All posts by ramen7c

Deadly Sin Dragons & Key Heroes Review

Introduction

Hello everyone, Insomnia here, and the Deadly Sin Dragons and Key Heros(SDKH) are back with buffs and a new card after almost 10 months. The debut of SDKH brought multiple meta leads and many powerful subs and equips that still see use today. Although the power level of the event has fallen off a little over the last 9 months, SDKH still remains a very powerful collab that should not be overlooked, especially if you didn’t roll much in the previous run. Today I will break down everything you can get during this event, both REM and farmables. Different cards will be useful for different people, so I will try and give you as much information on everything as possible, so that you can decide if it is worth pursuing for your own purposes or not. 

Image cards are generated by Tsubaki bot, which you can find in many PAD community discords including Hyperion’s. You can find their Patreon here: https://www.patreon.com/tsubaki_bot

7-star REM

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Gileon was an incredibly powerful leader on debut and still remains extremely strong for Shura 1 and is capable of doing Shura 2 as well. Unfortunately Gileon didn’t get a super significant buff to his leader skill at all so for now he’ll remain as a decent lead. He is extremely tanky sporting a 4x HP and 57.75% shield when above 50% HP. His buff giving him a bonus 25% shield when matching 3 Fire combos isn’t really useful, nor does it do much to address his biggest issue as a lead, his RCV. The RCV issue can be addressed by using a healing stick sub such as Super Reincarnated Amaterasu Ohkami[5938]. To really take advantage of his max 75.99% shield, you’ll need to use a Gileon system, which means running double Gileon leads and a Gileon sub to take advantage of his 3 turn active skill. The constant board change will hopefully create 9 Fire orbs, but as it is a tri-color board change this isn’t very consistent. Gileon also doesn’t have auto-FUA built into his leader skill so you’ll have to manually FUA, which for the most part isn’t a problem. The problems come when you are trying to FUA and make a VDP match, it can be difficult to proc the 7c damage of your other subs depending on the board. I would’ve liked to see at least an add combo to his lead skill, instead they gave him a buff in his best department already, his tankiness. 

However, Gileon really shines as a sub. His 3 SB in pre-transform state alleviates some need of stalling and pressure of bringing a ton of SB on other subs. The 3 turn reduction from 30 to 27 turns to transform is also very nice, way better than his leader skill buff. Once transformed you have a tri-color board with Hearts and Fires on a 3 turn cooldown, as well as cleansing any RCV and Time Extend debuffs. His quad 7c awakenings also means he packs a serious punch. 2 of the best Fire leads in NA use him as a core sub, those being Seina[6660] and Tanjiro[6531]. If you run either of these 2 leads then you really should chase a Gileon if you don’t have, as he will continue to be a key sub on those teams and many future Fire teams to come. 

Gileon’s new equipment form is actually very powerful. Boasting a SB, OE for Fire, and Team HP awakenings alone already makes it a very strong equip, the powerful active it has is just icing on the cake. Full clearing binds and awoken binds and removing all unable to match orbs effects is a highly desirable set of effects in an active already. The board creation is just a bonus, and although it doesn’t create heals, the active recovers all your HP anyways. The only place where this would be a problem is if your lead doesn’t have auto-FUA (which ironically describes Gileon). Despite all this, if you already own a similar active equip, you may not find as much value in this one. It’s not an absolute must have, but it is nice to have. 

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Menuit is unfortunately not the most useful lead. The meta for heart cross lead was 4+ years ago, and they’ve never made a comeback after that. Considering that all your damage and shielding is set on matching the heart cross, it’s not very consistent. Although with dual Menuits you get guaranteed 5 heal orbs each turn, that’s considering that you don’t have locked orbs on the board. What you need to make Menuit work overall just isn’t worth it as a lead. 

As a sub Menuit is still a little awkward, but at least it’s more useful than Menuit as a lead. When transformed, Menuit is a high damaging Water sub and quick heart generator. This can be useful for some Water teams but for the most part there are better options. Where Menuit does shine as a sub is with farming. When transforming, her base form provides 3 turns of bypassing void damage shield and damage absorb shields. This is a unique combination of effects that no other card (except her equip form) has, and it is extremely useful for farming. Having an active that pierces through both damage void and damage absorb shields in one gives the rest of your team more flexibility, especially in dungeons where you can get different spawns each run on a floor. The fact that this effect lasts 3 turns is even more insane as there aren’t many actives for both damage void and damage absorb that last 3 turns. The transformed active unfortunately isn’t that useful for farming, unless for very niche scenarios. It is however only a 2 turn cooldown, so short cooldown inherits can be charged up. 

Menuit’s equip form will probably be the best for the majority of the player-base. It combines all 3 void style actives into one, and it lasts for 2 turns to deal with those pesky super resolve spawns. This equip is so insanely versatile it can go on practically any team that needs a 2 turn active for any of those mechanics. The cooldown isn’t even unreasonably high so it can definitely be up in time if you need it early in a dungeon. Highly recommend trying to pick up at least 1 Menuit for this equip. However, it’s not a big deal if you can’t as it’s quite unlikely that you’ll need all 3 effects at the same time. You can easily compromise with a combination of 2 actives for the specific scenario where you need all 3, or just use an active that only covers the one you need for the dungeon you are attempting. 

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Amlynea, or colloquially known as “Deer”, is an interesting lead. All of your damage and shielding is tied to matching 5 colors, which is extremely inconsistent without 7×6 boards, which is unfortunately something that newer dungeons seem to punish. Alternatively, Deer’s active provides 2 spinners that can be used to generate missing colors, and she unlocks the board first so you don’t have to worry about locked orbs. However, with a strong multiplier, a decent amount of great sub options, and great survivability, if you can deal with the challenges that come with matching all 5 colors, Deer can be a fantastic lead. 

As a sub, Deer is rather average. 10c and 7c awakening provides a lot of damage if you can hit 10c, and you get plenty of time, however her active is quite niche and there are probably plenty of other subs you could use. It’s difficult to pick a team where she would be the “ideal” sub, unless of course for niche scenarios where that quick spinner generator would be useful. Her only obvious place as a sub is on a Deer team where you are pairing her with a Fasca[5842] or some other 7×6 lead and you still want the system of spinner generators. 

