Today marks the debut of a special Seasonal Ladies Egg Machine which features a wide array of cards from different events. One negative aspect of Seasonal events is that each Egg Machine is somewhat set in a vacuum in the sense that these cards are often not featured outside their respective events.
Thus, with the Seasonal Ladies Egg Machine, players are able to roll cards from Christmas, Halloween, and New Year’s all in one place. This is an interesting twist on regular Seasonal events while also preserving the 5-Magic Stone price tag.
While this may seem like a nice idea overall, the truth of the matter is the rolling rates are terribly top heavy along with the majority of strong rolls being at the 9 or 8-star rarity. Furthermore, not all of the strong Seasonal cards are featured here.
As such, this basically creates the same issue of all Seasonal events: top-heavy with pretty filler cards at the bottom.
With this in mind, I am not inclined to roll the Seasonal Ladies Egg Machine as none of these cards have received any form of buffs along with having minimal value at the bottom rarities.
Video commentary
–video coming soon–
Overview
Seasonal Ladies REM – March 20, 2020
Pros
Cons
Pretty girls all around
Combines Christmas, Halloween, & New Year’s events
Low value below 8-stars
Weapon Assists only on 9-star cards
Missing some stronger cards from each event
Top-heavy event
7-stars and below have mediocre to questionable value
Alt. Arena 3 is considered the second hardest dungeon in the game at this point in time and is still a wonderful dungeon to play from a rewards perspective.
Over time we have acquire numerous different leaders who can tackle this dungeon and while it is possible to secure a clear with a wide variety of teams, being able to consistently farm said Alt Arena 3 is valuable overall.
For myself, I have used a wide variety of teams and have found that Base Minaka x Minaka to be a reasonably strong option assuming you have Gamayla as Dragon VDP are relatively scarce.
While this team lacks Auto Follow Up Damage, having a massive RCV multiplier and a 7×6 board facilitates easier stalling along with innately countering combo shields and the orb hungriness of requiring 4-6 of Water/Dark orbs.
With this in mind, I wish to explore how I built my own team along with addressing the major hurdles that can be found in Alt. Arena 3.
Video clear
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Notable Alt. Arena 3 mechanics
Alt. Arena 3 is currently the second hardest dungeon available in North America and may push many teams to their limits. As such, it is important to understand the key mechanics that must be addressed.
Puzzle and Dragons is one of the most complex and content heavy games on the market due to the numerous years it has been available. For more veteran players, many aspects may feel like second nature, but when you take a step back and think about Resolve, Weapon Assists, Super Awakenings, Ranking Dungeons, or even simpler things such as Team Building, one may realize there is so much going on.
Due to the sheer volume of content available it is inevitable some mechanics will be better received compared to others but one thing GungHo tends to reuse older mechanics but make it harder by ramping up the numbers or combining several aspects at the same time.
Sadly, Damage Absorption is one mechanic that has been kept around and is the worst designed ability in Puzzle and Dragons. This is because the HP values have kept going up along with damage output which makes it impossible to not hit over the threshold without an active skill being used. As a result, every team must bring at least 1 Damage Absorption Void active in order to actually finish a dungeon in this day and age. While more options have become available over time, the fact that you need an active to counter this in order to pass a dungeon is not a fun way to play the game.
Video commentary
–video coming soon–
Brief history of PAD dungeons
Puzzle and Dragons is one of the oldest and deepest mobile games on the market. Like any game, PAD started out reasonably simple and the main appeal was the orb matching component. As such, the spawns found within dungeons were relatively static in that they only had a health value, defense, and a single attack value. Continue reading [Meta Snapshots] Damage Absorption was a Mistake in Arena-Style Content→
Today marks the debut of Nelle and Fasca who are incredibly powerful Godfest Exclusives who continue to push the limits of Transformation cards. At this point in time, Transforming cards tend to be stronger compared to other alternatives because they must go through the hassle of bringing enough Skill Boosts in order to function.
Furthermore, these cards also solidify the notion that asymmetrical pairings are the way of the future. This is because the two strongest mechanics currently available are 7×6 and Auto Follow Up Damage. With this in mind, no single leader can bring both mechanics to the table at this point in time so players would ideally be using two different leaders.
