Final Fantasy REM Analysis

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


Cue the fanboy(girl) screams. The Final Fantasy Collab is returning to Puzzle and Dragons! Furthermore, there are numerous new additions to the collab REM and powerful ultimate evolutions on some of your favourite cards. Furthermore, all of the following monsters qualify for Skill Inheritance and you should not be too hasty in selling without some research first. Regardless, there are some amazing cards to be gained from the Final Fantasy Collab and many are capable of clearing the highest level content in PAD. In addition, the overarching theme with the majority of the actives is an added haste component which is valuable for cycling your other monster’s actives.

6 Star Rolls

The following monsters are both the rarest and most powerful cards available from the Final Fantasy REM. The combine beautiful art, incredible lead/sub potential, and nostalgia.

jjjjjMonsterjjjjjjjjjjjj  Notes
 Cloud
Cloud
Attacker / Machine
Light Row TPA Skill Lock Resist
Skill Boost Devil killer
6 star base
—-
R Column Arrow Light + haste
7 turn CD
—-
2x HP, 1.5x ATK for Attacker & Machines. 3x ATK on turn skill used
4x HP / 20.25x ATK
Cloud is one of the rarer pulls from the Final Fantasy Collab REM as he starts in a 6-star base form. His new ultimate evolution granted him the Devil Killer Devil killer awakening which allows him to deal 3x damage to devil type bosses. Cloud is sometimes met with criticism as his active is somewhat underwhelming if you do not have a team full of haste cards and his sub viability is modestly low. Furthermore, his leadership potential is quite restrictive as his ideal team consists of a “Cloud System.”

System teams consist of multiple dupes of the same monster who posses a haste component on their active. This allows for an infinite loop of actives as the haste chains with each other. The most common (and farmable) system team is a Scarlet Scarlet icon System which allows you to use 3 actives per turn. However, Cloud spawns light orbs in a fixed position and prevents you from using multiple Cloud actives each turn. This does not reduce the viability of running multiple Clouds on your team as you can use an active every turn and easily match a TPA from the 5 generated light orbs. In order to fully proc your multiplier, you need to use an active each turn and this can be challenging without heavily invested subs. A viable replacement for duplicate Clouds is Leonis Leonis who changes the right most column into light orbs along with 1 turn haste on a 7 turn cooldown. They also have double TPA awakenings and fulfils the system requirements while embracing a cyber-killer robot cat persona. Failing that, some other options include Superman 2824, Awoken Apollo Awoken ApolloAlcyone Alcyone, Baal Baal, Pollux Pollux, Thor Thor, Shedar Shedar, and Ilm Ilm. Just be aware that you may struggle with healing as most machine and attacker types have naturally low RCV and will be unable to deal damage without using an active.

Overall, Cloud can form a powerful team with very heavy REM investment/support and the option of utilizing TPA or rows combined with a 4x HP and 20.25x ATK multiplier will allow you to clear lots of high level content.

Sephiroth
Sephiroth
Balance / Devil
TPA TPA Skill Boost
Time Extend Machine Killer
6 star base
—-
Enhance all orbs and 2 turns haste
13 turn CD

2x ATK mathcing 4 colours, 3x when 5 colours. 3x ATK & RCV for Attacker and Devil types
81x ATK / 2.25x RCV
Sephiroth forms a powerful 81x ATK / 2.25x RCV rainbow leader who is somewhat similar to Ra Dragon Ra Dragon as both have a haste active, type restriction, and modest RCV bonus. Granted Sephiroth has inferior awakenings and lower damage multiplier, his activation requirements are lower. One key factor that sets Sephiroth apart from other rainbow leaders is the ability to heal and stall. Most rainbow teams only have an attack multiplier and this can cause them to falter in higher end content if stalling is needed. This is perhaps why Sephiroth is ranked relatively high on various tier lists. Furthermore, his attack is incredibly high at 2,302 and combined with double Two Prong Attack TPA awakenings, you can achieve spectacularly high damage. Perhaps Sephiroth’s greatest asset is his sheer power in machine heavy dungeons such as Machine Zeus and Hera as your machine killer Machine Killer awakening simply tears through them like a knife in hot butter.