Deer’s equip form is rather interesting, being 1 of only 2 cards in NA that gives 2 or more seconds of movement time (the other being LKali equip[7249] which gives 3 seconds but no skill boost). Overall it’s a potentially useful equip, but I wouldn’t label it as a “must have” card. 

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Ferule was one of the hottest leads back during the first run of SDKH, and slowly began to fall out as Shura 2, Shura 3, and their alt. dungeons got released. However, where Ferule shines the most is Shura 1 speed runs. She is one of, if not the fastest and most consistent lead for Shura 1, especially after her biggest weakness got addressed, her lack of shielding. With the new buff she gains a 57.75% shield with dual leads which keeps her healthy against gravity attacks. If you’re looking for fast and consistent Shura 1 runs, she can easily do ~12mins with practically complete consistency. If you are planning on doing Shura 1 with her, you will need to roll a second one to have a system with her 3 turn active in post-transform, otherwise you’ll lose out on consistency and/or speed due to not running an optimal team (which can be manageable especially if you don’t have a strong Shura 1 lead). 

As a sub, as I already mentioned she fits onto her own team the best. However, most Light based teams can benefit from her. Her active offers a rather quick orb generation and a short cooldown spike that can be helpful for killing some of the tankier spawns. Her awakenings offer great VDP damage when needed as well, which overall just makes her a solid sub. However, there are typically far better options than Ferule in many other Light teams, simply because they have better awakenings (Ferule could be doing a lot more damage if the SFUA awakenings were replaced with another 7c or VDP). 

Ferule’s equip form is just overall a great and versatile equip. The SB and rows make her useful and Light based row teams, farming or general teams, and her active is great for any Light or Light + Heal match teams, as you are always guaranteed the 15 orbs so no need to be worried about orb troll. The SFUA and Combo Orb(Corb) awakenings have niche uses depending on the team, for example if used on a Ferule team, since she doesn’t have auto-FUA built into her kit, you can match a 3×3 Heart box with the active to trigger SFUA and kill through resolve spawns. The actual orb unlock and 15-15 Light and Heal orb part is not unique however, there is 5 star card in this event that does that, making it far more accessible if you only need the 15-15 board, that card being Egg of Pride[6419].

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Euchs is another lead that was considered extremely powerful during the debut of SDKH, and much like Ferule and Gileon, was slowly crept out over time. Also much like Ferule, Euchs’ is an amazing Shura 1 speed-runner that is also very consistent for relatively low effort. Euchs’ biggest issue as a lead that really prevents it from performing well in newer dungeons is the fact that you have to stay under 50% HP, or else you lose most of your damage. Being under 50% HP is always risky even with a 75% leader skill shield and 35% from the active if you are looping it like you would with Ferule. Getting to 50% HP typically isn’t the issue, if you can’t tank some hits from the first floor of a dungeon, there are plenty of HP reset actives (including your own equip) that can do that for you, but having enough healing to not just straight up die but not so much healing that you go above 50% HP each time is not something that is super consistent. Although you could use a card like Zaerog Core[5633] that can reset your HP each turn, that is just another active slot used, which really only leaves you with 2 sub slots to cover everything you need in a dungeon. Euchs performs extremely well in Shura 1, easily on par with Ferule in terms of speed and consistency, but begins to struggle outside of the dungeon as significant team adjusts may be needed depending on the dungeon, an issue that Ferule teams don’t really have. 

As a sub, Euchs is really only useful on his own teams. On his own teams he can get pretty close with just a VDP and another Dark match, which is why he performs so well in Shura 1. The below 50% HP awakenings make it so you can practically kill most spawns with just 2 Dark matches, don’t even need the VDP. To maintain the below 50% HP consistency, you should ideally run the no skyfall badge to prevent any accidental Heart skyfalls that can mess up your runs. Since below 50% HP teams are quite rare, Euchs struggles to find a home in other teams, despite having a perfectly great active. 

Euchs’ equip is absolutely incredible for farming purposes. A row make along with a damage and att. Absorb void is an incredibly powerful combination as it combines basically 3 actives into one, creating more freedom in teambuilding. This combination is also unique as nothing else like it exists in the game, for any color. The awakenings are just a cherry on top as it synergizes extremely well for dark row farming teams. Since you only need 2 Euchs, one as a lead and the other for a sub, any additional Euchs should be made into this form, as not only is it great for farming, it fits perfectly onto Euchs teams, and isn’t terrible for other Dark row teams due to the SB and rows it provides as well. 

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Miya is the new 7 star that was released with the return of SDKH, and she’s a pretty damn good lead if you can snag her. Your active loops with dual pairing, your 75% shielding is passive (which is pretty significant when compared to conditional ones), and you only need to match 4 combos, given that 2 of them is a Light and Heal to reach 8c with the added combos in your leader skill. Matching 6 combos will give you enough to trigger your double 10c awakenings outputting massive amounts of damage. Your Team HP awakenings give you some sense of HP as well even though you lack a HP multiplier. Miya also has a rather high RCV multiplier, letting you match through Poison and Mortal Poison orbs in peace, as you don’t have much raw HP to begin with. 

Miya as a sub also fits onto many other Light teams, as she straight up brings HP, damage, some utility in the form of L shield and unlock, and a quick orb generating active. Most light teams that have added combos to take advantage of her double 10c will be able to use her, making her extremely versatile. 

Overall Miya is just an incredible card to own, for any current and future Light teams. At the moment she is an incredibly powerful lead for Shura 2, but as with anything will eventually get crept out of favor, especially since Shura 3 is already a thing in NA. However, similar to Gileon in a way, it will still be a while before she gets crept out of favor as a sub, simply due to how much she brings. If you manage to get dupes, for now unfortunately they aren’t that useful, but she will almost definitely get an equip form the next time SDKH comes around, whenever that may be. 

