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Thanks to esperstron for compiling all of the guides. Thanks to Rylite for several variations of team builds for each day. Thank you Tsubaki Bot for the image card sources! Art and icons are owned by GungHo Online Entertainment, Inc.
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Sunday Arena
Rich Gold Dragon & Abyssal Kouryu Emperor, Fagan – Rai
Notes: Non Nyx subs are there to cover cloud/ribbon/poison/jammer. There’s a good bit of flexibility here, but you do need the rows from Chuan for sure. If you don’t have BPlanar it might be possible to separate the functionality by starting with Player B, 1C on first floor after transforming and putting a fujin active on Leilan and bind/abind clear on Orage.
Living character highlights mean they will be updated and noted when the last update was. Readers are welcome to leave comments or message the author directly. This keeps the highlight relevant for current content and players interested in the character as they evolve in the meta. Also, it lets us (Hyperion) rush a publish when a character is first introduced in case the content is time sensitive with the expectation that the highlight will continue to be improved. The order of information in these highlights will always be an fluffy introduction, general overview, team building suggestions and finally dungeon guides. Thank you Tsubaki Bot for the image card sources! Art and icons are owned by GungHo Online Entertainment, Inc.
Updated: 2021, October 7th – Added MD1 Template and 17-min clear video.
Updated: 2021, August 13th – Added Optimal (Gileon) build video.
Updated: 2021, August 4th – Changed guide to support the new optimal SR3 build with Gileon. Added clears by MantasticPAD and WetTheSystem.
Updated: 2021, August 2nd – Small corrections, and added more details to Fenrir Viz, Senri, Gremory and Grandis encounters for Shura 3.
Intro: Transform Meta & Starfaeries
Rosalyn is one of three new faeries in the Star-Twined Faeries event to break into the “S-tier” lead scene competing with Nautilus and Royal Oak. They are also part of the new double-transform trend that reduces the emphasis on massive amounts of skill boosts and challenges team builders to come up with creative ways to survive early floors in dungeons with shields, hastes and delays.
What are transforms? Transforms were introduced with Fagan Rai, and more notably, Fasca and Nelle and were a way to provide a potent 7×6 leader skill that would transform into a new card with a better leader skill after meeting the skill boost requirements. Other cards were introduced that provided very powerful team building tools such as Norza who had a ridiculously low cooldown of 2 turns to generate 3 water orbs, 3 heart orbs, an RCV buff and a time extend buff. The meta progressed with the introduction of Sin Dragons & Key Heroes (and later Mystics & Specters) by having uber powerful cards but extreme skill boost requirements to offset them (25-30 turns).
And then the submarines arrived…
Nautilus and Royal Oak progressed the meta with crazy scaling damage amp actives that also make their primary color orbs AND hearts on a two-turn cooldown. Not only that but they pack an incredible 4x effective HP (eHP). What’s the downside? You can’t (easily) transform them on turn 1 because they take two active skills to reach their final form. They were not the first cards to have this mechanic, but they are the first to have a significant impact on the meta. Nautilus and Royal Oak require 25 turns for first transform, then 6 to transform the second time. This emphasized packing large amounts of skill boosts and then you only needed a reasonable solution to survive the remaining 6 turns.
Rosalyn, Natsuru and Phillis have flipped that a bit. They provide absolutely nothing in their first form, but they take a measly 12 skill boosts to transform the first time. However, you are stuck with an awkward 10 turns before reaching your full power and survivability! The first transform leader skills are luckily just serviceable in end game content. This can be very challenging to team build for as the meta is still mostly influenced by the era of Sin Dragons & Key Heroes and Mystics & Specters where cards were tuned to have huge amounts of skill boosts that now are mostly wasted on the new fairy teams.
All Things Rosalyn
[metaslider id=469 cssclass=””]
PROS AND CONS
PROS
11.11x eHP (91% shield) with self-pair.
All eHP is through shield, so immune to gravities and has 11.11x eRCV as well.
No need for RCV solution if bringing a heal-stick. Heal-stick isn’t even needed except for the most difficult content.
Shield is activated by hitting 9C and does not have a color matching requirement.
Active skill scales of fire combo enhance (takos) awakenings and thus double-dips for insane damage. (Think Nautilus.)
Rosalyn synergizes well with all kinds of damage approaches: combos, rows, VDPs, Ls and even crosses!
Rosalyn easily damage caps off of just doing combos, so her VDP awakening is a very nice option just for dealing with annoying void shield spawns.
Built-in 7×6
CONS
Mediocre attack multiplier: 256x with self-pair
Bindable in all forms
Does not provide skill bind resist
Awkward 10-turns of weakened leader skill after first transform.
Failing to hit 9C is instant death in almost every situation.
Damage controlling can be hard due to red combos scaling VERY quickly.
Her active does not make hearts.