Another nice factor about Sephiroth is the ability to have some damage control. If you do not match 4+ colours, you only have 9x ATK. This becomes crucial in dungeons where damage control is needed. In regards to team building, you ideally wish to bring only Devil and Attacker type monsters and a brief list would include: Ichigo Ichigo, both Lucifers Lucifer / Awoken Archdemon Lucifer, Halloween Alraune Halloween Alraune, Awoken Yomi Awoken Yomi, Claire Dark Valk, Z8 Z8, Oku Oku, Loki Awoken Loki, and Halloween Kali HKali.

The biggest hurdle you face when team building is trying to optimize your dark subs while covering all your required colours (as Sephiroth offers no sub colour of his own). Furthermore, without a Skill Bind Resist Skill Lock Resist awakening, you must find a sub who has two in order to achieve 100% immunity. Using a sub who does not have either dark as their primary attribute or devil/attacker typing can be done, but it will diminish your output. Perhaps if you badly need to cover a specific two elements such as wood and water, you could use Awoken Isis Isis (who at least is still devil type). Granted a gap in utility can be addressed through skill inheritance, but it may still be challenging to field an ideal team. However, with the introduction of shared awakenings in multiplayer, you can cover the lack of SBR awakenings more easily.

Overall, Sephiroth is a powerful rainbow leader who is capable of clearing end game content.

Yuna
Yuna
Attacker / Healer
Skill Boost Skill Lock Resist Skill Lock Resist
Time Extend Time Extend
6 star base
—-
50% damage reduction for 1 turn. 1 turn haste
9 turn CD
—-
4x ATK when matching 4 elements, 1.5x ATK at 6 combos, 2x at 7+ combos
64x ATK
Yuna is not only beautiful (all of her icons are just glamour shots), but forms a powerful 64x ATK rainbow team. She has a similar leader skill to Awoken Sakuya Sakuya in that they are both a rainbow and combo lead, except Yuna has far less chance at orb troll as you can match ANY 4 elements (including heal orbs) to deal damage. In addition, your multiplier starts at 16x and ramps up to 64x at one fewer combo.

Looking at Yuna’s awakenings, the double Skill Lock Resist Skill Lock Resist allows for amazing flexibility and freedom when choosing subs as you only require 1 more to achieve 100% immunity. The time extends Time Extend will help bridge the skill gap for newer players and help them to achieve 7 combos. As with any rainbow leader, you generally wish to choose subs who cover your various colours along with being the primary attribute to your leader.

Yuna’s main weakness is her lack of offensive awakenings (TPA, orb enhance, rows) and a vulnerability to binds. 64x is still amazing damage, but on a rainbow team, your damage is less concentrated and without any additional means to boost damage from your leaders, you may struggle to clear end game content.

Active-wise, Yuna provides a 50% shield and haste which is quite powerful as you can cycle your subs skill’s faster and survive large preemptives without altering your team composition.

Overall a fun and pretty card to own.

Cecil
Cecil
Attacker / Devil
TPA Skill Boost Skill Lock Resist
Time Extend Time Extend
6 star base
—-
All Arrow Light Dark Heart
9 turn CD
—-
1.5x ATK & RCV for Dark att. 2.5x ATK at 2 dark combos. 4.5x ATK with 3 dark combos
45.56x ATK / 2.25x RCV
Cecil is unique amongst the 6 FF Collab REM in that they do not have an ultimate evolution, but have a branched evolution tree instead. Their dark form is essentially the stronger choice as it offers a 45x ATK and 2.25x RCV multiplier for dark teams that has a similar playstyle to Zaerog Infinity Z8. What sets them apart is they unconditionally buff all dark monsters whereas Zaerog only grants the additional boost to dragon types. This allows Cecil to utilize any dark sub and the recovery multiplier ensures you heal back to full health after large attacks or after a failed activation. Furthermore, Cecil only requires 9 dark orbs to achieve the full 45x damage and this allows you to better utilize two prong attack TPA matches. You are also able to bring more utility oriented subs to counter various dungeon mechanics.