6-star REM

**The equip form I will be referring to as the sin name(eg. Envy, Lust, etc.) while the reincarnated evolution I will be referring as the dragon’s name(eg. Jevi, Varias, etc.)**

**Another note, you pretty much never use the middle evolution of any of these cards outside of extremely extremely niche scenarios, so I will be talking about all the dragons in their max evo form**

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Envy is a rather nice equip, it provides a 2 turn damage void nullify active on top of a board change. The unbindable and 4 Water OEs are also great for water teams. The board is unfortunately not ideal for rainbow leads (typically the kind of teams that use this kind of active) which decreases the value of this card. However, it is still overall a great pull especially for those that don’t own a damage void nullify active yet, much less a 2 turn one. This is especially true now that the cooldown went down from 25 turns to only 18 now. Otherwise, for people with better damage void nullify active, Envy will serve only as an unbindable equip or for the Water OEs on Water teams. It’s long cooldown unskilled also lets it serve as a delay shield for the card it is inherited on top of. 

Jevi features an array of offensive awakenings and an incredible 6 SB as a sub. The active has the same issues as Envy in that it’s not the best for rainbow teams. Now that the cooldown has been reduced to 18 turns, you can more effectively inherit something on top of Jevi, if you want to still take advantage of the awakenings he provides. This however is rather situational and will heavily depend on the team and dungeon you are attempting, but it’s worth mentioning. As a lead Jevi does have a fixed 9 second orb move time, which can prove useful in certain pairings, but his multiplier is far too low to be significant as a general lead. (something that all the 6 and 5 star cards share)

Overall Envy line is nice to have, mostly for those without good void damage nullify actives. However the active itself is mediocre at best as it can create unwanted boards, especially since mono and dual color teams can typically just match a VDP, which for the most part is better than using an active. 

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Sloth is also a pretty decent equip, the active is perfect for any rainbow team and although super resists are more and more common nowadays, the 40% resist in blind and poison can still be helpful if you have other 60% resist equips. The unbindable is also a nice bonus. All this combined makes Sloth an overall useful equip in many scenarios. 

Feygoran attains the same useful active but also has a skill charge awakening, giving you access to the 14 turn active much quicker when used on a rainbow team. Combined with the other offensive awakenings makes Feygoran a great sub for many rainbow teams. Though it’s not the best overall sub for rainbow teams, most players will be able to find a place for him. 

Overall the Sloth line is a solid addition to any box, a utility active and awakenings will always have a use somewhere. Although a bind clear with the active would be nice, it’s not a necessity to make the active good. 

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Greed has one of the more rare actives combining damage absorb void and attribute absorb void, making this active both useful for farming and normal teams. Having unbindable and 60% poison resist is just a bonus for any team. As previously mentioned, the increasing popularity of super resists is beginning to make these kind of resists irrelevant, however the strength of the active makes up for it. 

Rhamamoa although has the same active as Greed, is not really used for his active ironically. He is mostly used for his triple dungeon boost awakening, each of these awakenings giving a 2% increase to rank exp, monster drop rate, monster exp, and coins when used in solo play. The only other card in the game with 3 is Xmas Saline[5772], a significantly rarer card to obtain. You will frequently see him being used in teams that run the int difficulty of many collab dungeons, and combined with the drop rate increase leader skill of Veroah[4649], lets you easily farm the collab exchangables. 

Overall the Greed line is an excellent line to own, having 4-5 in Rhamamoa form and a few in Greed form would be ideal. Even if you do not farm, this is a very easy to grasp concept as it pretty much just revolves around having Rhamamoa subs with lazers such as Awoken Ra[2012] inherited on him. 

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Wrath is a very powerful equip for any dark based row team, for farming or for general use. The SB along with the 3 rows while providing a cleric and burst in the active makes Wrath an all around amazing equip. The dual purpose nature of the active allows Wrath to find a use in a wide variety of different situations. 

Vald is also an absolutely amazing card as a sub. Capable of providing 6 SB to a team, while having the same incredible active as Wrath, and having great offensive awakenings makes Vald extremely valuable. If the SB isn’t necessary you even have the option to have super blind resist. Many Dark based teams, and even a couple Fire teams can utilize him quite well.

Overall the Wrath line is one of the best lines out of the 6 and 5 stars. Having such powerful uses in both egg and reincarnated form means having many dupes of him is highly desirable, whether it is to stack dark rows on a farming team, or to have different latent or super awakenings setups in Vald form, most players will benefit from having multiple of him. 

5-star REM

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Lust is an okay equip, it does provide a tape resist and a 2 turn haste for transforming teams, and can be used as a spike later on. A 12 turn cooldown is pretty decent for what you are getting so it’s definitely useable. 

Varias is unfortunately not that useful. It could be used for farming with 5 SB and a 2 turn haste, but farmable cards like Whaledor[2940] has 1 more SB and a significantly lower cooldown. As a traditional sub it has some 7c damage, but provides practically nothing else other than it’s somewhat useful active. 

Overall the Lust line isn’t too great, there’s not any need for dupes of them, but you’ll most likely get a couple if you roll a couple times in this event. 

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Pride has a unique 15-15 board, which for those that don’t understand the strength of this, means you can always match 10c from it. It also means you never have to worry about the board not giving you enough of 1 color. 15-15 boards are extremely powerful for ranking as you can get the fast solves while maintaining a high average combo. Although you do have the extra animation of the unlock orbs, unless you are going for a high .1% score, this won’t matter, especially now that crown cutoffs are at 5% instead of the old 3%. Owning multiple of Prides is ideal as a result. 

Fadelle has the same uses as Pride, for ranking. Both evos will find use as both still maintain the important awakenings, the 5 SB. In second evo form you only have a main attribute, which allows for faster animation (depending on length of the ranking dungeon, you can save almost an entire second), or in reincarnated form, if you need the VDP and SFUA for extra points. As a traditional sub Fadelle isn’t too great, therefore you’ll probably be better off leaving it in Pride form. 

Overall the Pride line is great if you’ve been shafted from some previous rankings due to the lack of 15-15 boards. Although there’s not much of a use for the line outside of ranking, considering how common it is to roll one, you might as well prepare for the future if you are going to do ranking. 

