Bleach feature

Bleach REM Analysis

Link to the orginal post with all the helpful comments and feedback can be found HERE.


Get your laundry machine ready for all those wet pants. Also, do not forget the Bleach to get all those pesky stains out because the Bleach Collab is finally coming to Puzzle and Dragons North America! A fair warning to all those thinking of rolling is the rarest (aka gold eggs) are incredibly rare to roll and you must prepare for the worst emotionally and financially. However, do keep in mind that all these monsters qualify for Skill Inheritance so do not be too hasty in selling without thinking first. There are some amazing cards to be had such as Rukia Rukai Kuchiki and Ichigo Ichigo , but they will also be the most elusive. Best of luck to those rolling and enjoy my full Collab REM analysis.

 jjjjjjjjjjjMonsterjjjjjjjjjjjj  Notes
 Rukia Kuchiki
Rukai Kuchiki
Balance / God
Time Extend Skill Lock Resist Skill Lock Resist
Skill Boost
6 star base
—-
L Column Arrow Water + haste
7 turn CD
—-
Water ATK x1.5, RCV x1.5. ATK x2 at 5 combos up to ATK x5 at 8 combos.
56.25x ATK / 2.25x RCV
Rukia Kuchiki is one of the rarer pulls from the Bleach Collab REM (BlREM?) as they start in a 6-star base form. Surprisingly,  Rukai Kuchiki only has 4 awakenings with none being offensive oriented. I am also a bit disappointed in their active because it has the same orb generation as Nut Nut , but takes 3 turns longer for the added haste. The 3 additional turns seem a touch unfair when you compare Elia Elia (7-turns with haste) to Verche Verche (5 -turns and no haste).  Regardless, it is their incredible leadership potential that makes them desirable.

Rukai Kuchiki as a leader functions like a water Awoken Shiva Shiva , but with a significantly higher damage (and skill) cap. You are able to achieve 56.25x damage at 8 combos which is certainly doable on most boards. Comparing Rukai Kuchiki to Awoken Sakuya Sakuya (who is one of the most popular combo based leads), Rukai Kuchiki comes out on top over all because your damage is similar at 8 combos (56x vs 64x), but you cannot be orb trolled due to not requiring 4 specific colours. Comparing to Awoken Bastet Bastet , you both cap at 36x for 7 combos, but have the potential to increase with 8. In addition, the 2.25x RCV means you can feasibly heal after large attacks. This means you can load up Rukia teams with utility or offensive oriented subs as the dungeon requires and does not restrict you to running 2 board refreshes.

Furthermore, you can augment your damage through either skyfall mechanics and enhanced water orb blue + orb awakenings or two prong attack TPA subs. Noteworthy subs include (but not limited to) Awoken Orochi Awoken Oorochi , Skuld Skuld ult evo , Sarasvati Sarasvati (who hopefully gets better awakenings one day), Nut Nut ,  U&Y U&Y , and Scheat Scheat .

Overall an amazingly powerful leader who is only lacking in awakenings and vulnerability to binds.

 Ichigo Kurosaki
Ichigo
Balance / Devil
TPA Skill Boost Skill Lock Resist
Time Extend God Killer
6 star base
—-
Question Orb Arrow Fire Water Green Light Dark Heart + 1.5x  orb movement
8 turn CD
—-
ATK x2.5 when match  4 of: Fire, Water, Wood, Light, Dark & Heart. ATK x0.5 for each additional orb type, up to ATK x3.5 for all 6 matches. All cards ATK x2.5, RCV  x2.5 on the turn a skill is used.
76.56x ATK / 6.25x RCV
Ichigo is the other rare 6-star roll from the Bleach Collab and as such is highly coveted and greatly desired. His awakenings offer a wonderful mixture of offensive capabilities and defensive utility with his God Killer God Killer providing exceptionally high damage versus god type bosses. Ichigo ‘s active is identical to Dark Kali Dark Kali ‘s board refresh, but has the added benefit of 1.5x orb movement time for the added cost of 1 turn cooldown. Unfortunately, Ichigo lacks god typing and makes him less desirable for Ra Dragon Ra Dragon teams. He makes a fine sub on other rainbow leads, but may be better off forming his own team. However, you can choose to not ultimately evolve Ichigo to retain the god typing to use as a Ra Dragon sub.

