantor – B

Pros
Cons
  • Super Jammer Resist
  • Meaningful personal damage
    • 45 45 45 ()
  • Passive Damage
  • 1-2 Enhanced Fire Combo
  • Damage Reduction active
    • 60% for 1 turn
      • Valuable for WoC2
  • Strong LS multipliers
    • Relatively easy to activate
      • 3 colours
      • 6-match of any colour
    • Auto FUA + 2 combos
  • Can function as a mono Fire sub
  • Needs Rainbow coverage as leader
    • Have to be mindful of board/orb changers
  • Competes with Shiva as a Fire Shielding sub

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
  • Team HP & RCV
  • 60% Blind Resist Blind Resist
  • 20% Poison Resist Poison resist
  • Valuable active for WoC2
    • Damage Reduction is needed
  • Super Resists hinder this value
    • Each Super Resist = 100%
  • Samurai 3 Weapons are often more efficient
    • 80% + SB Skill Boost
Weapon 2

Pros
Cons
  • SB Skill Boost
  • Bind Immunity
  • L
  • Team HP
  • TE+
  • Damage Reduction active for WoC2
  • – RCV
    • -2,000 RCV
      • Grossly kills your Healing
    • Countered by Kuro Loop or huge RCV multipliers

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
  • Respectable personal damage
    • 45
  • 1 turn Void Damage Void
    • Creates bicolour of Wood & Light
  • LS is orb hungry
    • 6 Wood & Light for full benefit
    • Relatively few orb/board changers
  • LS requires Healing solution
    • 1x RCV
  • Does not surpass other mono Wood subs as counter to Voids
    • Eg. Albrecht & Farmable Jurond
  • More value as a Weapon

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
  • 1 SB Skill Boost
  • Physical Killer physical killer
    • Highly relevant for WoC2
      • Many Physical spawns
  • 3 Rows Wood Row
    • Helps for Mass Attacking in WoC2
  • 1 turn Void Damage Void
    • Creates bicolour of Wood & Light
  • Longer cooldown means its hard to rely on as sole Void counter
  • Other Weapon has a spicy 4 turn Delay
  • Lower value if not playing Wood in WoC2

Presently speaking, Physical spawns are common in WoC2 and giving a card 3x personal damage while also providing a Skill Boost Skill Boost and Rows Wood Row 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
  • 4 turn Delay
    • Greatly aids in Stalling for Transform
  • 80% Jammer Resist Jammer Resist
  • 20% Poison Poison resist and Blind Blind Resist Resist
  • Inferior to Red Shelling Ford
    • Ford has 1 SB Skill Boost
      • +1 CD offset by this
    • Ford generates orbs
      • More value if charged up again
  • 4 turn Skyfall somewhat redundant with 4 turn Delay

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
  • Valuable active
    • Full Bind/Awoken Bind clear
    • Full Unable to Match clear
    • Generates 5 Light & Water
  • 4 SB Skill Boost
  • Too many L’s
    • Eats into available awakenings
    • Valuable for Ryumei
  • Harder to justify as a sub
    • Better as a Weapon

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
  • 3 OE +light orb
  • 40% Jammer Resist Jammer Resist
  • L
  • Valuable active
    • Full Bind/Awoken Bind clear
    • Full Unable to Match clear
    • Generates 5 Light & Water
  • Only truly effective for Light teams
    • Wastes OE otherwise
  • Water orbs being made is odd

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
  • Bind Immunity
  • 40% Blind Resist Blind Resist
  • 50% Damage Reduction for 3 turns
    • Valuable in WoC2
  • Light orb Skyfall
  • Damage Reduction has less value outside WoC2
  • Weapon 1 is valuable in every dungeon

Rajang – S

Pros
Cons
  • Two 10 Combos
    • 25x personal damage
  • BIG 550x ATK Button
    • Biggest in the game
  • Button has 0 value outside Button Farming
  • 25 turn CD
    • Hard to work around
  • No personal damage vs Voids
  • Situational card all around

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
  • Loaded with many valuable awakenings
    • Tape
    • <50%
    • L
    • SB Skill Boost
  • Long cooldown
    • Unlikely to overcharge by accident
  • -HP
    • -2,500 HP
    • May jeopardize key HP thresholds
  • Button only hits 1 enemy
  • 25 turn Button cooldown
    • Difficult to achieve in solo

