9th REMDra Fever – No Dark Strategies


The REMDra Fever “Ranking” Dungeon returns to North America and gives players a chance to grind for a (cosmetic) Crown by accumulating 999,999 points over any number of runs. With that being said, it will take numerous clears to achieve but there are ways to bolster your score to save time, stamina, and mental sanity. Generally speaking, no Dark orbs will take less effort overall as it is much easier to achieve a higher combo count due to only 5 possible orb types appearing. Furthermore, the inclusion TPA TPA matches awarding 500 points will help hasten this process.

As with all REMDra Fever events, the dungeon is quite lucrative to run over and over again as it only costs 25 stamina and offers valuable drops. Furthermore, any number of players can achieve a Crown and is not only given to the first X number of players to hit 999,999.

This article will explain the rules for REMDra Fever and how to maximize your score potential and how to farm it as efficiently as possible once you are satisfied with your score.

9th REMDra Fever Event: 4/19 (Mon), 0:00 – 4/25 (Sun), 23:59 (UTC-8)

Video clear

–video coming soon–

REMDra scoring system

REMDra Fever Ranking Tournaments have a significantly different scoring system compared to normal Ranking Dungeons and we must alter our play style accordingly.

In essence, you score points for higher combo count but this is multiplied by the Level you have achieved. You start the dungeon at Level one and have to clear a certain number of orbs to advance to the next. This orb count increases with each level but is not tied to combo count, only the number of orbs erased. Thus, a match of 6 vs two 3-orb combos yields the same Level-up progress.

In addition to this scaling level count, players also have to erase 40 orbs of a specific colour (Red, Yellow, or Green) to clear the dungeon which is based on the colour of the REMDra spawn. Failing to do so will result in a loss and all points earned that round will be forfeit; however, clearing too many of these orbs on lower Levels will result in a premature conclusion and fewer points overall. You need to clear orbs of that specific colour to finish the dungeon but should try your best to avoid matching them in the early Levels to maximize your score.

Furthermore, we have a new type of timer that continuously ticks down at an increasing rate the higher Level you are. Leveling up fully replenishes the timer but matching heart orbs will also “heal” some of it back. With this in mind, it is best to try and level up as much as possible while avoiding the specific colour of orbs you need to end the dungeon.

Finally, all active skills are charged upon entering but can only be used once. Be aware that using actives will not halt the timer progress so make sure you can actually solve after changing orbs.


Taking all of the above points into consideration, there are several key aspects to consider:

  • Level up as much as possible
    • Pay attention to the number of orbs required
    • 1 combo to level up
      • You can even 0 combo to set up board/move orbs
    • Score is greatly enhanced with higher Levels
  • Avoid matching the specific colour
    • No bonus points for matching this colour
    • Move them to bottom of board without comboing
    • Use specific orb changers to remove them
  • High combos at higher levels = more points
  • Use TPA TPA (match 4) when convenient for +500 points

This sounds relatively simple but is much harder in practice due to the convoluted nature of this event. With that being said, you want to try your best to avoid matching any of the designated colour for as long as possible. Doing so will prolong your run which inevitably leads to a higher score as you should have reached Level 4+.

For the most part, I try to only max combo the board (and thus matching the key colour) at level 4/5. Using these strategies, I am able to average a significantly higher score per run.

Orb changers

We are given 5 cards with orb changers but only several are of value and the ones you will be using will depend on the spawn in the dungeon. Essentially, the colour of the REMDra you encounter will determine which colour is required to kill it/end the run. You can think of this as “health” as it requires 40 orbs to kill it.

With this in mind, you want to actively use orb changers who remove that specific colour if trying to maximize your score. Doing so will allow you to Level up more as you are prolonging the death of the REMDra. Just be aware that if you fail to match 40 of those orbs, you will die and score 0 for that run.

Furthermore. you cannot use any active skill more than once per attempt. I am only showing relevant orbs being generated to make reference easier.

9th REMDra Fever Active Usage
(Yields high scores/slower clear times)
First Orb
Second Orb

Fire Arrow Green
All Arrow Light Green Heart

All Arrow Fire Green Heart

All Arrow Fire Water Heart

Green Arrow Light

All Arrow Fire Water Heart

During the first few levels, it is best to try and hoard/save the REMDra colour’s orb near the bottom of the board and use the appropriate First Orb Changer once it becomes impossible to combo.

I personally prefer using my tri-elemental board changers as my final set of actives as it is easier to solve a 3 elemental board, especially if time is running short due to being at a higher Level.

Utilizing these orb changers will help you achieve a higher score as you will be able to reach the later Levels which provide significantly more points. Remember, the goal is to delay matching the key colour for as long as possible.

Cascading & special timer

The REMDra Fever Ranking Dungeon features a different timer that does not move/tick down while orbs are comboing/falling into place. As a result, cascading becomes significantly more appealing as it helps promote additional combos being made.

In essence, Cascading is the art of having combos fall into place at a staggered rate. While this process takes more time overall, it gives additional chances for combos to Skyfall into place and we are not punished for this additional animation time.

Lucrative rewards

Alongside the chance of securing a Crown, the REMDra Fever Ranking Dungeon has lucrative clear rewards and an efficient way to acquire valuable cards. Every run will also yield a drop of some kind and the value often exceeds the 25 stamina cost to enter.

As such, I highly encourage you to play this dungeon for the clear rewards alone if you are burnt out from GH Collab Py Farming.

Faster farming

Due to the fact that this event lasts for a week along with bonus Stamina for watching Ads, there is a strong chance players will still want to farm this dungeon for the various drops after securing their 999,999 points required for a Crown. If this is the case, the best approach is to use orb changers to make the colour of the opposing spawn (basically the reverse of what we do when going for a high score).

9th REMDra Fever Farming
(Yields low scores/fast clear times)
REMDra spawn
Orb Changers
1/3 board Arrow Fire
Arrow  Arrow
All orbs Arrow Light Arrow
1/3 board Arrow Light
2/3 board Arrow Green

The goal for these set of orb changers is to clear the dungeon as fast as possible as scoring is no longer important.


The REMDra Fever Ranking Dungeon places a new twist on Ranking Dungeons and gives all players a chance to secure a Crown by repeatedly clearing the dungeon. Your scores are cumulative and acquiring 999,999 total points will guarantee you a Crown. Furthermore, the clear rewards are quite valuable and provides additional motivation for playing this event.

In theory, all players can acquire a Crown but being able to have a higher average score will accomplish this at a faster rate. Thus, using the above tips and tricks can cut down on time and stamina costs for securing your desired score.

Let me know how you feel about this event in the comments below.

Happy Puzzling!

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5 thoughts on “9th REMDra Fever – No Dark Strategies”

  1. This was very helpful. It’s my first REMdra fever, and turns out I didn’t really understand the mechanics at all. I was busy looking at the board to combo, and didn’t notice the combo points were given for individual turns instead of an average over the entire run. I thought you needed to do max combo every turn to get good points from combos like all the other rankings.

    Liked by 1 person

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