This has benefit of being able to have more opportunities to use top-tier leaders as one does not actually have to own that respective card. Unfortunately, it may also lead to issues with Team Building as both Nelle and Fasca have various restrictions but also provide natural 7×6 boards.
With that being said, I wish to take a closer look at these two new powerful cards that are debuting during the current Super Godfest.
Video recording
–video coming soon–
Base Fasca
Active: For 1 turn, increase combo count by 1; Changes to [5842 ] for the duration of the dungeon (18 -> 18 turn CD)
Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when 8 or more combos
Awakenings: Super Awakenings: – Typing: Attacker / Devil Available Killers: Weighted Stats (Limit Break): 552 (-) HP 2510 (-) / ATK 1325 (-) / RCV 109 (-) Weapon Assist:
Base Fasca is similar to Nelle in that she also provides a 7×6 board along with requiring 18 Skill Boosts in order to Transform. While Fasca does have a typing restriction post-Transform, all she has to do is match 8 or more combos which should be incredibly easy on a larger board.
As such, she can favourably pair with significantly more leaders along with a less restrictive pool of subs compared to Nelle + Yugi.
Great Witch of the Radiant Wings, Fasca (Transformed)
Active: Reduce unable to match orbs effect by 9999 turns; Remove all binds and awoken skill binds; For 1 turn, increase orb move time by 2 seconds (5 -> 5 turn CD)
Leader Skill: 4x ATK & RCV and 1.5x HP for Attacker type; 4x ATK and reduce damage taken by 25% when 8 or more combos [2.25/256/16/43.75%]
Awakenings: Super Awakenings: – Typing: Attacker / Devil Available Killers: Weighted Stats (Limit Break): 1406 (-) HP 6500 (-) / ATK 3350 (-) / RCV 258 (-)
Pros
Cons
Natural 7×6
Strong multipliers
Higher RCV
Easy to activate Damage Reduction
Incredibly powerful 5-turn active
Clear unable to match orbs
Full bind/awoken bind clear
+2 seconds orb movement time
Numerous leader pairings
Only requires combos to activate
Harder to orb troll/not activate
+3s orb movement time ( x3)
High personal damage
18 SB is on the lower end
Future Alice pairing
Flies around on a broom
Must use Attacker types
18 SB to Transform
Is still a hurdle
Fasca features the same 18 Skill Boost requirement as Nelle in order to Transform but is significantly easier to team build overall. This is because her leader skill requires Attacker types but more importantly, fully activates from 8 or more combos. This is a key distinction because it allows Fasca to asymmetrically pair with basically any leader as there is no colour requirement and only combos are needed.
With this in mind, players should view her as a 7×6 leader who needs Attackers along with a total of 18 Skill Boosts. Furthermore, Fasca’s own personal damage is incredibly high as she features 7 Combo , 10 Combo , and VDP . This places her on-par with Bradamante as both cards achieve 25x personal damage with a 3×3 Box and 10 combos which should be significantly easier on the larger 7×6 board.
In regards to team building, Skill Boosts are a prized awakening but it really comes down to who you pair with. For example, utilizing Dark Karin will favour a Light based team but utilizing Yugi (he is off-type) means players can utilize Bakura (and his Weapon Assist ) for all your damage needs. Conversely, pairing with Haohmaru yields a 7×6 + Auto Follow Up Damage team that is basically an upgraded Tifa x Haohmaru.
One future pairing will be Alice Sword Art Online (should return soon) who can be traded for and comes with 4 Skill Boosts, natural Tape Resist , and 1 Auto Follow Up Damage when matching 3 or more Light combos.
Players could also use Chidori , Kamen Rider Super 1 , or Lilia but you can see where this is going: any leader who is ideally an Attacker can pair with Fasca.
Weapon Assist: Active: Reduce unable to match orbs effect by 9999 turns; Remove all binds and awoken skill binds; For 3 turns, 2x RCV; For 3 turns, 2x orb move time (15 -> 15 turn CD)
Pros
Cons
Only Weapon to provide 5 Enhanced Light orbs
Powerful active
Reduce unable to match orbs
Bind/Awoken Bind clear
RCV buff
TE buff
Does almost everything
Harder to justify converting a single copy of Fasca to this
Faska’s Weapon Assist also provides a blistering 5 Enhanced Light orbs along with an amazingly powerful utility active.