Weak to full heart board and full red board changes which do exist in the current meta: Senri, Parvati, Wisp.
TEAM CONCEPTS
Rosalyn is a combo-based leader relying on a flood of red orbs from her fire skyfall buff. Her team should stack red combo enhance (tako) awakenings to scale her active skill and improve her damage output. Common team templates damage-cap Rosalyn with just 3 red combos, so players should practice conserving excess red orbs. Most team templates cannot afford a heart generator so players should also learn what hit combinations they can survive through and conserve heart orbs as needed. Players will be challenged to survive the 10 turns in between the first transform and second transform.
For most content her sub-pool is very versatile, but extreme requirements and lack of some JPN only options limit her team building for new dungeons like SR3.
Below is a list of cards fulfilling various sub archetypes. This doesn’t cover all archetypes, most notably passive damage support (red takos, red rows, etc). You can easily filter passive damage support cards in PADDB or Ilmina.com. If you see cards with good passive awakenings on the lists below that means they have that double value (or sometimes triple if they are in multiple lists) for covering multiple roles.
Asymmetric Pairings
[7343]
[5641]
[7517]
Damage Dealers
[7286]
[4636]
[5425]
[6198]
[4703]
[6589]
[5316]
[7469]
[6537]
[6395]
[6590]
[6835]
[5641]
[6584]
[5931]
[5187]
[6540]
[7217]
[7536]
[7386]
Mechanics Coverage
[7286]
[5427]
[7115]
[7052]
[5425]
[7289]
[6540]
[5936]
[5991]
[5931]
[6819]
[7054]
[6584]
[7032]
[7386]
[6834]
[6862]
[7536]
[7227]
[7469]
Shield Actives
[5187]
[6787]
[6353]
[5596]
[7115]
[6589]
[7052]
Critical Assist Equips
[5875]
[5619]
[6472]
[6179]
[7344]
[7324]
[6547]
[7205]
[7235]
Team Templates
Rosalyn MD1 Build (Can struggle with Blue Albrecht)
This dungeon guide assumes you are using the optimized Gileon build. Deviation from the build will need to re-evaluate damage and HP checks. HP Checks are noted in RED.
Comment on 2 double-damage cap cards: All of the calculations done are based on a single double-damage cap. Several floors have potential to troll you with 2 double caps, and so it is best to not even waste the resources. With good skyfall luck it will save you at MOST 5-6 turns.
Floor 1: Baby Carbuncles
Have ~fun~ occasionally being trolled here. You need to stall at least 2 turns here, but preferably 3+ turns, and sometimes skyfall doesn’t care. Focus down the dark carbuncle, then focus the blue one. Do not mass attack under any circumstances until Misty Rain on Belial is ready for F2 (and the Dark and Blue carbuncle are dead). Keep cascading to a minimum and break up pairs left on the board. You can use Misty Rain this floor if you screw up, but it makes F2 very difficult. If you DO need to use Misty Rain you must stall on F1 until Rosalyn is transformed. Gileon gets bound here, but it does not matter.
Floor 2: Golems
Use Misty Rain to delay and clear debuffs. Attack hard until you break super resolve. The suggested approach is mass attack until all 3 super resolves are broken. Saving for one turn to hit more combos the next turn is dramatically more damage efficient. You must kill one golem if you have 63521+ HP, and both of the outside golems if you have less than that. The optimal build does NOT have enough HP to survive 2 golem strikes so kill both of the outside golems. It is possible to get here early enough that you cannot transform before the center golem executes you. In this case you have to go hard, save up red orbs on the board because you will need to rely on red tako scaling to clear the golems.
Floor 3: Evil Death Dryad
Dryad Skip Strat:
64,935+ HP is required for this strategy to survive the Dark Knight preempt of F4. Kill this floor in two turns. Mass attack fire plus one additional combo is usually enough, and 3 total red combos is always enough. Save extra red orbs to avoid orb troll since your board is flooded with unmatchable hearts.
Non-Skip Strat or Late Transform:
Use Belial to clear heart unmatchable, then do minimum damage possible to attempt to stall Belial up for the next floor. You can survive one turn on the next floor so you need to spend at least 4 turns here. (Two hits to kill dryad, 1 hit to knock one puppet golem, 1 hit to knock other puppet golem, 1 hit to kill puppet golem, 1 hit to kill other puppet golem = 5 turns).
Dryad has red absorb:
Don’t forget to dump Rudra, or he will over charge before Minerva/Parvati. Clear heart unmatchable with Belial, target the dryad and carefully keep yourself alive. You can’t easily control red skyfall due to Rosalyn’s skyfall buff, so this isn’t often successful. If you happen to mass attack at this point consider using Boar Head to potentially save the run. If you do have to use Boar Head then stall as much as possible. On the Dark Carbuncle floor (F6) kill the Flamie, then very carefully single target the Bubblie. As long as you don’t deal too much damage you will not break the Bubblie’s defense and can stall the turns needed to get Boar Head back up.