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Gluttony is a great below 50% HP equip for Dark teams as it actually cuts your HP with it’s active, and provides a non Heal board to prevent you from healing back up. Below 50% HP equips were quite rare back when SDKH, only in the single digits, and although there have been a few more added, Gluttony is still one of the more easily accessible options. 

Madjeh unfortunately isn’t too good. The 5 SB and multiple below 50% HP awakenings are nice, but his rather low base ATK decreases the value of those awakenings. You are much better off leaving it in egg form unless a super niche scenario for Madjeh comes up in the future. 

Overall the Gluttony line is really only useful for the egg form’s below 50% HP awakening. If you already have other more useful below 50% HP awakenings, it will practically make Gluttony line cards box cheerleaders, forever collecting dust. 

Sacred and Cursed Keys

There are 2 types of keys you can farm, Sacred and Cursed Keys. Sacred Keys all have their own unique active skill whereas Cursed Keys share the same active as existing Sin Dragons, but with different awakenings. Either can be bought for 100k MP and there is no limit to this. As such, you should make at least 1 copy of every key, and if you already made them last time, you won’t have to worry about them. 

In my opinion, there is not a single key that really warrants owning multiple, so one of each is fine. You will need these keys to farm the 3 other farmables in the collab. 

Sacred Keys:

Warrior Key is a nice 300x mass Fire button for farmers by killing multiple spawns, however since it also reduces your HP to 1, you won’t be able to use the same active twice, which is why there’s not a point to having multiple. 

Sage Key isn’t very good in any specific area. A short delay is nice for stalling and/or transforming. A 100% defense void is nice in dungeons like Training Arenas. The 20% resist in everything is pretty pointless, as it is not very valuable anymore. 

Tempest Key is actually a very nice damage absorb void option for those without. 13 turn cooldown is also very good for a damage absorb void. You get decent passive damage for Wood and Light as well. You should absolutely make this if you are lacking fast damage absorb options.

The awakenings of Blessed Key are heavily geared towards RCV, making it great on teams with naturally low RCV. However, although the active isn’t bad, it’s not very useful as a 3 turn bind and awoken skill bind clear is very lackluster nowadays. The 5 turn cooldown doesn’t help it in case you wanted to just use this for its awakenings. 

Angel Key has a board along with a 2 turn void for attribute absorb, which is nice to have. Although it’s actual usefulness depends on the dungeon and team, it doesn’t take away from this key’s value. 

Cursed Keys

Lust Key takes the same active as the Lust line, but with significantly more useful awakenings. The 1000 decrease on ATK on whoever Lust Key is inherited on can be impactful, but you can easily just inherit it on someone who isn’t one of the primary damage dealers. The SB and rows combination allows Lust Key to be used on traditional Fire row teams and Fire row farming teams. 

Envy Key takes the same active as the Envy line, but with interesting awakenings. TPA and L unlock in one card doesn’t necessarily synergize, but it’s not necessarily bad either. Although it does let you be versatile in how you want to use it, Envy Key is probably more for rankings, where all 3 of his offensive awakenings count for style points. Otherwise it’s the same slightly awkward nullify damage void active as the Envy line. Do be aware the 2500 decrease in HP awakening can be significantly impactful. 

Sloth Key takes the same great active from the Sloth line, but at the cost of a 2500 decrease in HP and 2000 decrease in RCV, gives you a guard break awakening. Although a guard break equip is extremely rare (the only other card in the game that has a guard break and it an equip is Dyer’s Story Equip[7116]), it’s honestly not worth the stat decreases. Sloth Key will find more value in ranking where there is an emphasis on the guard break awakening. Although some traditional rainbow teams could need a guard break awakening, this is extremely niche and you’re almost always better off using a sub that has it. 

Pride Key takes the same active as the Pride line, but provides a unique awakening in an equip, a super poison resist. There is no other equip currently that has this, the closest being equips with 80% poison resist. Although the 1000 decrease in ATK and 2000 decrease in RCV can be detrimental like Sloth Key, a super poison resist is far more valuable than guard break making Pride Key worth running for that purpose. Otherwise Pride Key functions the same as the Pride line, primarily used for rankings. 

Gluttony Key takes the same suicide active as the Gluttony line, but provides an incredible amount of HP bulk in the form of 4 Team HP awakenings, at the cost of decreased RCV and ATK. Though there are a number of equips with 3 Team HP awakenings, Gluttony Key is the only one with 4, making it unique. Although the value of it probably isn’t as much as a super poison resist, it can be more valuable depending on the situation. 

Dungeon Farmables: Gorfeis, Gorkaos, and New Gorkaos

These dungeon farmables are spawns that require specific things on your team to trigger their spawn. These are extremely powerful and I highly, highly recommend farming 2-3 for each, you’ll probably only need 1 of the new Gorkaos though. Farming means skilling them up too dont forget, they require many skillups(70 total for one) and it’s not really worth to use pys. However, with GungHo Collab going on, you can easily farm pys in it so you may opt to use that to farm skillups instead.

For Gorfeis to spawn, you need to have one of any key inherited on your team (the one on your friend’s lead does count). Gorfeis is a great sub for many Light teams, whether as a SB stick or for the active or for the VDP damage. It has amazing stats and a great active. It fits particularly well in Ferule[6401] teams but is extremely flexible and worth the investment. 

As a lead, lowering your HP isn’t really a good thing, but if you aren’t taking damage anyways, you basically get a 576x multiplier lead as long as you are matching 7 combos. Honestly, not really useful but not completely useless either. 

For Gorkaos to spawn, you need to have all the Cursed Keys inherited on your team (the one on your friend’s lead does count). Gorkaos is an amazing sub for many Dark teams, having potential for 6 SB or super poison resist, on top of a cleric active. In particular he fits very well on Euchs[6403], but many Dark teams and farming teams can utilize him. 

As a lead, it’s the same as Gorfeis, just for Dark and slightly more damage. Not much else to say about it. 

For the new Gorkaos to spawn, you need to have both Gorkaos and Gorfeis on your team with all the Cursed Keys inherited(the one on your friend’s lead does count). The new Gorkaos will drop as a gem, and you’ll need 5 of them to evolve a normal Gorkaos into this new one. 