The main idea with sprinkling Orb Enhances for a given team is to provide additional damage for every card and is usually pursued after all Resists are taken card of.
If GungHo had stopped at just the awakenings, this would still be a strong Weapon Assist but the fact that it includes one of the best utility actives is amazing.
This active is able to cancel out unable to match orb effects, full bind/awoken bind clear, an RCV buff, Time Extend buff. Each component is helpful in their own right, but having all 4 aspects being represented is something special. With this active, players can counter 4 different metrics and will greatly ease team building requirements.
While there is no question to the power Fasca’s Weapon Assist provides, the largest hurdle will be acquiring her and being able to forgo using her Transforming evolutions.
Base Nelle
Active: Change the bottom row to Dark orbs; Changes to [5845 ] for the duration of the dungeon (18 -> 18 turn CD)
Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs
Awakenings: Super Awakenings: – Typing: Balance / Devil Available Killers: Weighted Stats (Limit Break): 553 (-) HP 2610 (-) / ATK 1120 (-) / RCV 205 (-) Weapon Assist:
Base Nelle requires 18 Skill Boosts in order to Transform into a incredibly powerful mono Dark leader who relies on matching 7 or more connected Dark orbs. What makes her quite special is that she is able to naturally provide a 7×6 board which prevents the need to utilize leader swap shenanigans but at the same time, has a restrictive sub pool and asymmetrical pairings.
Great Witch of the Mysterious Beasts, Nelle (Transformed)
Active: For 1 turn, bypass damage absorb shield effects; Change the far left column to Dark orbs and change the far right column to Heal orbs (6 -> 6 turn CD)
Leader Skill: 2x all stats for Balanced type; Increase orb movement time by 2 seconds; 9x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs [4/324/4/43.75%]
Awakenings: Super Awakenings: – Typing: Balance / Devil Available Killers: Weighted Stats (Limit Break): 1407 (-) HP 7020 (-) / ATK 2840 (-) / RCV 410 (-)
Pros
Cons
Natural 7×6
Huge multipliers
Provides Damage Reduction
Incredibly strong 6-turn active
Favourably pairs with Yugi
4/360/4/25% + Poison Immunity + 7×6
Cute
Must use Balance types
Few viable pairings
Yugi forces Devil / Balance
Hard to team build
Damage may be poor without VDP
May not have 7c subs
20 SB to Transform with Yugi
Nelle and Yugi are a match made in heaven as their two Leader Skill beautifully synergize with each other to produce a 4/360/4/25% with immunity to Poison damage along with a 7×6 board and all they have to do is match 7 or more connected Dark orbs. Just wow.
This sounds almost too good to be true and it is because Yugi must use Devil and Nelle requires Balance. Thus, your team building will be restricted to Balance + Devil cards who must also provide a total of 20 Skill Boosts in order to Transform. This is going to be by far the largest hurdle players will have to overcome as your options are quite restrictive. A quick Ilmina search shows only 4 Balanced Devils who have 4 or more Skill Boosts that have Dark as their primary attribute. With that being said, Winged Dragon will Transform into Dark Magician Girl who is a Balanced Devil.
Essentially, you are building a Yugi team with more restrictions but the payoff is significantly higher as you now have a larger board to play around with.
There is really not too much to say for Nelle as she is an all or nothing leader who uses a highly restrictive sub pool when paired with Yugi. Of course, for players who are able to do this, they will greatly enjoy the huge pay offs. Remember Nelle + Yugi > Yugi + Yugi due to the 7×6 board.
Nelle’s position may change in the future if more viable pairings emerge or her sub pool expands.
Weapon Assist: Active: For 2 turns, bypass damage absorb shield effects; Change the far left column to Dark orbs and change the far right column to Heal orbs (22 -> 22 turn CD)
Pros
Cons
Only Weapon to provide 5 Enhanced Dark orbs
Powerful active
2 turn Fujin + column Dark & Heart
Longer CD to prevent accidental charging
Harder to justify converting a single copy of Nelle to this
Nelle’s Weapon Assist is incredibly powerful as it provides the highest amount of Enhanced Dark Orbs of any Weapon which leads to an impressive increase in your team’s total Passive Damage.