Floor 4: Swordsmen
Use Belial to clear the F4 awoken bind AND F3 heart unmatchable. Clear when ready. For spinners, target the blue knight and prioritize heart TPA and 2 red combos. Gileon comes up around this floor. Do not forget to transform to take advantage of him.
Floor 5: Big Carbuncles Part 1
Trivial. Clear when ready, and mass attack so you don’t forget to kill them within 1 turn of each other.
Floor 6: Big Carbuncles Part 2
Your Boar Head will get delayed 2 turns. Use these 2 turns to hammer down the Flamie and Bubblie with single target damage. Do not mass attack. You must hit hard with Lakshmi to knock down the Bubbly, so do not hold back once you are going for the kill on the dark carbuncle.
Floor 7: REMDras
Optimal build runs a leader-swap latent awakening. Your HP with Leader Swap Resist must be 58,447+ to survive Diamond REMDra. If you are shielding check with your swapped lead that your eHP is 649,401+. Delaying works well too if you can fit it. The old build linked at the start of this guide used Misty Rain.
Floor 8: Parvati -or- Minerva
Parvati:
If you have 2 Double Damage Cap Latent cards that can hit 4B then use Rudra (who also clears the RCV debuff from Parvati) and kill in one shot. This requires a very good board (~5 red combos) to get enough damage out of Rudra, but it’s possible to conserve orbs from the previous floor. Otherwise, use Rudra and do 1 heart TPA, 2 red combos and one other combo. DO NOT CASCADE ANY ADDITIONAL COMBOS. Parvati damage control is 100% consistent because she gives you 10 turns of no skyfall. Alternatively, it is possible to get a ~40% hit with a red VDP + 1 red combo if your only VDP subs are Rosalyn, but make sure you can survive Parvati’s 0% RCV debuff (via NY Horus or Wedding Trailo buffs).
Minerva:
Do not try to one shot Minerva. Follow the same 2 turn strategies used on Parvati for Minerva.
Floor 9: Tsukuyomi -or- Andromeda
NOTE: This is the last floor that you must make sure you do not have any residual jammers or poison orbs for any reason. F10 Ameno will execute you if you have hazards on the board. Also try to save 4 hearts leaving F9 to prepare for Baldin and recover from Belial self-nuke.
Tsukuyomi:
3-4 red combos one-shots Tsukuyomi. 3 red combos is a bit close. 4 is absolutely safe.
Andromeda:
3 red combos twice two-shots. Trivial floor.
Floor 10: Ameno -or- Baldin
Ameno:
3 red combos twice two-shots. Trivial floor unless you get trolled by orb locks. Save extra red orbs past 3 combos and do not try to one-shot because it’s not possible. Make sure you dump Belial.
Baldin:
Clear awoken bind with Belial and use your hearts you saved from the previous floor to recover. 3-4 red combos three-shots. You might get squeamish on Baldin if blind skyfall from Tsukuyomi is trolling you. You can carefully stall with 2 red combos plus 1 more combo and stay under Baldin’s 1M defense. You can optionally manually 9C for your shield, but some accidental red skyfall will quickly end you.
Floor 11: Gremory -or- Grandis -or- Ilm
NOTE: F12 has Senri. If you are using Dark Lakshmi/Akantor/Gileon make sure you are prepared (use Dark Lakshmi premptively -or- make sure your board change is ready).
NOTE: F12 has Dark Metatron, and you will need to use Belial or Mushroom equip to survive the heart unmatchable.
Gremory:
Absolute nightmare if you don’t have a readily accessible time extend. She’s dies easily, but if you don’t have a great board (enough to hit 2 double damage caps) you will just put her into the execute range. 3 red combos twice two-shots her. Clearing the time extend is optional, but it really makes the next floors harder. Gremory into Albrecht is terrible, so be ready for that. If you are using Dark Lakshmi to overwrite the time extend it is safer to use her on the second turn to lock the board in preparation for Senri.
Grandis:
Free. Blow his home up with double cap hit. If you’re screwed on red orbs use Lakshmi here to make some extras. It takes 3 red combos and a total of 14C to break Grandis’s defense with Lakshmi. Note it takes 3 red combos and a total of 16-17c to consistently hit double cap on Lakshmi. You can also survive Grandis hits if you have Lakshmi shield active.
Ilm:
Use the spinners to overcome the full light board. Wait until the orbs are red/hearts and use Rosalyn active, then swipe a TPA of hearts out of the spinners and solve the reds. If you can fish another red combo you can trivialize the damage calculations on this floor because 3 red combos twice two-shots. Be careful attempting to one-shot as his 16 billion health pool is the perfect range to troll yourself into an execute even with two double cap hits. He’s trivial except for spinners.