Gorkaos is an incredible rainbow lead. You are extremely tanky and have incredible damage. For the best results, ideally pair with a 7×6 lead, such as Dark Sophie[6586]. This lets you reach the 5 colors for the maximum damage output, but even the 25x at 4 colors is already enough to kill most spawns. 

You also have strong offensive awakenings with the option to have super poison resist as a super awakening, or you can opt for more damage. Overall Gorkaos is just an incredibly powerful card. In base form it functions as a great sub for farming and traditional use, in evoed form functions as one of the best rainbow leads in the game. 

Final Thoughts

If you made it here, congrats, this was a long article for a pretty content heavy event. Overall the SDKH event is quite powerful, however due to only receiving minor buffs for the most part, isn’t the best thing to roll for the average player. If you are however, chasing the 7 stars, buying the bundles would probably be enough if you already rolled a ton during the last run. You’d probably be better off saving stones for upcoming content, such as the Star Weaving Fairies Event, which I will be reviewing soon and will hopefully get out before the official debut. Thank you for reading!

Samurai Shodown Overview

We’re back at it again, this time with Samurai Shodown. I opted to skip a Fate overview, as I felt like nothing in that collab had any real staying power. That isn’t to say anything outside Shizumaru in this collab really warrants very much attention either. This is another case of Gung Ho’s recent obsession with re-running old collabs and just adding an extremely strong Orb Skin card. 

Starting from this collab onwards, I will be using a tier system. Instead of assigning numbers or letter grades, I will be breaking the cards into 3 separate categories: Chase, Potentially Useful, and Garbage. I should also say, I look at most cards through the lens of end game for the most part. So it may have some use outside of that, my knowledge in those areas is more limited, so my opinions on that will be less researched. I don’t want to provide anyone with an un-researched opinion if I can avoid it.

Cards in the Chase category will be units that I think are the most important to pick up, depending on what your box looks like. Potentially Useful cards will be cards that I think have very niche (but potentially important) use, or cards that seem useful, but currently don’t have a use. Garbage cards will either be skipped completely, or are just completely eclipsed by many other cards. It is more than likely I will just skip mentioning the garbage cards unless I feel like there is something noteworthy about them. 

This collab has only 1 card that I feel is a true chase, but a small handful of cards I would deem potentially useful. 

Shizumaru does everything Royal Oak could ever want. 2x RCV to help mitigate RCV debuffs, and he makes up for Royal Oak’s lack of any RCV multiplier. Shizumaru creates 3 of the 5 water orbs needed to activate Oak’s leader skill and 3 hearts which compliments the buffed RCV. The only very small downside to the active skill is that it replaces the 20 turn water orb skyfall that Oak gives on his first transform with a 1 turn fire orb skyfall. That being said, Oak’s active skill changes Fire into Water, so it isn’t like this really punishes you all that much. 

The awakenings add to this card’s strength. He boasts a 22.5x personal attack multiplier, not including the VDP awaken (56.25x if you do). Very few cards can even hope to match a personal multiplier this high. Having Full Blind Immunity as an added bonus really helps push this card over the edge as well. 

Outside of Shizumaru only one other strong Water card has Full-Bind Immunity attached to it, which is Bride Elsha –they are very similar cards. Bride Elsha offers the same Full blind coverage, a (Smaller) RCV Buff, 1 turn of VDP and 1.5x orb movement time. So where Shizumaru creates needed orbs, Bride Elsha gives time-extend as well as a 1-turn VDP active skill, so the choice of which to use comes down to the dungeon at hand. Sadly for Bride Elsha, her Time-Extend is almost completely eclipsed by Azure Dracoblader of the Split Sky, Kyori, however that is another review for another time. Ultimately, the damage awakenings on Shizumaru greatly benefit Royal Oak, far more than Bride Elsha. L-Unlock Awakens give consistent damage, where Takoyaki Awakens tend to not offer as much to a lead that wants to only make one L per board most of the time. 

To really ice this cake, the pre-transform offers you not only 5 effective Skill-Boosts, but 3 of those can be used at your discretion. You could transform Royal Oak and use Shizumaru to give you an extra 3 turns of Skill-Boost towards the second transformation of Royal Oak. This means you only require another 3 turn haste or delay active to get you to your last transform.

The final quick point to mention is that Shizumaru can also be used as an Asymmetric pairing for Royal Oak in Shura 3. It sacrifices the 5 million Auto-Fua, and .5x HP for a 1.5x RCV multiplier. It obviously is less consistent than Oak x Oak, but that’s not to say it can’t be done. Though if you own Royal Oak already, there is no reason to bother doing this. 

Amnesic Wanderer, Shiki – Potentially Useful

Shiki is in this category, more specifically her equip form, Nameless. The 2 base forms don’t seem useful. Nameless’ unique offerings make it a mainstay on Royal Oak and Ryumei teams. Its main competition comes in the form of Demonlord Crasher. Where this card gives 2 Ls and no other utility, Crasher offers Tape and a -50% awaken but 1 less L and a -HP awaken. However, in the context of Royal Oak teambuilding it does make you a near perfect board. 5 of each color orb does essentially mean 10 blue, as dark will be changed to blue orbs with Royal Oak’s active skill. The unlock is useful when Kyori is on cooldown, or if you are trying to charge an inherited active. It has also seen very niche use on Rainbow teams that need L-Unlock but can’t get it from a sub.

Yet another entry into the ever growing list of strong Green Clerics. Alynna makes this card somewhat obsolete for Shura 3, due to her sub attribute and better overall use on Nautilus teams (please see my Relic Dragon Overview for a more in depth breakdown of Alynna). That said, this card has seen a large amount of success in other end game dungeons. For Shura 2 Yashamaru is completely acceptable as a cleric. There, players are given far more time in between Awoken binds and unmatchable orb status to reliably charge up this active skill. With his newly added 10c Super Awakening, he can now have 20x personal damage, far out doing even Alynna’s damage. However, it comes at the cost of not being able to take the second SB+ Super Awakening. It’s more likely this card sees play on non-Nautilus Green teams, such as Nadeko, Guile or the newly released Joachimall three of which are consistent Shura 2 leads. 