Furthermore, the active skill provided generates a column of Dark and Heart orbs along with 2 turns of Damage Absorb Void (Fujin ). This is quite a powerful combination of effects and helps ensure at least one component will be useful.
Unfortunately, it may be difficult to justify converting a single copy of Nelle into this form assuming you are able to field a team for her. With that being said, if you are unable to build a team for Nelle (mostly because you did not roll in Yu-Gi-Oh Collab), you can utilize her as a Weapon and switch back if things change in the future.
To roll or not to roll
The current Super Godfest is only “special” due to the debut of Nelle and Faska. As such, the decision to roll or not roll in this current event will come down to how much you value the overall roster of cards featured.
While the chance for 1/3 GFE is now the norm, one has to remember that the other two-thirds of the cards may be somewhat “dead” rolls that cost 10 Magic Stones. This is because most Pantheon cards have much less use along with the strong possibility players already own copious copies of them.
As such, you need to take a look at the available roster and decided whether or not this will provide sufficient value with the goal to acquire 1/3 rolls as GFE. Just remember Super Godfests along with Nelle and Faska will return on a regular basis so there is no “rush” to roll this event.
Conclusion
Nelle and Fasca are two fantastic new cards to come to North America. They help solidify Transforming teams as a top-tier mechanic as they both provide natural 7×6 boards alongside their impressive Leader Skill multipliers.
I am personally not a fan of the Transforming meta as it often results in highly restrictive team building but at the same time Powercreeping older options.
Either way, let me know what you think about these two new Godfest Exclusives in the comments below along with whether or not you plan on rolling.
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With the return of the Dragonbound & Dragon Caller event, Chuan will be made available once again through the Monster Exchange system. Since her debut, Chuan has gone through various hurdles of viability and at this point in time, she has never been better.
This is because she has both a powerful Weapon Assist and leader/sub form. As such, I encourage all players to actively pursue her during the next two weeks.
Video commentary
–video coming soon–
Weapon Assist
Awakenings: Active: Reduce HP by 20%; Deal 50x Dark damage to an enemy; Change the top row to Dark orbs (34 -> 4 turn CD)
Pros
Cons
Provides Bind Immunity
Four Dark Rows
Long or short CD
Farmable
–
Chuan’s Base form has now been transformed into a Weapon Assist which means she will transfer over awakenings when used as inherit. Thus, this could be many player’s first Full Bind Immune Weapon that also provides sizable Passive damage via Rows . Continue reading Chuan is Fantastic→
The Dragonbound & Dragon Caller (DBDC) Rare Egg Machine returns to North America on Monday, March 9 and comes with numerous buffs/upgrades to existing cards across all rarities. This is greatly appreciated due to the fact that many of these cards had less than 9 awakenings.
For the most part, the DBDC event features monsters who are quite specialized in a particular niche. These types of cards may not be used all the time but are a boon to own, especially the lower rarity cards who feature numerous Killer awakenings.
In the past, the DBDC was one of the highest value machines available and while it has declined in relative value compared to newer options, it is still home to numerous strong cards. For myself, I always look at the bottom rarity to determine whether or not it is worth rolling in and in the case for DBDC, they are mostly Killer solutions which has the most value in Ranking Dungeons or Farming builds.
Another point to consider is the Dragonbound & Dragon Caller event will return on a regular basis so there is no “rush” to pull/acquire these cards if you cannot foresee a use for them over the next several months. As such, it may be best to “time” your rolls for when the event returns after stronger buffs which makes the cards relatively more valuable compared to current options.
Regardless, this article will summarize each card’s strengths and weaknesses to give you a better understanding of what is in store within this event.
Video commentary
–video coming soon–
Overview
DBDC Pros & Cons – March 6, 2020
Pros
Cons
Virtually every card has value
Useful to own many 5-star cards
Triple Killers
Cards tend to be highly specialized
Great at their niche
Will return on a regular basis
Hardly any Weapon Assists
Dupes are less valuable
Older event
Numerous cards feel a bit outdated
Many cards still lack 9 awakenings
Large rolling pool
Hard to snipe a specific card
Monster Exchanging is costly
Dragonbound & Dragon Caller REM
7 Star base
6 Star base
5 Star base
DBDC REM Rankings – March 6, 2020
S
A
B
C
D
All 7-star cards are available for trade within the Monster Exchange but have incredibly high costs
Order within each tier is random and not reflective of ranking.