Floor 12: Senri -or- Albrecht -or- Fenrir Viz -or- Dark Metatron
Note: Make sure to check Belial/Misty Rain cooldown, because Belial must be available for <50% on F14.
Senri:
If you’re using Wedding Trailo or NY/SR Horus then swipe and pray. The best way to fix this is to run Akantor (shield+board) or Gileon. Another good alternative is using GH Dark Lakshmi on the previous floor to lock your board and save yourself some orbs. Clean three-shot even with 2 double capped cards. It is possible to knock Senri into execute if you attempt to 2 shot her and you don’t hit cap on Rudra both times. (So don’t try it.)
Albrecht:
His mechanics are annoying, but just overcome his mechanics and two-shot him in between awoken binds. 3 red combos twice will two-shot him, but its very close. 3 red combos when he’s light attribute hits him for ~10M with 16ish total combos. It’s safer to do 4 red combos for the second hit.
Fenrir Viz:
Free. Two-shot him below 50% using 3-4 red combos, then do a red VDP + 1 combo to finish him off. Be careful with 2 double caps subs and attempting to two-shot him, because if you are running one sub that deals no damage (like Belial) you will certainly push him into execute range.
Dark Metatron:
Free. Use Belial to clear unmatchable status. 3 red combos twice two-shots. If you have 61,975+ HP you can safely wait one turn to use Belial if you do not have enough hearts on the board to heal from the Belial self-nuke. If you made a mistake and let Misty Rain over charge you’re going to be forced to use Mushroom here if its up. If neither is up yet you do get ONE free turn on the next floor (no preempt) and another if you can one shot F13, but its not likely because your board will probably start to flood with hearts.
Floor 13: Raphael 😦 -or- Gorfeis -or- Gorkaos
Raphael:
Free with the optimal build, but scary without a way to guarantee 4 red combos. Use Gileon or Lakshmi to get you up to 4+ total red combos and destroy him. Consider saving orbs on the previous floor if possible, to plan for Raphael if you won’t have an active ready.
Gorfeis/Gorkaos:
Mostly free because neither has red absorb but can take 4 red combos to get a good hit unless you full combo the board. Be aware that sub attribute pings will prevent you from killing him through his resolve. They don’t have HP based executes so don’t worry about it too much.
Floor 14: Kyonzansai -or- Ryuunsaai
Use Rudra ASAP and hit as hard as possible. Keep in mind the blue one will make red unmatchable below 50%. Clear unmatchable with Belial with the blue one and make sure you save a heart combo when knocking him below 50%. Chip down any remaining HP. These don’t have HP based executes either, but they do have Turn-10 executes so don’t hold back. Even with Rudra active and 4 red combos you only hit for 6-7B (a little over 20%). You will often need to VDP to reliably get good hits without Rudra’s active. You can ALMOST two-shot the red dragon with 4 red combos twice, so you can easily chip him down once Rudra active is gone.
Floor 15: Light Hexazeon -or- Dark Hexazeon -and- Augites
Augite 10th turn w/3 revives: 64,459+ HP
Notable health check with 50% shield active: Light Hexazeon 50% execute – 46,053+ HP
Kill Light Augite then mass attack and kill both then mass attack again and kill both. If the green one trolls you take your time a bit and try to get the final kill on them at the same time. Dark Augite easily dies. At any point during the augite phase burn your Misty Rain on Belial if it over charged if you are against Dark Hexazeon to prepare for his awoken bind. Otherwise save Misty Rain for its nice time extend/RCV buff or use it if you are cutting close to the 10-turn augite pseudo-execute. Optimal build has enough HP to use Lakshmi (Gileon brings big HP), but most teams will need to use a bigger shield like Mushroom equip. Use the shield at about 75% (if its a 5 turn one) on Hexazeon and begin burning him down hard. That means if your shield is not up you must combo conservatively but still manage to farm hearts onto your board (which can be very luck-based). If you get Dark Hexazeon make sure to save a heart combo if possible so you can heal from the self-nuke. Otherwise, you must attempt to survive the next hit after the awoken bind. Get him low and begin conserving a few extra red orbs per board or prep our Gileon when he is getting near the kill zone. Wait for him to turn green and blast him with a 5+ red combo hit to finish him off. Having two damage cap cards here really pays off, but being able to cap or nearly cap the Rudra with a Gileon active is just as good. With only one double damage cap 4 red combos hits Hexazeon when he’s green attribute for 6.5% (vs a 7.5% hit with 2 doubles). 3 red combos hits for about 6%. Damage can be significantly less without the color advantage, and its abysmal at blue (capping out at a 3% hit which is only 1% above his execute).