His equip form Shanao is one of only two full-cleric Green equips and it also comes with 4 Jammer Resists attached to it. The main competition for this equip  would include TAMADRA Gift Box and Ippon Katana. In this case it offers the 4 jammers that none of these other cards do, so it would see use in those niche instances where the 4 jammers are required to get full coverage on teams. It’s also worth mentioning that equip stat transfers mean that on a green team, this will offer you some HP that those other 2 options will not. It also offers a board refresh, removing any locks or status orbs currently on your board. This can be a benefit or a detriment depending on the situation, but is most often a benefit. 

The newest evolution for this card, Heroic Outlaw, Yashamaru Kurama, also has some potential use as a sub on some green teams as well. That being said, no team has really needed or wanted what he offers as of yet. 31.25x personal damage, with Two (Potentially Three with Super Awakens) Cross-Awakenings makes for great utility and damage as well, not to mention the full Jammer immunity. It just happens that no team currently requires this specific combination of awakenings yet, though one may in the near future.

Galford – Potentially Useful

His awakenings offer exactly what is needed for a damage stick in Shura 2. The use starts and stops there though, as outside Shura 2 these awakenings tend to have far less use. It just so happens that the most important floors are either Devil or Attacker. A 1-turn delay active skill is also useful, though often this card will be used to hold an equip active skill until needed. A small note to add onto this card is that currently in NA there is an extreme lack of viable Light leads, which restricts this card’s usage even farther. 

Earthquake – Potentially useful

This card truly personifies cards that might be useful but just don’t have a home right now. The first evolution Wicked Colossal Ninja, Earthquake, has one of the most stacked actives in the game. It could be used to farm daily dungeons or farmables right now, as the active would make light work of most bosses and difficult spawns. Though as far as Shura goes, it just doesn’t have a place to call home. His leader skill doesn’t fit late game content at all and the active skill is just too long to be relied on, though with 6 Skill Boosts (after Super Awakens) it may see use in the near future. 

His equip form, Fujiyama, follows in the footsteps of its non-equip brothers. His equip has the same loaded active and a very strong set of awoken skills. However, while the awoken skills look great on paper, they end up not lining up the way almost any meta Red lead would want them to. A Skill-Boost is great, but tons of other equips offer this. 3 Red-Row awakens is strong no doubt, but many other great equips offer this too, especially Red Ney and Madoo’s equip. This card is worth the mention because while Japan has many better Red Row equips, we lack them (more than just one, as it’s 8 now at this point). 

I feel like most everything else in this machine is either not worth your time to read about, or just will never see any real meaningful use. So that ends this overview; I hope you found something useful. Stay safe everyone, take care until next time. 🙂

Relic Dragon Saga Overview

Hi all, and welcome to the first post on the new site. 

Some things to note before we start. In my collab/event “overviews”, I try to avoid discussing any cards which have little to no value in any content. In other words, if I have not seen it used in a ranking, a farming setup (for a dungeon I deem worth farming), or the current end game (Alt. Shura 1, Alt. Shura 2), it likely will not be discussed at all, or only briefly mentioned. I also extensively research/play what the top ranking JP players are using for their current end game (Shura 3), so with two to three months of foresight into their current meta, I hope I can help you avoid potential pitfalls and better futureproof your box against upcoming NA content. 

This is the third run of Sacred Relic Dragon Saga, and sadly, quite a few of these cards received the short end of the stick. Sacred Relic also hosts one of the largest letdowns in terms of a newly released card. 

Before discussing the buffs, it’s worth mentioning that all the Sacred Relic cards were given the Marvel treatment, in that they now have 8 Latent Skill Slots for transform cards. Being able to take 6 Skill Delay Resist Latents while still having two latent slots leftover is a small, but not insignificant, buff. That Extra HP++ or Killer latent could save your life in a pinch, or could put you over the needed 600k Effective HP threshold for Alt. Shura 2.

Outside of the occasional use for Dyer as a leader pairing for Akine, this event consists mostly of cards which are more useful as subs. This REM features two top-tier subs for top-tier leads. With that bit of pretext out of the way, let’s dive head first into this very shallow pool, starting with the cards I feel you should be looking to chase.

The two main cards you should consider picking up from this event are Elven Emissary, Alynna and Journeyman Adventurer, Dyer

Elven Emissary, Alynna is the most valuable chase card from this event. Normally, I would offer up some alternatives to the cards at hand.  However, because of this card’s enormous utility coverage, no other cards can match the value she offers as a sub for Drillspear Jade Conqueror, Nautilus

Since JP first saw its release into the game in April, Nautilus has dominated the Shura 3 and Alt. Shura 2 meta and is one of the fastest Alt. Shura 1 leaders in NA. In fact, its endgame prowess has only recently been challenged by Hibiscus Dignified Star Spirit, Rosalyn. With Nautilus’ massive 10 million auto-FUA and huge 24x attack multiplier, there isn’t much else that can compare. 

So why is Alynna an unparalleled sub for Nautilus? Nautilus transforms twice, leaving players with a six-turn period between the initial transform at the start of the dungeon and the second transform which grants its full multipliers. To make matters worse, Nautilus has no RCV multipliers to speak of in either form. How does Alynna remedy this? Alynna has a very short 12-turn transform and, as a result, she will transform immediately assuming you are also transforming Nautilus turn 1. When she transforms, she gives you 8 turns of a 40% HP Auto recovery. This means that for those six turns before the second Nautilus transformation, you will have an auto recovery buff to assist in staying alive. Her three Skill boosts and inherent (pre-transform) cloud resist awakening is vital in Alt. Shura 2 and generally useful in other content. 

Barring her use as a sub for Nautilus, she should be compared to her other cleric contemporaries. While there are many other potential Green Cleric options, these are the best options in most cases: 

Card NameElven Emissary, AlynnaPropitious Goddess of Promises, TualaSuper Reincarnated CeresWitch of the Wood Chain, Chakeol
Cooldown of the skill4 turns7 turns6 turns9 turns
Clears BindFully ClearsDoes not clear7 turns5 turns
Clears Awoken BindFully ClearsFully Clears7 turns5 turns
Clears Unmatchable Orb StatusFully ClearsFully Clears7 turns5 turns
Secondary EffectsTop row changed to wood. Wood Orbs locked. 2x attack for Wood/Light for 1 turn. Recover 30% HP on use.Delays enemies next move 2 turns.