Regardless of card’s ranking, you should almost always keep it if it is your very first time acquiring them.
Puzzle and Dragons is a tremendously old game and in order to keep it fresh and exciting, new cards, dungeons, and mechanics are periodically introduced. As a general rule, newer monsters/dungeons tend to be stronger/more challenging compared to previously released content in order to provide motivation for players to continue playing.
As a result, the concept of Powercreep will regularly occur but one thing I want to stress is that because PAD is a Gatcha-style game that is also Player versus Environment (PvE), cards do not actually become weaker once released. They only become “weaker” relatively speaking compared to newer options.
This is an important distinction to make as a leader from one year ago can still clear all of the content they could originally but also has the strong likelihood of being able to clear more due to stronger subs, inherits, and asymmetrical pairings.
This article will explore these concepts in greater detail as it has been a topic I have addressed more often lately and I want to share my own opinions for how the meta of PAD functions.
Video commentary
–video coming soon–
Powercreep
Powercreep is the concept of newer cards being more powerful compared to previous options. This can take shape in many different forms and includes but not limited to: more Weighted Stats, stronger Leader Skill multipliers, better awakenings, and high value actives. Essentially, a card (or evolution for said card) released in 2020 will tend to be stronger compared to those from 2018 of a comparable rarity. Continue reading Powercreep & Cards Becoming “Weaker”→
Puzzle and Dragons is my most played game as I have now surpassed 2,300 days which is around 6.3 years. This is a truly remarkable amount of time and it should come as no surprise that there will be slower periods from both a motivation and available content point of view.
While everyone has different goals/motivations for playing Puzzle and Dragons, it is important to avoid burnout due to excessive play or by feeling the need to always min-max stamina.
With this in mind, I wish to share what I do during slower periods of time in order to still enjoy playing PAD for the foreseeable future.
Video commentary/clear
–video coming soon–
480 stamina per day
We are now enjoying what is essentially a Golden Era for Stamina within Puzzle and Dragons due to a recharge rate of 1 every 3 minutes. As such, we will naturally recharge 480 stamina per day. Furthermore, the first 700 or so ranks also enjoy the ability to chain rank ups with relative ease.
As a result, especially for lower rank accounts, it is possible to have somewhat infinite stamina to play around with and the concept of optimizing it comes to light.
Optimizing your stamina is critical if you want to play as much as possible but doing so may result in premature burnout if done for prolong periods of time. Now I am not discouraging players from maximizing their play time, just be aware that PAD is still a game and it should be fun with the reasons for being fun varying from player to player.
Best things to play
As a general rule, any limited-time event such as the current Endurance Challenge or Monthly Quests tend to be the most valuable dungeons to play as they offer significantly better rewards for the amount of time required to play them. For example, players could acquire 3 Pys of a specific colour last month for clearing an older Descend for 50 stamina. No permanent dungeon can offer this big of a reward and these limited time events is what I tend to play first.
Of course, these are not always available and it is possible to clear the monthly dungeons within a few days or even faster through stamina saving in multiplayer.
Beyond these types of events, the most stamina efficient dungeons are the various Arenas as they can offer a hefty amount of Rank Experience, Latents, and various other benefits depending the difficulty selected. Generally speaking, the higher levels for each respective category are the best to play (A5, AA3, Training Arena 2/Extreme Challenge Arena).
What I find fun
Puzzle and Dragons is at its core a matching game and the process itself is almost therapeutic when you can match the entire board while incorporating cascades. For myself, a pure-match 3 play style feels almost relaxing and almost nostalgic as the PAD I played back in the day had significantly fewer mechanics and was mostly a game built around being able to efficiently clear an entire board.
As such, I often find myself drawn to Training Arena 2/Extreme Challenge Arena as it is an 11 floor dungeon with no actual mechanics, just 11 spawns with grossly inflated DEF/HP.
With this in mind, I do not have to worry about Resolve, Voids, or Absorbs, just simply bring a high multiplier leader and full clear each floor to collect a hefty chunk of Monster Experience along with 1 random Latent.
Now I know there are numerous efficient Farming teams that can trivialize the dungeon, but what I like to do is play with Orphen as he has the capacity to deal spectacular amounts of damage and all he has to do is match combos while being below 50% HP. Both these conditions are easy to achieve assuming you touch Zaerog Core every turn.