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
  • 3 Team HP
    • +15%
    • Only 4 cards have this
  • Valuable active for WoC2
    • 100% Damage Reduction
      • Can be a way to add in another Effective SB Skill Boost
    • 3x ATK for 1 turn
  • Competes with Weapon 1
  • Active has lower value outside WoC2
    • Other 3 Team HP options exist

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
  • Active generates a Rows & +3 combos
    • Aids mono Light Farming
  • Relatively niche uses
    • Inefficient as a traditional sub
    • Not everyone uses a mono Light Farming team
Weapon 1

Pros
Cons
  • 4 Rows Light Row
  • 20% Poison Poison resist and Blind Blind Resist Resist
  • Active generates a Rows & +3 combos
    • Aids mono Light Farming
  • Highly situational Weapon
    • Few instances it can be efficiently used

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
  • Cloud Resist
  • 3 OE +light orb
  • Active generates 9 Light Orbs
    • 3x ATK for 2 turns
  • Cloud Resist has numerous options
    • Only truly works for mono Light

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
  • Provides some bulk & Passive Damage
  • Modest personal damage
  • More value as a Weapon
    • This form won’t outpace other sub options
Weapon 1

Pros
Cons
  • 4 OE Enhnaced Fire Orb
  • Team HP
  • Modest active
    • Unlock
    • 6 Fire orbs
    • Enhance Fire orbs
    • +2 combos
  • Weapon 2 is stronger
    • More specialized
Weapon 2

Pros
Cons
  • Powerful Colour Absorb counter
    • Unlock board + generates Fire Row
    • 2 turns Absorb counter
    • Fast 10 turn cooldown
  • Passive Damage
    • Enhnaced Fire Orb Enhnaced Fire Orb
  • Viable alternative to Remu Weapon or Captains Robe
  • 2 turns may be insufficient for Menoa in WoC1
    • This is team dependent
      • May not be a problem at all

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
  • Meaningful personal damage vs Machines
    • 45 45 45 Machine Killer Machine Killer + 4 latents
      • 364.5x personal damage
    • Sizable ATK stat
  • Pixel Napoleon does much more damage
    • 546.75x personal damage
    • Shorter base CD
      • -1 SB Skill Boost

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
  • Tape Resist
  • 2 Enhance Killers 42
    • 1 of 3 cards in NA
  • 2 Evolution Killer 44
    • 1 of 3 cards in NA
      • Viable solution for Dragon Seed in WoC2
  • Killers are highly situational
    • But are meaningful when needed

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
  • Healer Killer Healer Killer
  • Team HP
  • SBR Skill Lock Resist
  • 3 turn Delay
  • 2x ATK & TE for 1 turn
  • Red Shelling Ford is a stronger Effective SB solution
    • +1 Delay
    • 1 SB Skill Boost
    • Generates orbs

Shelling Ford provides more upfront value when trying to Transform due to +1 Delay and a Skill Boost 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
  • Huge RCV stat
  • 3 Team RCV
  • Reasonable personal damage
    • 45
  • Nearly self-System Heart Skyfall active
    • Also 3x RCV and +1s TE for 6 turns
  • Weapon 1 is an incredible (Passive) Healing Solution
  • Coop Boost Multiplayer Bonus does not work in solo
  • Enhanced Heart Orbs +heart are often more efficient
    • Only rely on owning card
    • Team RCV needs the whole team

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
  • Fantastic Healing Solution
    • +heart
  • Active can overwrite TE and RCV debuffs
  • Primarily a Healing Solution
    • Works best on teams with 1x RCV
  • No Resists or Passive Damage

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
  • FUA
    • Reasonably rare awakening
  • 20% Jammer Jammer Resist, Poison Poison resist, and Blind Blind Resist Resist
  • Relatively low impact Weapon
    • FUA is highly situational
      • Most teams have this or Auto FUA
    • Active is underwhelming
  • 5 turn CD
    • Easy to overcharge
    • Not the strongest effect

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
  • Has Weapon 2
  • Weapon 2 is relevant
  • Base form does not achieve much
    • Never was truly useful
Weapon 1

Pros
Cons
  • Weapon 2
  • Inefficient Weapon overall
  • Underwhelming active
Weapon 2

Pros
Cons
  • Enhanced Dark Combo
    • Arguably the best way to layer in Passive Damage
  • Team HP
  • Relatively weak active
    • 10 turns has some risk of overcharging
      • Counter by placing on Transforming card who’s new active is always used

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 Poison resist but even a single one can be combo-ed with a Samurai 3 Weapon.