Cecil’s active is very powerful for a tri-colour board changer as he creates two useful orb types. The heart orbs allow you to heal and deal damage while having great synergy with the variety of heart breakers available. The main downsides to leading with Cecil is a vulnerability to binds and a somewhat difficult time in controlling your damage.

As a sub, Cecil can be used on most dark teams due to their powerful active and utility oriented awakenings. Furthermore, their devil typing allows them to be used on both Awoken Pandora Awoken Pandora and Awoken Lucifer  Awoken Archdemon Lucifer teams due to the powerful synergy with heartbkreakers or Grisar Grisar to form 2/3 dark boards. Even without a row enhance Dark row, the additional time extend can be vital to helping you form better combos.

Overall a powerful card to own and a very desirable active for Skill Inheritance.

Lightning
Lightning
Attacker / Healer
Skill Boost Skill Boost Skill Boost
Time Extend God Killer
6 star base
—-
Question Orb Arrow Fire Water Green Light Dark Heart + 10,000 true damage to all enemies
11 turn CD
—-
4x ATK when matching 4 colours, 4.5x when matching 5 colours. 2x ATK when clearing 5 connected light orbs. Caps at 2.5x with 6.
126.56x ATK
Lightning combines free-flowing flowers, 126x ATK, and Valkyrie/Minerva fashion into one amazing card! The first thing that jumps out is the incredibly high 126x ATK multiplier that can utilize light row Light Row awakenings. Her playstyle is very similar to Awoken DQXQ Awoken DQXQ as both are rainbow leaders who can control their damage via matching chains of connected light orbs. The ability to control your damage from 16-126x is invaluable in high end content where numerous bosses have damage absorption shields. Furthermore, it is nearly impossible to go over 20.25x ATK as you need to match a chain of connected light orbs. If you wish to feel insecure about your matching skills, please watch Reco’s video of using Lightning as a means to gain a better understanding of how she works.

As a leader, Lightning is amazing for her burst potential, but faces gaps in her awakenings that requires you to create interesting teams to accommodate a lack of SBR Skill Lock Resist, vulnerability to binds, and to a certain extent, light row Light Row awakenings. Furthermore, you have to find subs to cover the other 4 elements as Lightning is not dual colour. If you are able to address all these issues, you will still have to deal with a lack of HP or RCV multiplier. Thankfully, Lightning comes with a built in full board changer that also has a true damage component to deal with high defence monsters such as PreDRAs Fire PreDRA. One notable sub worth mentioning is Pollux Pollux who has 2 skill bind resists and an active that provides light orb generation. Lastly, the God Killer awakening God Killer allows Lightning to burst for incredible values versus god type bosses.

As a sub, Lightning may be overlooked for other full board changers due to a lack of diverse awakenings. In addition, her active is on an 11-turn cooldown and this feels painful compared to Dark Kali Dark Kali who is only 7 turns. The true damage component goes largely to waste in most dungeons and the additional 4 turns on the cooldown may cause you to elect other options.

Overall, Lightning is an incredibly potent leader if you are able to build a team to address her weaknesses and with Skill Inheritance, you can further cover her shortcomings.

5 Star Rolls

The 5 star rolls vary in power and some are quite strong due to their awakenings and active skill. None make stellar leads, but can be used on a variety of teams and all qualify for skill inheritance.

jjjjjMonsterjjjjjjjjjjjj  Notes
 Squall
Squall
Attacker
Enhnaced Fire Orb TPA Time Extend
Skill Boost Enhnaced Fire Orb
5 star base
—-
Heart Jammer Arrow Fire + 1 turn haste
7 turn CD
—-
1.5x ATK for fire. 1.5x ATK at 4 combos, max 8x at 17 combos
2.25-144x ATK
Squall has a similar leader skill to Kush Kush as he is a high scaling combo fire lead. He can be a great leader for beginners as you will be forced to learn orb matching patterns to deal damage. Unfortunately, Squall is somewhat unrealistic for high end content as he lacks any defensive multiplier and will be inconsistent in dealing lethal damage as 7 combos is only 20.25x damage for fire attribute monsters. This pales in comparison to Awoken Bastet Bastet and if you are skilled enough to consistently match 7+ combos each turn, you would probably be using a different lead.