Extreme Challenge Arena – Orphen
Mass Attack Badge
Card
??
SA
Inherit
(5190)
Any
(5417)
(5193)
(4964)
–
Latent
x5
x6
My team is essentially relying on the massive damage output potential of Zaerog Core along with Hiei whilst having Dark Skyfalls and excessive Orb Enhances to passively inflate my damage. Furthermore, the usage of Sagat’s Weapon Assist doubles as both a <50% and 100% DEF Break that is used on Floor 1.
Due to no preemptives, the 100% DEF Break carries over to the next floor assuming everything can be killed right away. Thankfully, just two Dark combos does the job for my team and I utilize Orphen’s active as required and they have a 2/3 turn up time between both leaders.
While there is more risk/thinking required here compared to the more streamlined farming builds, this play style of full comboing each board is fun for myself and I get to satisfy this craving along with leveling up a card of my choice as the 4th sub (??) is anything I want to bring up to level 110.
In essence, playing Extreme Challenge Arena with Orphen lets me use my Stamina in an efficient manner while also providing me with the match-3 game play I enjoy.
Conclusion
Puzzle and Dragons is my longest played game and burnout/boredom is always a risk if you always try to min-max every aspect of the game. As such, I sometimes like to return to a more nostalgic time of just full clearing a board via match-3 and not having to worry about all of the convoluted mechanics possible.
Thus, using Orphen for Extreme Challenge Arena satisfies this craving while still being useful for my Monster Box development.
Let me know what kind of dungeons you tend to play during slower periods of time or if you wish to avoid burnout in the comments below.
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The general gist of Question Time posts are for players to ask various PAD-related questions that do not have a simple/Google-able answer or related article on my website. I do play other games and have often found myself having specific/unique questions about it but have no where to go and can imagine this may hold true for some of my readers.
With that being said, there will be some restrictions on the types of questions I will be answering.
If planning on commenting on a regular basis, it is advantageous to create a WordPress account to both receive notifications as well as giving me a point of reference as to who I am responding to.
Do’s and Don’t
For the most part, almost any question will be answered, even some non-invasive Off-Topic ones; however, it is best to ask questions that require explanation/why/my personal opinion. The following examples are Fantastic types of questions to ask:
Of these options, what is the best Yusuke team I can make for Arena 3?
What direction do you think GungHo will take with the 4x HP leads?
Can Heart Cross teams be revived and if so, how?
The following types of questions will not be answered by me either because it has a simple Google-able answer or shows a lack of effort on the reader’s part:
Anything that Google/Padx can answer
A link to your entire Monster Box and saying “make me a team”
Conclusion
I hope my readers use this opportunity to ask questions that will hopefully improve their overall game play and progression.
I will try to reply to all comments by Monday evening as I have my second of 4 all-day hospital procedure early Tuesday morning and the recovery time was around 36 hours last time. Hopefully this one provides more benefits
Introduction
The GungHo Collab is making a return appearance this coming Monday and features several new Weapon Assists for existing cards along with a new 7-star monster.
As a whole, this event is reasonable overall but I feel that it is starting to age badly. This may be the case for many other events as they may not have cards that help the Transform meta but can still help round out weak points in most Monster Boxes.
Another drawback is that the 5-star cards were added back into the event which further dilutes the overall value of this event.
This article will outline the strengths and weaknesses of the GungHo cards to give players an idea of what each card has to offer and whether or not it is worth their Magic Stones.
Video commentary
—Video coming Monday—
Overview
GungHo Collab REM Pros & Cons – February 21, 2020
Pros
Cons
Will return on a regular basis
Cards should be routinely buffed etc.
Valuable cards in all rarities
Symmetrical ranking chart
Massive rolling pool
Harder to acquire one specific card
Collab feels “old”
Does not help Transform meta
May be better to save your Stones
Top-heavy event
Somewhat offset but huge rolling pool
Re-added in 5-stars
GungHo Collab Lineup
7 Star base
6 Star base
5 Star base
GungHo Collab Rankings – February 21, 2020
S
A
B
C
D
Order within each tier is random and not reflective of ranking
Icons show highest evolution available which may or may not be their strongest form
Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them.