In a side-by-side comparison, it should quickly become apparent why Alynna is preferred to her counterparts. Not only is her cooldown post-transform the lowest by 2 turns, but she is the only one that fully clears all three statuses. While this may not have been notable a while ago, it is now; these days, most end game dungeons will drown you in combinations of all three. Having the ability to fully clear them as fast as possible will always be greatly beneficial. It also doesn’t hurt to mention that being able to create a row of green orbs and lock them provides great utility as well, especially as a counter to spinners. 

Now for the final cherry on this delicious sundae: her post-transform awakenings. While they may seem lackluster at a glance, I can assure you that they provide more value than may appear at face value. 

Once again stepping back into Nautilus territory, he has no RCV multiplier in any of his forms. This means players must find a suitable RCV solution. How does Alynna help with this? Those two Heart Orb Enhances prove invaluable when attempting to heal, combined with the many Heart orbs that Nautilus will create in his final form. Additionally, the pre/post transform cloud resist is always helpful. 

Her damage awakenings are lacking compared to that of Tuala and Chakeol, but in almost all cases, it is worth the trade-off. Most Nautilus teams will consist of many high damage cards, including Selica, Academy Valeria, and Nautilus himself. This means that Alynna’s lower damage output hurts far less than it would on most other teams. However, that doesn’t mean that 2 7c and a VDP isn’t a respectable amount of damage for a cleric. 

A small note on her assist Muy before we continue on to the next card; it has a great deal of utility, boasting a Physical Killer, 3 Green OEs, and 2 Team RCV. These awakenings, along with a potent full cleric active and 50% shield, make Muy unparalleled among equips.

Sadly, most of what it offers is either unnecessary for the current end game, or is done better by another equip. The OE is much easier to obtain via Aljae’s equip, Ghum, as it offers the 5 required OEs to have a 100% chance of green OE skyfall, rather than the 3 that Muy offers. The Physical killer is unnecessary, as no green team tends to struggle with any Physical spawns. Machine Killers, Devil Killer, and Dragon Killers tend to be far more effective (For Shura 1,2, and 3 respectively). The Team RCV is also less useful, as most teams have a relatively high RCV multiplier or Heart OE, to make up for their lack of one. Team HP tends to be far more needed to make HP thresholds for Shura 2 and 3. The active skill is also quite strong. However, it’s unlikely most teams will have the time to let it charge, as 14 turns is too long to wait for an inherited cleric active. 

Next the second noteworthy card from this event, Journeyman Adventurer, Dyer. This card’s desirability is measured solely by its niche use of providing a VDP option for Light teams that desperately need it. 

First, something to get out of the way: as it stands right now for North America, we only have 1 truly viable light lead which is Crimson Dragon Mystic, Ryumei. Soon we should be getting Academy Kio, but until then, it’s only Ryumei. Japan has had the Marvel collab and as many of you know, Captain Marvel dominates the light meta there. 

All that said, no matter which of these 3 leads you use, you will always have the same overarching issue thrown into your face–the best Light cards tend to lack VDP. Let’s look at a quick list of some of the best Light subs/leads and see which of them have VDP. 

As you should be able to quickly see, the list of viable subs that can take VDP is somewhat limited, especially in NA. This is made even harder in Shura 3, where you need All Attributes on your team. Stretching to get enough VDP while also covering 5 colors is nearly impossible. The compromise? Dyer

His short 18-turn cool down transformation should be easy enough to achieve, assuming you are using Ryumei (25 turns) or Captain Marvel (23 turns), who both take longer than that to Transform. It’s worth noting that he himself contributes 0 Skill Boosts to the team, which may cause team building issues. 

As opposed to Alynna, who we compared to several cards, Dyer is quite cut and dry, as he only has 1 card for competition. Let’s quickly look at them side-by-side to see the pros and cons: 

NameJourneyman Adventurer, DyerJudging Kouryu Emperor, Fagan – Rai
Active skill cooldown5 Turns10 Turns
Number of turns the VDP remains active1 Turn4 Turns
Secondary effects50% Shield for 1 turn.1.5x Attack for Dragon cards for 4 turns.

These numbers all require some consideration for the team/dungeon at hand. Thinking of it in the context of true cooldowns, Fagan – Rai actually only has a 6 turn cooldown after his VDP runs out, though Fagan takes far longer to get to his active skill the first time. Furthermore, not all teams are going to care about the attack spike for Dragons, as you likely won’t want to use this as your primary attack spike. The shield Dyer offers is universally helpful, as it essentially means you get 1 extra turn of safety after you do the VDP for the next floor’s preemptive attacks. 

Which dungeons/teams are they actually useful for? First and foremost, if your team uses Dragons, you may prefer Fagan–this especially applies to Ryumei. If you are running a dungeon that requires several consecutive turns of VDP, then Fagan may be your best choice (this applies to most dungeons Pre-Shura 3). As for dungeons, Shura 3 really only has 1 floor that requires VDP, and only for 1-2 turns at most, you can chip the floor down until you get to the point where you feel you can kill reliably. On the other hand, most prior dungeons (Alt. Shura 1/Alt. Shura 2) have several consecutive floors of required VDP. 

Another important thing to consider is that post-transform Dyer has the Guard Break awakening. This may not seem like much, but is absolutely essential for breaking defense without the Limit Break Latent in Shura 3. 

Overall, where is Dyer going to be used? Shura 3 Ryumei teams are a guarantee. Captain Marvel and Academy Kio are more of a toss up. As it stands, Japan can safely get a Dyer-less Light team through Shura 3, due to their server’s inclusion of Doppo Orochi to cover the Dark sub-attribute, Wolverine, and Mickey & Friends [Celebration]

Sadly, we currently possess none of these options (and in 2 of 3 cases likely never will). Getting Marvel would mean we have access to both Captain Marvel and Wolverine, but we still won’t have Doppo Orochi or Mickey. As a result, I can really only speculate on what Dyer’s true value will be outside of Ryumei. If you are considering Ryumei as your potential future Shura 3 clearing lead, then this trade has tons of value, as odds are that Dyer will almost certainly be used for Ryumei. If you plan to wait for Marvel or Academy Kio, then trade with caution as there is no telling if you will be using Dyer at all. 