Looking at Squall’s active skill, he is a poor man’s Antares Antares as he does not convert poison orbs into fire. This combined with a lack of skill bind resist Skill Lock Resist may diminish his sub potential. However, haste is always valuable as it allows you to cycle actives faster and can still be successfully used on mono fire teams.

Overall, Squall is a reasonable roll from the Final Fantasty Collab and can make appearances on various fire teams.

Rinoa
Rinoa
Healer / Devil
blue + orb Bind Immune Bind Immune
Skill Boost blue + orb
5 star base
—-
5,000 HP heal & 3 turn binds cleared. 1 turn haste
7 turn CD

2x ATK for water ATK. Up to 3x for 3 water ombos
36x ATK
Rinoa has a leader skill very similar to Sarasvati Sarasvati in that they both are water combo based leaders without a HP or RCV multiplier. Unfortunately, Rinoa deals significantly less damage and does not have a water orb generating active. Her team is quite orb hungry as you require 9 orbs for full activation and with both leaders lacking any generation, you may be pressed for water orbs.

Looking beyond her leadership role, Rinoa is a viable bind clearing sub for mono water teams. Granted she is not as strong Isis Isis as Rinoa lacks a skill bind resist Skill Lock Resistbut can still be effectively used. A lack of an additional sub colour means Rinoa will have less value on rainbow teams.

Overall, Rinoa is a capable bind clearing sub and an okay leader.

Zidane
Zidane
Attacker
Enhanced Wood Orb Skill Boost Skill Boost
TPA Enhanced Wood Orb
5 star base
—-
10% increase chance for wood and light orb skyfall. 1 turn haste
7 turn CD
—-
1.5x HP/ATK/RCV Attacker types. 4-6 connected wood orbs 1.5-2.5x ATK
2.25x HP / 14.06x ATK / 2.25x RCV
Zidane is an interesting monster as they have a dual colour skyfall and a haste component. Unfortunately, the light orbs are relatively wasted and dilute the potency of his active. If it was only wood orbs, he would be similar to a green Zaerog Infinity Z8 and could  make a viable Vishnu replacement Vishnu. Regardless, you can still effectively use Zidane on Awoken Bastet Bastet, Parvati Awoken Parv, Artemis Awoken Artemisor Spica Spica teams as they enjoy the additional skyfalls and TPA playstyle. The haste component is valuable for cycling your skills.

One often overlooked benefit of an enhanced skyfall active is the ability to overwrite other colour debuffs done by various bosses. This will not overwrite jammer or poison debuffs, but can at least turn the skyfalls into a more favourable colour.

Zidane forms a pretty durable team as he boosts all stats along with a modest 14x ATK multiplier. Granted TPA based teams may suffer in higher level content, but should be sufficient for most dungeons. Also, if both leaders are max skilled, you will have a permanent skyfall buff.

Tidus
Tidus
Physical
blue + orb Time Extend Water Row
Water Row blue + orb
5 star base
—-
1.5x water ATK + 1 turn haste
7 turn CD
—-
1.5x HP Physical type. 3x ATK when clearing 6+ water orbs
2.25x HP / 9x ATK
Tidus has fantastic awakenings for mono water teams if you discredit a lack of skill bind resistance. Many of the top water teams rely on row enhances, and the duo enhanced orb awakenings only augment your passive damage further. Tidus’s active is quite short at only a 7 turn cooldown and the haste component can be useful for recharging your more powerful orb changers. This also means you can be more liberal with his active usage. Tidus can find a home on Blue Sonia Blue Sonia, I&I I&I / Ryune Ryune, Lakshmi Awoken Lakshimi, or other mono water teams as a viable, quick damage enhancer.