GungHo Collab is back with an almost a complete renewal. There are as many new cards as there are re-shows. This re-run premiers some powerful subs, usable leaders and cards that fit into tight niches. Analysis is provided by WetTheSystem with some light-hearted commentary for each 7-STAR provided by BattleCorgi. The Score Diamond is generated by 0.0-3.0 scale scoring from select players. Each line on the diamond is equivalent to a 0.5 score. Very few cards will have a full diamond as most cards have certain niches in the game they fit into.
Some notes: Scroll over the images to get directional arrows to view additional evolutions on each card. Naming and spelling may vary due to localization changes when content comes to NA and so there may be some discrepancies in the names shown here. Monster IDs are provided to reduce confusion. This particular article is currently only discussing cards new to the REM. There are some notable buffs especially to Karin’s leader skill as a leader for new players and Elena’s awakenings making her a viable double damage cap sub.
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
Summary: GungHo Collab NA Re-run 7/2021 is a strong renewal for a long time machine. Many of the new entries, even some of the gold eggs, are nice catches. However, there are some painfully useless cards on the bottom end which take up 45% of the odds in the REM and even a few diamonds (like Joker) might leave you feeling trolled. More conservative players might choose to just trade for Rudra and buy the Belial orb-skin bundle, especially considering the soon to arrive Faeries event. Don’t forget to farm the event dungeon for gold tickets as its easily the most efficient way to farm Pys.
Almighty Zeus [7283], [7284] & [7285]
[metaslider id=313 cssclass=””]
Almighty Zeus lacks a current good home in a team or as a tool in current endgame. Zeus [7283] is a 6 skill boost light blob/row farming sub and leader. His skill is useful in farming applications as it guarantees a row, can provide for SFUA and unlocks the board. His leader skill is good row based leader similar to Haohmaru from Samurai Showdown. [7283] has 20x attack with 6+ combos and a strong AutoFUA (5M) at 6+ light orbs. His leader skill is compatible with the newly buffed Ferule and creates a viable Light-blob Shura2 team. Also notable that this AutoFUA is perfect for tackling the 1% SR first floors of many of the new Extreme Annihilation difficulty descends. Dark Zeus [7284] has a strong cleric active that provides 5 lights, 5 darks and 5 hearts. Unfortunately it only reduces statuses by 7 turns so its not appropriate for the 10 turn status effects in Shura3 and clunky in A.Shura2. His 4 light Takos mostly go to waste due to our lack of Light-combo based leaders. Finally, Zeus Assist [7285] provides an impressive 4 light rows and 1 skill boost and his strong farming active as the active skill. This further cements this card as a great farming tool.
Almighty Zeus is an average card, but has some potential to greatly improve players boxes who lack good light blob farming tools and would like a good leader, SB stick or assist equip. His base form is compatible with Ferule and makes her more endgame viable.
Corgi Rating: Zeus comes off as the type of guy whose idea of a great first date is listening to Nickelback in a WalMart parking lot at 11:50PM. He drives a lifted truck and spits sunflower seeds into an empty Mountain Dew bottle. Sitting next to him means being consumed by a cloud of Axe body spray. 1/5 Corgis
Rudra the Destroyer [7286], [7287] & [7288]
[metaslider id=317 cssclass=””]
Rudra the Destroyer Is a very powerful and versatile fire sub. Rudra [7286] can pack an impressive FIVE red Takos providing fire combo teams huge amounts of passive damage. Most notably his awakening set will become useful when NA gets the Faeries event that introduces Rosalyn. Her active scales off red Takos in a way similar to Nautilus and Royal Oak. His active is a 10 turn cooldown 1/2 RCV and Void Damage Void for 2 turns. This is a very low cooldown for this active, and if RCV is adequate this is a good option for overwriting more serious RCV debuffs as well. Dark Rudra [7287] has 5 cross awakenings that give him absoutely insane personal damage on a single cross match. He also has a very powerful 2 turn active that creates 3 Fire and 3 Dark (over non-Heal) making him a potential sub choice for Fire/Dark leaders that need a potential orb system. Finally, Rudra Assist [7288] provides a Cross and Team HP+s. The cross gives other teams access to blind skyfall clear and the active skil provides a low cooldown assist for bypassing damage voids. This is a perfect card for cross teams that want to approach content with Void Damage shields.
Rudra the Destroyer is a powerful and versatile fire sub. He has current usability but will really shine when Rosalyn is released in North America in the near future. Don’t miss this card if you are planning to play Rosalyn.