Another quick mention on Dyer’s two equips before we continue to the next card.

Arwill (7112) is useful to be sure. Unbindable and a team RCV/HP awakening is strong, that’s for damn sure. A 12-turn CD, 75% shield, and a VDP with a spike, what’s not to love? Sadly, this card’s level of utility is very limited. That’s not to say it doesn’t see use, as it has a great deal of utility on Shura 2 and 3 Ryumei teams. Ryumei (and most other transform leads) is bindable pre-transform. However, Amakozumi, The Chinese Series Equips and Tamadra Gift Box tend to be the preferred unbindable equips. 

His second equip, Arwill (7116), is one of only 2 equips with Guard Break, and is the only one that doesn’t give you a stat drop in its awakenings. With that said, for Shura 3, Guard Break isn’t really needed outside of having it on 1-2 cards as a soft requiement. Also, while this may sound harsh, the active skill is pretty garbage and you likely won’t want it overcharging on your subs. 

Great, so that’s both the highest value trade/roll targets out of the way. Time to talk about a card that breaks my heart in more ways than one: Orc Musion, Firo.

Why does it break my heart? The answer is two-fold. Firstly, I had high hopes for this card. At first glance, its leader skill looks strong. It’s got a low 14-turn transform active with 2 SB and 3 turns of haste when it transforms, giving it effectively 5 skill boosts. Its awakenings are very unique, as 4 crosses and full poison immunity seems like it should be strong by default.You may think, Firo is the Fire/Dark Seina with a giant auto-FUA instead of + combos. Seems great, right? It has all the makings of a great lead with a unique set of awakenings. However, in practice, it has turned out to be lackluster at best. 

So what happened to make it so bad, if it has all this going for it? Simply put, Flame Wheel Mystic, Seina has something going for her that Firo does not. Seina is a 2-color required lead that is self-sufficient in making her own colors with her active. Firo’s active, while good, does not provide a system. In fact, no card in the game can reliably make Dark and Fire orbs every turn. Compounded with that issue, her active gives you an auto-recover which, unlike an RCV buffing card, does not remove RCV Debuffs. For most end game dungeons, you will still want a dedicated RCV buffer on your team. Furthermore, 2.3x HP with a small shield makes ASR2 very difficult compared to leads with a moderate-to-high HP multiplier and a large shield. 

The second reason this card makes me sad is that, without Marvel, this card may very well be your best choice for a Fire/Dark card to use on your Red focused Shura 3 teams. This highlights how badly NA needs Marvel to come, and how badly we will all need to roll it. This card sees very little use in JP, outside of an occasional lead swap pair with Magneto or Dark Phoenix to abuse crosses on 7×6. Even then, it is lackluster outside of Shura 2 at best, and impossible to use in Shura 3.

The best news I can give you for this card is that if you IAP, this card is the orb skin so you can just buy it without rolling. 

Now, to give brief thoughts on the rest of the cards worth discussing in the event.

Conykin Martial Artist, Deena has potential as a general purpose sub on your blue teams, but shines best on Royal Oak teams. She has a board lock active on a 1 turn cooldown, which is only matched by Magical Machinist, Menoa. While this active is useful in dungeons with many spinner floors, spinner spam stops being a real issue after Alt. Arena 4. 

The other issue that plagues Deena is that Shizumaru Hisame exists. We should shortly be getting Shizumaru, who is superior to Deena  in all aspects but board locking. Shizumaru has a 3-turn haste and 2 SB in base form which is essential to transforming Royal Oak the second time as fast as possible. He has a 2x RCV spike on his active skill and generates 3 water and heal orbs on a 2-turn cool down. Deena offers very little in the way of utility that Shizumaru can’t outside the board lock, making her use far more niche than her counterpart. One last small thing to consider about Deena vs Shizumaru is that while we don’t know that Samurai Showdown will ever return, it stands to reason that Relic Dragons, and by extension, Deena, will be back soon enough with more buffs. 

Dragonkin Merchant, Polowne, once stood undefeated as your go-to Fire (and in some cases Dark) Void Damage Absorb and Void Attribute Absorb card. She still holds that throne, but only for Alt. Shura 1. Starting from Shura 2 onwards, the need for a dedicated Void Damage/Attribute Absorb card is greatly diminished. Instead, most people opt to use an equip with a similar skill on top of a card with an active skill they don’t regularly use (Shiva or some other Red card with an Inosuke equip in most Red teams case). Polowne has essentially been replaced by cards that do more damage as opposed to her utility. In Alt. Shura 1 and most earlier dungeons, her cooldown is low to the point where you will never have to stall for her active to come up and the 4 effective skill boosts she offers you are valuable. 

Here are a couple of quick honorable mentions before I wrap this up. First goes to Fiendish Assassin, Shivnia, for being one of the best TA2 farming leads in the game. She makes sub 50% and dark row farming very easy. Even outside of Training Arena 2, she makes a great farming lead for collabs and events as well. Assuming the dungeon has only small or no preemptives, she is likely a very viable lead. 

Second honorable mention and last card we will discuss is Trinitas. While I think this equip is amazing, I also think it doesn’t really have a home right now. Most contemporary dark leads do not lack RCV, and the ones who do tend to get it from an RCV multiplier, like Old Castle Watchcat, Bastet. The spike on the active is a bit too long for most dungeons this would be required in. Furthermore, RCV tends to have less use than HP for most teams, as hitting health thresholds is more important than recovering after a hit. 

This ends my overview of this event. Most of the other cards in this event just don’t warrant any discussion on my part, as conceited as that may sound. They are just not worth considering for most teams, or are just directly outclassed by another card. 

Hope you enjoyed reading this as much as I enjoyed writing it. Hope you will stick around for my future reviews. Until next time, stay safe everyone 🙂