They are naturally outclassed by I&I I&I under most circumstances, but being on a 7 turn timer can be beneficial. Overall a pretty solid 5 star roll from the Final Fantasy REM.

Bartz
Bartz
Balance
TPA TPA Time Extend
Skill Lock Resist
5 star base
—-
R&L Column  Arrow Green + 1 turn haste
10 turn CD
—-
1.5x HP Balance type. 9x ATK with 2+ wood combos
2.25x HP / 9x ATK
Bartz may only have 4 awakenings, but his active is amazingly powerful. He guarantees 10 wood orbs and has them nicely arranged for easy two prong activation. You could even argue that the orb generation can be used for rows, but are still better suited to TPA teams. Bartz can find a home on  Awoken Bastet Bastet, Parvati Awoken Parv, Artemis Awoken Artemisand Spica Spica teams. Furthermore, the haste component allows you to cycle your other active faster.

Bartz will not have too much uses outside of a mono wood TPA sub and it is his active skill that makes him one of the stronger 5-star rolls from the Final Fantasy Collab.

Terra
Terra
Attacker
5 star base
Enhnaced Fire Orb Enhnaced Fire Orb +light orb
+light orb Skill Lock Resist Skill Boost
—-
L Column  Arrow Fire
R Column  Arrow Light  + 1 turn haste
9 turn CD
—-
1.5x HP Attackers. 3x ATK fire/light combo
2.25x HP / 9x ATK
Terra is a flaming hot roll and has a wonderful orb generation active that has incredible synergy on Tsubaki Tsubaki teams as you instantly generate the required orbs for your leader skill activation. Furthermore, the haste component goes wonderfully with your two leaders and you are nearing a system-like team. Outside of Tsubaki (and a lesser extent Leilan Awoken Leilan), you can utilize Terra on mono fire teams as her active and awakenings are quite powerful. In addition, you can use Terra on an Ilm Ilm team as a means to generate your needed light and fire orbs. One nice aspect of a guaranteed fire orb generation is you can use Terra’s active in conjunction with any board changer to ensure you have sufficient fire orbs.

Overall, Terra is a powerful card who can be used effectively on most mono fire teams.

 Shantotto
Shantotto
Attacker / Devil
Dark row Dark row Dark row
Dark row

5 star base
—-
T Row  Arrow Dark
B Row Arrow Green  + 1 turn haste
12 turn CD
—-
2.5-3.5x ATK for matching 5-7 connected wood or dark orbs
12.25x ATK
Shantotto has an amazingly high base attack value, modest health, and horribe base recovery. Furthermore, Shantotto has an incredible 4 dark row Dark row awakenings. However, this comes at the cost of no additional awakenings, but should not be a problem as you can find a way to compensate for those shortcomings. Shantotto has a powerful active as they generate a guaranteed dark and wood row. Due to the dark row spawning at the top, you are able to pool dark orbs in the second bottom and middle row and unleash two rows worth of damage with ease. Furthermore, you can combo their active with Pandora Awoken Pandora to transform the bottom row into more dark orbs. The added haste component allows you to further cycle your skills and tends to be stronger on dark teams as numerous dark monsters have haste built into their active.

Shantotto makes a stellar sub on both Awoken Pandora Awoken Pandora and Awoken Lucifer Awoken Archdemon Lucifer teams due to the row synergy and devil typing. You will have to bring subs who provide more utility oriented awakenings along with higher base recovery to ensure you can restore your health when stalling. Easily one of the best 5-star rolls from the Final Fantasty Collab REM.