Legiana – A

Pros
Cons
  • Significantly upgraded active
    • 7 turn Bind/Awoken Bind clear
    • 7 turn Unable to Match clear
    • Replaces all orbs
      • Clears a bad board
    • 8 turn cooldown
  • Adds significant bulk
    • ( with SA)
      • Can help players hit key HP thresholds
  • Respectable personal damage
    • 45 45 (45 with SA)
    • High ATK
  • Competes with Goldfish Girl
    • Goldfish has more SB Skill Boost & Super Jammer
    • Legiana has more HP & personal damage
  • Has 2 viable Weapon Assists
    • Each form has value

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 Skill Boost, 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
  • Significantly upgraded active
    • 7 turn Bind/Awoken Bind clear
    • 7 turn Unable to Match clear
    • Replaces all orbs
      • Clears a bad board
  • 4 Rows Water Row
  • Does not fully clear Binds/Unable
    • Check to see if 7 turns is enough
  • Has 2 other viable forms

Legiana’s Weapon 1 provides the same valuable active skill along with 4 Water Rows Water Row 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
  • SB Skill Boost
  • Bind Immunity
  • 2 OE blue + orb
  • 2 turn Delay
    • Can aid in Transforming
  • Tricolour board
    • Ensures 1 component is meaningful
      • Enables mono Wood to also benefit
  • Opportunity cost of not using Base form?

This feels like a tremendously overloaded Weapon for a non-top rarity card. The combination of SB Skill Boost 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
  • Massive personal damage vs Devils
    • 45 Devil killer Devil killer + 4 Latents
    • BIG ATK stat
  • Significant Button damage
    • 350x ATK
    • Has big ATK stat
  • Double Row Maker
    • Aids in Farming after using mono colour board for 18-12 split
  • Worthless active outside Farming
    • Button does nothing in end game content
    • 2 rows of Jammers do not help
  • Long cooldown
    • Harder to work around

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
  • 4 OE +light orb
  • >80%
    • +1.5x ATK for owning card
  • Grants +200 ATK
  • 350x ATK Button
  • >80% has a small window for success
  • Purely offensive
    • Only use if everything else is covered

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
  • Bind Immunity
  • SBR Skill Lock Resist
  • Team HP
  • Shielding active
    • Valuable for WoC2
    • Bicolour board
    • Low cooldown
  • Relatively niche awakenings
    • Bind Immunity often found with Chinese Celestials
      • They provide SB Skill Boost
  • Jammers are not helpful
    • Must make sure all are cleared

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 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
  • Fantastic active
    • Clears all Unmatchable orbs
    • Clears all Binds/Awoken Binds
    • Removes Hazards
    • 8 turn CD
  • Respectable personal damage
    • 45 45 ( 45 with SA)
  • Cloud
  • Two desirable Weapons
    • All forms are viable

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 Skill Boost and heavy overlap with the superior Araragi . Thankfully, Gore Magala has 2 potent Weapon Assists.

Weapon 1

Pros
Cons
  • Healer Killer Healer Killer
  • L
  • 3 OE Dark Orb Enhance
  • Fantastic active
    • Clears all Unmatchable orbs
    • Clears all Binds/Awoken Binds
    • Removes Hazards
    • 8 turn CD
  • Competes with other forms
  • “Less ideal” for non-Dark teams

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 Healer Killer is a less common spawn, 3x damage is never a bad thing along with the Orb Enhances Dark Orb Enhance 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
  • 2 Team RCV
  • TE+
  • Unique active
    • 1 turn Damage & Colour Absorb Void
    • Tricolour board with Hearts
    • 11 turn CD
      • Significantly faster compared to other similar effects
  • Generates Poison Orbs
    • Must find a way to not die
  • Board changer only produces 1 colour
    • Prevents Mikage / Araragi from using

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
  • Potential for high personal damage vs Machines
    • TPA TPA TPA TPA Machine Killer Machine Killer
      • 228x
  • Unique active
    • 9 turns 30% Damage Reduction
    • 9 turns +1 combo
    • 10 turn CD
  • Huge damage loss without 10c
  • No truly great place to utilize
  • Opportunity cost of not using Weapons