Corgi Rating: Rudra’s abs hold almost as many secrets as his hair. He has a clearly beloved pet snake and multiple arms, meaning he’s not as emotionally stunted as Zeus and he probably gives great shoulder rubs. Rudra writes really bad poetry that he often shares on Instagram but his laugh is kind of cute. 4/5 Corgis
Tyrant Empress Belial [7289], [7290] & [7291]
[metaslider id=321 cssclass=””]
Tyrant Empress Belial, the newly introduced orb-skin, comes packing with 3 very useful forms. Belial [7289] is a critically useful heal-stick and FULL cleric for many teams due to her 5 heart orb enhances, high RCV stat, 100% poison resistance and stacked low-cooldown (5 turn) active. She packs an optional 4 SBs or cloud resist and can be an inherit base for critical early dungeon active skills like Red Shelling Ford. Belial [7290] has a 1 turn suicide that overwrites time debuffs and generates 3 Dark orbs which is a perfect active for archetypes popular in TA2 and TA3 dungeons. Her awakenings and leader skill accentuate her kit and make her a strong <50% sub and leader herself. Finally, her assist equip [7291] provides a diverse awakening set of Cloud, FUA and God Killer and her powerful full cleric active. The low cooldown means this card can be inherited and still have a lower cooldown than many other cleric options. Tyrant Empress Belial gets high marks in as a meta sub/assist and longevity due to her strong active and heal focused awakening set. She’s an important sub for several meta teams and meta teams in future content including Rosalyn. She’s also a notable farming tool.
Corgi Rating: Belial has an enviably adventurous fashion sense and a mysteriously stern expression. Belial will ghost you after the 2nd or 3rd date; however, you’ll always think of her fondly because of her sardonic sense of humor, as well as the impressive speed with which she scarfed down an order of mozzerella sticks when you took her to Chilis. She spends a lot on pedicures and also has a tail. 4/5 Corgis
Lance Princess Berte (Velte) [7292] & [7293]
[metaslider id=325 cssclass=””]
Lance Princess Berte (Velte) is a welcome sub expanding the available Nautilus roster. Berte [7292] provides full Blind resist and provides meaninful damage through 3 green rows, 10C and VDP (through SA). She may have a better home on Freyja/Nautilus pairing due to the increased +combo in her leaderskill, but even if not being used as a damage stick she provides so many things Nautilus may want with 4 skill boosts, the already mentioned rows and a rocking Wood/Heart generator with time extend and no skyfall overwrite on a 2 turn cooldown! Not only that this means that every 2 turns you can do very precise damage control setups because of the one turn of no skyfall guaranteeing your damage output or your ability to save orbs. You may find it difficult to fit her on team especially in Shura 3 due the the All Attr Required clause and her shared color set with Nautilus (G/B). Both forms have a good leader skill, but her chibi form will probably be the most useful of the two leader skills. Chibi Berte [7293] ‘s great leader skill is dampened by her mediocre active and low skill boosts. She still synergizes well with Nautilus: 3x eHP, 6x eRCV and 20x Attack.
Berte is a good addition to Nautilus teams. Her low cooldown active and general synergy makes her a great pick. Also a playable leader if you are looking to pair with Nautilus.
Corgi Rating: Berte is clearly a librarian by day, but slayer of supernatural foes ala Madoka Magicka by night. With her sensible haircut and trusty fenic side-kick, Berte is the ultimate gal-pal. She’ll happily be your confidante–as well as a shoulder to cry on–after a bad date. The easiest way to make her blush is to quote Pride and Prejudice in her presence. She’s also absolutely not interested in you. 5/5 Corgis
Ceressa, the Resonance of Lost Gear [7294] & [7295]
[metaslider id=328 cssclass=””]
Ceressa, the Resonance of Lost Gear is a slightly late addition to Royal Oak teams. Ceressa [7294] packs plenty of Ls, 100% poison resist and 4 skill boost and a decently potent active on a 3 turn cooldown, but is out competed by the SamSho orb-skin: Hisame Shizumaru. The active skill overwrites no skyfall debuffs, gives a 2.5 RCV multiplier and creates an L of blue BUT it does not make hearts and can even overwrite existing hearts on the board. This doesn’t make her bad, she’s great, especially with access to Cloud and 10C through her Super Awakenings. However, you may find it difficult to fit her on team especially in Shura 3 due the the All Attr Required clause and her shared color set with Royal Oak (B/D). Chibi Ceressa [7295] is strictly less useful. Her guaranteed 10,10,10 board with 2 turns haste may see some use in farming but her utility focused awakening set does not work well with such a low impact active skill. Unfortunately this active skill (and her low SB) also impacts her usefulness as a leader, because Chibi Ceressa does actually have an excellent leader skill that synergizes with Royal Oak: 3x eHP, 6x eRCV and 20x Attack.
Ceressa is a good addition to Royal Oak teams especially if you are missing some of the other more meta options like Shizumaru, Mega Skuld and Kyori. Also a playable leader if you are looking to pair with Royal Oak. Her base form’s low cooldown active is a systemable water L if you happen to pull 3 of her.