 Vaan
Vaan
Attacker / Physical
TPA TPA Light Row
Light Row
5 star base
—-
T Row  Arrow Light
B Row Arrow Fire  + 1 turn haste
12 turn CD
—-
2x HP / 1.5x ATK for Light attribute. 2x ATK clearing 4+ connected fire orbs
4x HP / 9x ATK
Vaan follows a similar pattern and potency as Shantotto in that they generate two rows of different colours on a 12 turn cooldown with haste. Thankfully, Vaan spawns light orbs in the top row which allows you to pool spare light in the middle of the board to ensure you can trigger two row activations. In terms of sub potential, Vaan makes a wonderful sub on Saria Saria / Thor Thor, Superman 2824, Awoken Apollo Awoken Apollo, Leilan Awoken Leilan, Ilm Ilm, and Tsubaki Tsubakiteams. With both row and TPA awakenings, you can choose how you wish to focus your damage. Just be aware that Vaan has only 28 base recovery.

Overall, Vaan is a powerful monster to own for both row and TPA teams.

 Y’shtola
Y'shtola
Healer / Attacker
Skill Boost Skill Boost Time Extend
Time Extend

5 star base
—-
Dark Arrow Water
Fire Arrow Heart
9 turn CD
—-
3x ATK clearing 6+ heal orbs, 50% damage reduction matching heart cross
9x ATK
Y’shtola is the last of the 5 star monsters in the Final Fantasty Collab REM and possesses a powerful active that is similar to Andromeda Bankai Andro and Gabriel Gabriel as they spawn both water and heart orbs. Unfortunately, Y’shtola’s awakenings are quite lacklustre as she provides no offensive capabilities and is missing a skill bind resist Skill Lock Resist. Regardless, you can use them on I&I I&I / Ryune Ryune or Lakshmi Awoken Lakshimi teams. One nice benefit of the double time extend Time Extend awakenings is the ease in which you can form water rows as many mono water teams lack the additional time required to safely match multiple row combos.

Y’shtola’s active can also be used in conjunction with both Ryune Ryune and Karin Awoken Karin‘s board changer to form a 2/3 water heavy board.

4 Star Rolls

Rounding out the Final Fantasy Collab REM is the silver 4-star rolls. These cards are okay and mostly for nostalgia. To further diminish their value, they have no farmable skill up material and requires py investment if you wish to max skill.

jjjjjMonsterjjjjjjjjjjjj  Notes
 Vivi
Vivi
Attacker
Dark row Skill Boost Dark row
4 star base
—-
10x dark counterattack + 1 turn haste
7 turn CD
Vivi is the first of the 4-star rolls from the Final Fantasy Collab REM and is mostly kept for nostalgia purposes. The awakenings look reasonable for the lowest tier of a collab REM, but they essentially have a non-existent active. The counterattack aspect is only useful versus bosses who have resolve and you plan to use their 1% execution ability to kill them. This only works if you are able to survive yourself. Furthermore, without an means to skill them up, their uses are slim to nil.

However, you cannot discredit the nearly 2k base attack value which is somewhat unheard of for their rarity. Maybe use as a temporary Dark Metatron dtron sub to capitalize on his double dark rows.

Ace
Ace
Balance
TPA Enhnaced Fire Orb Skill Boost
4 star base
—-
2x ATK Fire/Dark. 2 turn haste
15 turn CD

3x ATK fire type when HP >50%. Recover 2x RCV
9x ATK
Ace has a surprisingly powerful active that is similar to Freyr Freyr in that they enhance fire attribute monsters. The two turns of haste is quite powerful, but adds additional turns to the cooldown. This will most likely prevent more than 1 usage per descend, but should not be an issue as you usually need only  one turn of burst damage. Ace has low stats and poor awakenings so you may only use him for Skill Inheritance.

Ace may also make a modest leader for low level content as you have an unconditional 9x multiplier provided you can keep your health above 50%.

Aemo
Aemo
Healer / God
Skill Boost Time Extend TPA
4 star base
—-
1 turn haste + free orb movement for 8s
12 turn CD
—-
1.5x HP/ATK/RCV Healer types.
2.25x HP / ATK / RCV
Aemo is cute and sadly one of the weaker pulls form the FF Collab REM. A change the world active is fun to use, but somewhat impractical with the advent of multiple time extend awakenings. The one turn haste is always helpful, but if the active triggers like a Change the World, you cannot use any other active after as you will only be able to move the orbs freely for 8 seconds.

