Today I took a break from plus egg farming and revisited my old friend, Arena 1. I have cleared Arena numerous times when it was a technical dungeon and have a strong understanding of how each floor works and what kind of damage is required to successfully clear. I was also fortunate my friend visited today and I was able to record on Mantastic. With their help (and more powerful laptop) the audio came out sounding quite amazing for my standards. Perhaps if they visit more often I will be able to produce higher quality videos in the future. I only began recording on floor 17 after I had finished stalling for my actives as the previous 16 floors are more straight forward (and it was also at that time I got their laptop).
Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.
The Egyptian 1 pantheon features a diverse array of powerful monsters who both excel in leadership and new found sub potential with the advent of more challenging dungeons. Many make stellar leaders for a beginning player as they will teach you how to combo and manage your colours/orbs efficiently and transition into powerhouses with their awoken forms. Overall, a strong pantheon to roll for.
Egyptian 1
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Notes
Horus Devil / God —- + extend time to move orbs by 2 seconds 4 turn CD
Horus is a flaming hot chicken who is jokingly referred to as KFC or other poultry puns. Jokes aside, Horus is an underrated leader who is capable of forming a 45.56x ATK / 2.25x RCV rainbow team. What makes Horus unique is the ability control his damage and recovery through active usage. Most rainbow teams do not have a built in RCV multiplier and is one of the main reasons they falter in higher tier content.
Perhaps the reason why Horus is not as popular in today’s meta is due to the fact that 45.46x ATK on a rainbow team is not very game breaking (thanks Ra Dragon ) as you are unable to stack rows and may have limited access to TPA subs. In addition, Horus’s active skill is rather lacklustre and will mostly be used to trigger the additional damage component from your leader skill. On the bright side, Horus has double skill bind resist awakenings and will alleviate team building constraints when trying to achieve 100% immunity.
Horus is seldom seen as a sub due to a underwhelming active as there are stronger damage enhancement options available.
Overall, Horus is still a powerful leader and is capable of clearing high end content with the right investment, player skill, and luck. He is also a fantastic leader for those who are just starting out as you will be forced to improve your comboing and orb matching skills.
Isis Devil / God —- Reduce damage by 15%, 2 turn bind clear
3 turn CD
Isis is one of the most sought after cards in Puzzle and Dragons due to her incredible utility, active, skill inheritance potential, colour coverage, and beauty. It is sometimes challenging to find a sub who can cover both water and wood while being useful (others that come to mind are Sun Quan and Orochi ). However, neither of those offer the same degree of defensive utility as Isis along with a quick charging active. With an active that takes only 3 turns to recharge, Isis makes an amazing base monster for inheriting a skill. This way you can have the colour coverage and option of bind clearing along with an inherited active for only an additional 3 turns of cooldown.
Isis is naturally at home on mono water teams as she offers some offensive capabilities, but perhaps her most popular use is on Ra Dragon (or other rainbow) teams. If you have a Dark Kali , your team is essentially bind immune as you your colour activation requirements will always be met. Furthermore, you can clear binds from other subs with Isis’s active.
Sub potential aside, Isis makes a wonderful leader for new accounts as she will help teach you the basics of comboing along with colour management.
Overall, Isis is one of the strongest and most versatile monsters available and is worth pursuing and investing in.
Bastet Devil / Balance —- Mass attack for 3 turns + 2s to move orbs
5 turn CD
Best Cat, I mean Bastet, is still a powerful lead despite what various JP tier lists report. She has not become weak, only that newer and flashier cards have been released (thinking of the next round of 300k MP cards). Granted 36x ATK may seem lacklustre, but you have to remember that wood has some fantastic sub options for a mono colour TPA teams. Outstanding subs include, but not limited to Vishnu (sometimes x2), Meimei , Sylvie , Kaede , Liu Bei , and Verdandi . With ample access to wood orb generation and enhanced skyfalls, you can unleash incredible burst damage that is capable of sweeping most high level content. Furthermore, you are able to control your damage through combos made, electing to match TPA, and active usage as a component of your leader skill is tied to using skills.
The main downsides of using Bastet are no HP or RCV multiplier, a weak active, a reliance on using actives to trigger her full multipliers (think skill delays or locked actives), and a higher skill cap to use. However, with the introduction of skill inheritance, you will be able to inherit a powerful and useful active onto your two leaders.