Corgi Rating: Ceressa always makes a great first impression, but her cheery grace obscures a dark inner turmoil. Ceressa peaked in high school and now has a business on Etsy where she sells custom knock-off Starbucks tumblers. She’s in a massive amount of debt because of three failed attempts at profiting from MLM schemes. However, Ceressa does have great hair. 2/5 Corgis
Type 61 Battler: MeiXin [7296], [7297] & [7298]
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The introduction of War Tank Meixin adds another card to the roster that is desperately waiting for Rosalyn to arrive in North America. Both of her forms are useful for red teams in end game, farming and potentially even ranking tournaments. Meixin [7296] packs a ton of passive damage for red combo teams due to her 3 fire Takos. She also provides a bit of bulk with Team HP awakenings. She’s held back however by low skill boosts and bindable without SA. If you do have an equip with Bind Resist she can provide 100% Jammer resistance and overall is very useful. Meixin [7297] packs a 5 skill boosts and 31.25x personal multiplier with 10C+VDP. This multiplier sky rockets to 281.25x against Physical spawns which can be very appealing in certain dungeons (including ranking) that contain lots of Physical type spawns. Her leader skill is serviceable and can pair with the soon to come Rosalyn with 3x eHP, 2x eRCV +3 combo and 1M Auto FUA. Unfortunately she does have a low attack mutliplier at 14x. Finally, both forms of Meixin share the same active: 2 turns of 1.5x orb move, total defense void and a bottom row of fire. This is a greaat active for farming and even potentially ranking. It’s on low enough cooldown (6 turns) that it does not feel like a waste in other content as well. Lastly, chibi Meixin [7298] adds on to the huge amound of red row farming tools. Three chibi Meixins create a systemable red row generator with a total of 12 skill boosts, 9 red rows and 6 red takos. They also have meaninful damage when making a VDP on these farming teams for spawns with void damage shields.
Like Rudra, Meixin is primarily waiting for Rosalyn to hit North America. She has uses in all three forms and has great farming actives. Red row farmers may consider picking up 3 of these for her system.
Type 61 Battler Armor: XiaoXin [7299], [7300] & [7301]
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War Tank Xiaoxin [7299] and [7300] is very similar to her Fire sister Meixin except in her chibi form where she deviates. Please take a look at her synopisis for commentary on her awakenings and how they are used on teams. Xiaoxin’s differences are her killer kit is targeted towards Attacker, she has access to blind resist SA instead of jammer and she provides a different style active. Xiaoxin’s active is very “toolbox” She increases orb move time like her syster but provides a 3 turn 2x spike for blue and 2 turn delay. We used to scoff at these confusing actives saying “Why would you want a delay and spike on the same active?”. That is not the case anymore with the introduction of spawns with Super Resolve and giant HP pools. These kind of actives can now TOTALLY trivialize some content and make sure the active is very useful for the entire dungeon. Xiaoxin is a bit less versatile than her sister due to bad leader skills in both forms, but she is very useable now with leaders such as Hitagi from Monogatari collab. Xiaoxin REALLY stands out in her chibi evolution [7301]. She provides 4 skills boosts, significant healing through heart OEs and notable damage with 2 VDPs and 2 blue Takos. This is not what makes her so unique though as its her active skill that really stands out. On a 5 turn cooldown she fully recovers bind and awoken bind, but at the cost of making heart orbs unmatchable for one turn. This has some notable downsides if you can’t survive the turn on which you use the active skill, but keep in mind that this does overwrite other unmatchable debuffs with this short one turn unmatchable. This is quite excellent as it is, though gimmicky, a FULL CLERIC on a 5 turn cooldown.
Xiaoxin has some strong actives and possible applications as a farming/ranking killer stick. Most notable about her is her strange low cooldown pseudo full cleric active in her chibi evolution.
SO629c-Ballista [7302], [7303] & [7304]
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SO629c-Ballista [7302] and [7303] is very similar to her Fire sister Meixin except in her chibi form where she deviates. Please take a look at her synopsis for commentary on her awakenings and how they are used on teams. Ballista’s differences are her killer kit is targeted towards Healer, she has access to poison resist SA instead of jammer and provides a different style active. Ballista’s active is very “toolbox” providing 5 TURNS of 50% shield, 1.5x orb move time and 1 spinner. The cooldown is a bit long at 14 turns, but it does a lot and is very useful for busy or orb hungry teams as a spinner combined with long move time translates into a perfect board with enough player skill. Her leader skills are totally eclipsed by other cards currently available like Araragi and Mikage for both forms. Ballista’s chibi evolution [7304] is a low cooldown 2 turn “double Fujin” at the cost of 1 turn of voided RCV. This makes the active problematic in endgame, and the low cooldown (12 turns) isn’t especially notable, but it is rare. She is a great pull though if you lack other damage absorb and attribute absorb voids and can even be used as an assist. Notably she could be useful on speed farming teams for AShura1 because the one active is a low enough cooldown to be used on Sopdet, Another Crusader and also be your 2 turn solution for bad Menoas.
Ballista has useful actives and can be valuable to dark teams, especially orb hungry ones. She has possible applications as a Healer killer stick for farming/ranking.