Ichigo creates a 76.56x ATK / 6.25x RCV team for matching all elements and using an active skill. However, the active clause and the option of matching less elements allows you to control your damage if stalling or absorption shields exist. Furthermore, having a built in board refresh eases team building and allows you to bring more utility oriented subs as the dungeon requires. Lastly, the TPA and God Killer can allow for spectacularly high damage. The only weaknesses you face when leading with Ichigo is not being bind immune (which should be not be a problem as you will almost always have Awoken Isis Isis for bind removals and 3-turn damage activation via leader skill) and a high skill cap requirement. Other noteworthy subs include (but not limited to) Dark Izanami Diza , Oku Oku , and Awoken Susano Susano , but his team building is amazingly flexible so there are countless other options.

Overall an amazing sub and even better leader who has limitless team composition possibilities.

 Kenpachi
Kenpachi
Attacker / God
Dark Orb Enhance Dark Orb Enhance Dark row
Jammer Resist Jammer Resist
5 star base
—-
Dark Arrow Dark Orb Enhance + 1 turn delay
10 turn CD
—-
ATK x3 when clearing 6 connected Dark orbs. 20% Fire, Water, Wood & Light damage reduction
Kenpachi is a 5-star roll and should therefore be a bit more common than Ichigo and Rukai Kuchiki . However, Kenpachi’s uses are more restrictive and his leadership potential is too niche and underwhelming. However, Kenpachi has potential on numerous dark teams as a powerful sub.

Kenpachi has most similarities to Okuninushi Oku because both of them delay enemies by 1 turn along with augmenting your damage output. However, Kenpachi is for the most part inferior due to worse awakenings and will only marginally increase your damage provided you have excessive dark orbs that are not already enhanced. However, on Yomi Dragon Yomi Dragon teams, Kenpachi shines bright as you can combo with a full board changer such as Haku Haku who does always guarantee an enhanced dark orb. Another notable team Kenpachi can make an appearance on is Awoken Lucifer Awoken Archdemon Lucifer teams as he contributes a Dark row awakening.

Overall an okay sub but may have constraints due to no Skill Lock Resist awakening.

 Toshiro
Toshiro
Balance / God
Skill Boost Skill Boost Water Row
Poison resist Poison resist
5 star base
—-
All Arrow Water + haste
17 turn CD
—-
ATK x2.5 when clearing 5 connected Water orbs. ATK x0.5 for each additional orb, up to ATK x5 at 10 connected orb
Toshiro is another 5-star BlREM roll and is somewhat situational tool to have. beacause water monsters are somewhat overflowing with full board changers. Changing the entire board into only blue orbs is problematic because you cannot form multiple combos/water rows. Instead you have to somewhat pray to RNGesus for skyfall combos or bring a a water orb enhancer to have some damage. However, with his God typing, he can be used on Neptune Dragon Neptune Dragon teams if you are badly in need of a poor lacklustre board changer.

As a leader, Toshiro plays similarly to Bankai Andromeda Bankai Andro as you want to match numerous water orbs and could also be paired up with Neptune Dragon Neptune Dragon if desired.

 Kisuke
Kisuke
Balanced
Wood Row Wood Row Skill Boost
Blind Resist Blind Resist
5 star base
—-
B row Arrow Green
Question Orb Arrow Jammer
4 turn CD
—-
Wood attribute cards ATK x2.5. ATK x2 when clearing 3 connected Jammers
Kisuke has powerful awakenings if you discredit missing a Skill Lock Resist (which seems to be a common tread for the Beach Collab). The 2 blind resist Blind Resist awakenings are a nice touch as Kisuke wears sunglasses (at night?). Regardless, Kisuke ‘s active is powerful when max skilled at 4 turns. Producing a row of wood orbs ensures you can deal high burst damage on Wood Row based teams (such as Awoken Freyja Awoken Freyja / Sylvie Sylvie ). In addition, you can combo the 3 produced jammer orbs with both Spica Spica and Australis Australis to produce even more wood orbs.