Overall, Best Cat is a wonderful leader who will have players saying mee-wow at your burst damage and cuteness potential.
Ra Devil / God —- 77,777 true damage to all enemies + 3s to move orbs
7 turn CD
Ra Ra Ra Ra Ra, Ra Ra Ra Ra. Something something P-p-poker face. Bad singing aside, Awoken Ra is still a powerhouse leader who offers 100x damage for only matching fire, water, wood, light, dark, and using an active skill. This is quite a low skill cap for 100x damage and upon his release, completely shattered the meta as he simply overpowered all the content put before him. However, with the advent of 300k MP cards and more ridiculous dungeon mechanics, Awoken Ra has lost his godly status, but is still capable of clearing end game content.
As a leader, Ra is bind immune and has the ability to control his damage through active skill usage. You can deal 4x, 25x, or 100x damage and this can be useful when you need to control your output. The main factors that are hindering his supremacy is a lacklustre active, vulnerability to skill delays (as you cannot trigger 100x damage), reliance on repeated active usage to sweep floors, and not being a pretty girl.
With the advent of push button farming and bosses with high defence and low HP, Ra’s active has found some more uses as it can be used to sweep these floors. On a push button team, he can be used for clearing the smaller floors and his two skill boosts will come in handy. When dealing with floors such as 10 million defence PreDRAs , the true damage nuke becomes invaluable and may be used for skill inheritance.
Overall, Ra is still a great monster and should not be discredited because newer and flashing cards have been released. You also want to keep dupes for skill inheritance or push button farming.
Anubis Devil / God —-
+ 4 turn counterattack
8 turn CD
The one true Doge has been heralded as the king of damage output (discrediting the even more unreliable Fenrir ) at the risk of an incredibly high skill/luck cap. Awoken Anubis can achieve 400x ATK at 12 combos and only begins to generate a multiplier at 9 combos. The average board may not even allow you to create 9 combos due to uneven orb distribution and causes you to rely on skyfalls for damage as the maximum matches you can generate from a regular board is 10 combos. Furthermore, there are very few players who can consistently hit 8+ combos and even those still need to pray to RNG-esus for additional skyfalls. Building upon the reliance of skyfalls for triggering damage, you have almost no reliable way to control your damage outside of using an active and matching under 9 combos for 4x damage. However, if you are able to maximize the board on a consistent basis, you will be greatly rewarded.
Looking at Anubis as a sub, he can find a home on numerous mono dark teams and his active can be quite powerful as a pseudo board refresh substitute. You generally use full board changers to remove excessive jammer or poison orbs and with his revamped active, Anubis can fulfil that role. His main drawback as a sub is an underwhelming active if you are not removing jammer or poison orbs. This is because an 8-turn cooldown for a single orb change is poor value when you could use something like Grisar who is 7 turns with haste. Furthermore, Anubis lacks any offensive awakenings and this will bring down your overall damage.
Overall, Anubis is an okay card to own as his leadership potential is marred by luck/inconsistency while his sub usage is most limited to a budget jammer/poison orb removal.
Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.
The Kalis and Mechanical GFE are some of the most powerful and desired monsters in Puzzle and Dragons. All five posses amazing actives and unique sets of awakenings. They are some of the best cards for their respective roles and all are worthy of the Godfest Exclusive title.
Kalis & Mechanical GFE
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Notes
Light Kali God / Healer —- All 7 turn CD
Light Kali is one of the prettiest and most desired monsters in Puzzle and Dragons. She combines style and grace along with powerful awakenings and one of the strongest actives in the game. Her leadership potential is modest and will be augmented to 56.25x with a future buff in the near future at 6 combos and fire, water, light, and dark matches. What sets her apart from other rainbow leads is her ability to create an ideal board with her active and gives you the opportunity to utilize other subs to counter the various dungeon mechanics. Light Kali’s main downside as a lead is her vulnerability to binds and even with 56.26x ATK, her damage is not that spectacular in today’s meta (but much more consistent than Awoken Sakuya if unable to achieve 8+ combos every turn). For a more detailed discussion, please read my Light Kali Team Building Guide.