Shakti, Mother of Mercy [7305] & [7306]
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Shakti [7305] is poor man’s Freyja. This card will only see use in niche situations where you want a similar active on a slightly shorter cooldown. Considering that Nautilus is 25 turns for his first transform this will likely not be a good replacement for Freyja due to one less turn of re-haste to get to form three faster and limitations on equips due to over-hasting. She even covers the same resistance as Freyja (jammer resistance). She has various other downsides as well like lower stats and only access to 6 slots on latents. Shakti’s most likely to be used form then is her card assist [7306]. It provides ribbon resist and a green Tako. Ribbon is not useful in the current meta, but it could be in the future and this equip does technically provide one effective skill boost.
Shakti looks like a bad SR Freyja, but her assist might be useful for newer players with less access to haste/skill boost equips.
Archangel of Music, Sandalphon [7307] & [7308]
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Not to be confused with the descended farmable, Archangel of Music, Sandalphon [7307] is good, though niche. He provides great personal damage to balanced and devils especially when matching a light cross. Both of his attributes are light which actually makes him a viable candidate for double damage cap awakening for the 8.4B damage hits. With SA’s he can even have 2 7Cs which means he’s still usable even against other spawns. He packs 4 skills boosts as well! His down side is lack of bind resist and awkward, though still usable active. Sandalphon’s active provides a 1 turn 100% shield which is great, but it also forces 99 turns of locked skyfall making him problematic for anyone but light teams. Take note that you cannot L-unlock your own locked skyfall buffs.His assist equip [7308] is quite good and fairly unique as it provides 60% jammer resists, 1 heart OE and the 100% active shield.
Sandalphon is niche, but useful for light based teams, especially if you’re looking for a useful shield active equip. Most likely he’ll be used to double-double damage cap against non-void shield Balanced/Devil spawns.
Blaze Lotus Night Rubel [7309] & [7310]
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Rubel [7309] is a mediocre killer stick with a decent farming active. She provides a column of Fire orbs, +2 combos and a shield on a low 9 turn cooldown. Her chibi evo [7310] is likely much more useful as she has notable personal damage for farming/ranking with her 4-5 >80% awakenings and 2 VDPs. She also provides a potentially useful ally delay + large spike which expands her farming usefulness.
Dark Green Brawler Apis [7311] & [7312]
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Apis [7311] and [7312] is a stinker of a card with almost no use in either form. Her chibi evo does have a 9 heart generator and damage debuff over-write on a 5 turn cooldown which is technically unique. She’ll likely only be useful in very lean monster boxes.
Dark Magician Olkis [7313] & [7314]
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Olkis [7313] has AMAZING farming and ranking potential. He provides a 500,000 damage laser and 10 orbs in a “big L” formation. This is notable because its a swipe-able COrb (combo orb) for cards with the Combo Orb awakening. This means it is one active that can cover 3-4 functions: laser, swipe-able board with + combo and finally provide combos for the next floor. His chibi evolution [7314] active is less useful but still good as it can overwrite no skyfall debuffs, time debuffs and spinners on a short 6 turn cooldown.
Olkis is a gold egg worth rolling for and a great addition to the monster box for any player that likes to participate in farming and ranking content.
Varuna, Blue Twin Dragon Scale [7315] & [7316]
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Varuna [7315] isn’t great, but he could see applications in descended dungeons where his low cooldown amp and board unlock might be useful. He can provide blind resist as well. but he otherwise is held back by a lot of trashy awakenings. His card assist [7316] has the same active which can be good or problematic because of the 3turn cooldown. It does have some applications in ranking due to it being a viable way to provide TPA style points, but there are likely better options.
Ushas, the Dawn Mother [7317] & [7318]
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Ushas [7317] and her card assist [7318] is painfully useless in a post-Muzan world. Any auto-heal teams now get plenty of healing by just pairing with a Muzan which is ubiquitous among the player base. On top of that you can farm an assist equip, [2105] Himi Udon, that does the job of providing 4 auto heals and 40% resist as well.
Wicked Dragon Asura [7319] & [7320]
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Asura [7319] is an interesting card. He can provide meaninful damage with his 10c and either the blue Tako or jammer blessing awakeing when activating his board which provides a tri-color blue, red, jammer. Tricolor boards can be a good way to setup other boards or ensure that you will get a decent amount of combos. On top of that the active bypasses damage void shields. This is on a low 10 turn cooldown because jammer creation counts as a “discount”. He also has built in poison resist and 4 skill boost. This card definitely has potential on niche descended content teams. His card assist [7302] provides the same interesting active as well as 40% jammer, 20% blind and 20% poison. This can be quite good and might be that perfect combination of awakenings you need to hit resistance caps.
Asura may have potential uses in both forms. While not good in lots of dupes, having a couple might be nice.