Overall, Aemo is a pretty trophy.

 

Wol
Wol
Attacker / Physical
TPA Skill Boost Light Row
4 star base
—-
Fire Light Arrow Enhnaced Fire Orb +light orb + 1 turn haste
7 turn CD
—-
3x ATK Physical and Attacker
9x ATK
Wol has quite a powerful active that is similar to Athena Athena as they enhance two colours. However, Wol also provides 1 turn of haste. Haste is great, but the timing is a little odd as you cannot use his active to charge up your orb changers because you would not have the enhanced orbs. Thus the ordering in which you use your actives matter. The fire and light orb enhancement go wonderfully well on Tsubaki Tsubaki or Awoken Leilan Awoken Leilan teams. In addition, you can use him as a stand in for rainbow teams as a fire sub with most notable value on Awoken DQXQ Awoken DQXQ as she benefits from the light row Light Row awakening.

Wol is mostly a potential skill inheritance monster, but without access to farmable skill ups, may just be kept as a trophy. His cape also looks like it is made of bubble-wrap.

Rain
Rain
Balance
Enhnaced Fire Orb Fire Row Fire Row
4 star base
—-
75% dmg for one turn. 1 turn haste
10 turn CD
—-
Fire cards 2x HP / 1.5x ATK / 1.5x RCV
4x HP / 2.25x ATK / 2.25x RCV
Rain has quite amazing actives for a 4 star Collab roll, but his greatest asset will be his active for skill inheritance. If you compare him to Kush Kush, you are trading two extra turns on your cooldown for a turn of haste. Both provide 75% damage reduction and essentially allows you to survive any (reasonable) attack in the game. Other than skill inheritance, Rain may not make an apperance on fire teams due to a lack of uses for a large shield (the times you need one are quite rare), but keep at least one for skill inheritance.

Chocobo – Gift Monster

jjjjjjjMonsterjjjjjjjjjjjj  Notes
 Chocobo
Fat Chocobo
Physical
+light orb +light orb Poison resist
Poison resist Skill Boost Dark Reduction
Dark Reduction Light reduction Light reduction
4 star base
—-
Reshuffle all orbs Arrow Fire Water Green Light Dark Heart + 1,000 Hp heal
10 turn CD
Fat Chocobo is a free gift given to all players during the Final Fantasy Collab and is a surprisingly powerful monster. His active is like Dark Kali Dark Kali as he generates 3+ of each element along with a 1,000 HP heal. Unfortunately, his cooldown is significantly longer to compensate for his easy access. Regardless, this is the best option for players who have not been fortunate with the REM in acquiring a full board changer for their rainbow teams.

Chocobo can be found as a sub on Awoken Ra Ra, Sakuya Sakuya, and Ra Dragon Ra Dragon teams as a stand in sub until Kalis are rolled. In addition to providing a board refresh, Chocobo also provides a massive 5,000 base HP and 10% damage reduction from light and dark attacks. This can be invaluable in surviving large preemptives, but his lack of attack and 0 RCV can place some constraints on team building. Furthermore, a lack of skill bind resist Skill Lock Resist can make Ra Dragon teams particularly vulnerable to skill binds as both your leads are also missing a SBR.

If you were fortunate enough to have acquired a Chocobo in the previous FF Collab and are considering using two for a rainbow team, I must caution you because your team will have a difficulty time recovering, surviving skill bind attacks, and to a lesser extent, dealing damage.

Overall, Chocobo is a great addition to the Final Fantasy Collab and makes a fantastic stand in board refresh on rainbow teams.

Conclusion

The Final Fantasy Collab REM is one of the strongest to date as the depth of powerful monsters to be rolled combined with a relatively timely North American release grants these monsters some preservation from the invertible powercreep. The decision of rolling for FF characters, 4x GFE, or Player’s Choice Godfest remains up to you, but this is certainly one of the best opportunities to roll in a collab.

Happy Puzzling!

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