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
  • Tape
  • Enhanced Combo
  • Unique active
    • 9 turns 30% Damage Reduction
    • 9 turns +1 combo
    • 10 turn CD
  • 30% Shield may not be sufficient
    • Shields most relevant for WoC2
      • 600k attacks
    • Does not protect vs Raphael’s 150% Gravity in WoC1
      • Assuming no other Damage Reduction

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
  • Enhanced Combo
  • 100% DEF Break
    • Reduces Defense values to 0
      • Can trivialize some spawns
  • Generates 6 Light Orbs
    • 2x ATK for 2 turns
  • DEF Break is not always needed
    • Situational for TA2 & WoC2
  • Relatively light on helpful awakenings

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
  • Newer compared to other 5-stars
    • May not have 7 dupes
  • Weapon form is most useful
Weapon

Pros
Cons
  • Balance Killer Balance killer
  • 4 OE Enhnaced Fire Orb
  • Low cooldown
    • Easy to overcharge
    • Underwhelming effect

Rathian – C

Pros
Cons
  • Respectable personal damage vs 3 types
    • 45 Healer Killer physical killer 37
  • 2 turn Delay
    • Potentially 4 Effective SB
  • Not truly helpful as a sub
    • Kit is average
    • Does not outpace current options
  • Weapon has more value
Weapon

Pros
Cons
  • 60% Poison Resist Poison resist
  • 2 turn Delay
  • Greatly outpaced by current options
    • Samurai 3 & Super Resists

Tigrex – D

Pros
Cons
  • 6 turn board changer?
  • Continues his streak of being useless every rerun
  • Does not provide meaningful value

Awkward…

Weapon

Pros
Cons
  • +300 ATK?
  • I cannot fathom a situation where you want to use this
    • Maybe, MAYBE if you needed +300 ATK for a Button card?

Nargacuga – C

Pros
Cons
  • 40% Poison Poison resist & Blind Blind Resist Resist
  • 7 turn cooldown
    • 1 Haste
    • Generates Dark orbs
    • Can be part of a System
  • More value as a Weapon if not System-ing

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
  • 60% Blind Resist
  • Greatly outpaced by current options
    • Samurai 3 & Super Resists
  • Shorter cooldown
    • Easier to accidentally overcharge

Gammoth – D

Pros
Cons
  • Continues his streak of D ranking
  • High HP?
  • Not even a Dragon
  • Does not do anything meaningful
  • Not even a Box cheerleader because Ugly
Weapon

Pros
Cons
  • None
  • Does not provide anything meaningful

Astalos – B

Pros
Cons
  • Respectable TPA potential for Rainbow
    • TPA TPA TPA TPA TPA 45 45
    • 30.375x vs all Spawns
      • 68x with Zaerog Core Weapon
    • Can use VDP Latent
  • 2 turn Delay
    • Grants 4 Effective SB Skill Boost
  • Weaker compared to Raijin
    • Most players own her due to 6* Fest Exchange
      • Hinders chances of being used

Astalos can be a potential Damage Solution for Rainbow teams due to their high personal damage against all spawns when matching a TPA 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
  • 3 rare Killers
    • 42 
  • Highly situational Weapon
    • Few places to fully take advantage of

Barioth – D

Pros
Cons
  • 2 turn Delay + Board changer
  • No where to use
    • Low ATK, weak TPA TPA potential
  • Took 10 Magic Stones to acquire
Weapon

Pros
Cons
  • 2 turn Delay + Board changer
  • No meaningful awakenings
    • Cannot truly justify using

Paolumu – C

Pros
Cons
  • Modest damage potential vs Healers
  • Stronger Healer Killer options exist
  • Weapon has more value
Weapon

Pros
Cons
  • 60% Jammer Resist Jammer Resist
  • Reasonable active
    • Not as bad if it overcharges
  • Greatly outpaced by current options
    • Samurai 3 & Super Resists

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!

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12 thoughts on “Monster Hunter Collab REM Review and Analysis – March 2021”

  1. 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)

    Like

  2. 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.

    Like

  3. Great stuff as always! Question – would running Zinogre along with Reeche be overkill/wasteful for the most part? Different sub colors makes it tempting.

    Like

  4. 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?

    Like

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