With the ability to make jammers, you have the potential to use Kisuke as a sub on Fenrir Fenrir or the RBG Mechanical God 2 pantheon (Denebola Acubens Algedi ). However, the sheer effort to manage jammers is still not worthwhile as you can achieve that level of damage on other teams with far less stress.

Rangiku
Rangiku
Balance / God
4 star base
Time Extend Bind Immune Bind Immune
—-
+1s movement time for 2 turns. 1 turn delay
10 turn CD
—-
Balanced type cards HP x1.5, RCV x1.5. All attribute cards ATK x2.5 when reaching 7+ combos
Someone say socks and sandals? Rangiku makes it work. But sadly, that is mostly all she does well. Granted it gives wood monsters an option of delay, but with terrible awakenings and a long cool down for mostly a single turn of delay, Rangiku is not very worthwhile.

Welcome to silver collab rolls.

 Yoruichi
Yoruichi
Attacker
Skill Boost Time Extend Skill Lock Resist
4 star base
—-
Wood ATK x2. Reset HP to 1
11 turn CD
—-
Wood RCV x1.5. ATK 3x when HP <30%
Yoruichi provides a handy 2x enhance for mono wood teams. The resetting HP to 1 can be annoying dangerous for most teams, but can provide a safety net for Dark Metatron dtron teams. Yoruichi has more uses than most 4-star collab monsters, but is easily outclassed by many other options. Use at your discretion.
 Ishida
Ishida
Balanced
+light orb Jammer Resist TPA
4 star base
—-
Light skyfall +15% 2 turns.  3 Question Orb Arrow Light
6 turn CD
—-
x3 ATK when 2 sets light combo. x4 ATK 3 sets
Ishida a relatively unique active that is quite powerful for a 4-star collab REM. Unfortunately, only Pollux Pollux and Alcyone Alcyone teams truly benefit from the skyfall enhancement due to them being 5o1e who love +light orb and additional combos.Perhaps if they receive ultimate evolutions in the future their viability/popularity will increase.  That being said, you can use on the MP Store’s Linka Linka as potential sub. Ishida is risky to use on rainbow teams because he can inadvertently remove your colour combination as he changes 3 random orbs to light.
 Chad
Chad
Physical
Enhnaced Fire Orb Blind Resist Fire Row
4 star base
—-
T & B row Arrow Fire
13 turn CD
—-
Physical HP x2, ATK x2
I love the artwork and I really love the active. That is an incredibly powerful skill on only a silver collab REM monster (which can be used for Skill Inheritance when evolved to his 5 star form). Using Chad can be a great solution for Fire Row based teams (who are still lacking a powerful leader outside of Raoh Raoh ). However, I believe we shall be receiving one soon and Chad and his active would be a perfect fit with a guaranteed 2 row generation. Hands down the best silver roll in this collab and almost makes it worth rolling if you have a powerful fire team.
 Orihime
Orihime
Healer
Enhanced Wood Orb Poison resist +heart
4 star base
—–
35% dmg reduction 1 turn. 3 Question Orb Arrow Heart
5 turn CD
—-
Wood ATK x2. RCV x2.5 when matching 4 heart orbs
Orihime is the final monster in the BlREM and sadly I did not save the best for last. Her active can be situationally useful if you need to stall and tank a large hit. However, You would be almost always better off using the farmable Dark Izanami Diza for a 35% damage reduction shield. However, you can use Orihime for niche situations when skill inheritance comes to NA due to the fact that you cannot use farmable monsters as shielding options.

Hopefully you enjoyed my review of the Bleach Collab.

Happy Puzzling!

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