Leadership potential aside, Light Kali is one of the most coveted subs due to her invaluable board change. Being able to change the board every 7 turns is amazing for rainbow teams and is the safest way to prevent orb troll and premature death. Light Kali can be found on both Awoken Ra , Sakuya , and DQXQ teams for both the board refresh and fire coverage. In fact, many players will run 2 Light Kalis due to her synergistic awakenings and light as her primary attribute.
Kali’s main diminishing factor is a lack of bind immunity and inability to spawn heart orbs. This prevents her from being used on Ra Dragon teams. Furthermore, there will be situations where you need to refresh the board, heal, and deal lethal damage and this cannot be done via Light Kali’s active.
Overall an amazing card to own and do not sell away any dupes as she is fantastic for Skill Inheritance.
Dark Kali God / Dragon —- All
7 turn CD
Blazing Goddess of Power, Kali is one of the most coveted monsters in the game and shines brightest on rainbow teams. Her ability create at least 3 of each element and heart orbs allows for a guaranteed activation on all rainbow teams. There will be times where you need to refresh the board, heal, and deal lethal damage on the same turn, and Dark Kali allows you to do this. Furthermore, you can use her active in conjunction with another orb changer to create a more favourable board for certain rainbow teams who do not requires all 6 elements.
Dark Kali has become somewhat a staple sub on Ra Dragon teams and many players run two. She provides both dark and fire coverage while providing bind immunity, skill bind resist , and recover bind awakening. Through the recover bind awakening, Dark Kali can act as a pseudo bind clearer and her active may generate 6 heart orbs. Other teams she can make an appearance are Awoken Ra , Sakuya , Sephiroth (even without ideal typing), Light Kali , and essentially any other rainbow team.
The main drawbacks of Dark Kali is that she is one of the rarest monsters in PAD as she is a 6-star GFE. This can prove challenging for most players to acquire one, let alone two for your favourite rainbow team. Your best bet is to wait for a 4x GFE event and pray you get lucky.
Eschamali Machine / God —-
+ 4 turn skyfall
10 turn CD
GH Employee: How many should we give Eschamali ?
GH Boss: Yes jjj
No, the 7 dark orb enhance awakenings are not a typo and those make Eschamali one of the best dark monsters in the game. She can single handedly ensure every dark orb that appears is already enhanced and her active pushes the envelope of power creep as she combines both a double orb changer, poison/jammer removal, and enhanced skyfall on only a 10 turn cooldown. Furthermore, the enhanced skyfalls synergize perfectly with her dark orbawakenings to ensure massive additional damage. Eschamali can act as a pseudo board refresh when faced with numerous poison and jammer orbs as she will convert all of them into dark and arguably replaces Haku on mono dark teams.Due to her power and utility, Eschamali can be found on every mono dark including, but not limited to Awoken Lucifer , Yomi Dragon , Dark Metatron , Awoken Haku , and Awoken Yomi . The only mainstream team she is not used on is Awoken Pandora due to no devil typing. Even without any row enhance awakenings, Eschamli can still be used on row based teams due to diminishing returns when having 10+ row awakenings. At that point, you begin to prioritize orb enhance. Overall an incredible monster to own and will be popular for years to come. The only real fault you can find in Eschamali is that she is a new 6-star godfest exclusive and thus very rare and hard to obtain. However, if you are lucky enough to pull her, your dark box potential will sky-rocket immensely. I want need her….GH please.
Scheat Machine / God —-
+ 4 turn skyfall
10 turn CD
Holy Scheat, 5 two prong attack awakenings! Scheat is another 6-star Godfest Exlusive and offers very high base stats, incredibly powerful active, combined with insane burst potential through two prong attacks. Her active converts light, hearts, jammer, and poison orbs to water orbs as well as increasing the skyfall chance of water orbs by 15% for 4 turns on a 10 turn cooldown. She essentially combines the actives of several monsters into one and greatly eases team building strain in terms of active management. By removing jammer and poison orbs, you can save a full board active and the enhnaced skyfall mechanic can overwrite other skyfall abilities created by certain bosses. Scheat‘s base stats are powerful when matching two prong attacks, but her 653 attack falls flat when matching rows. However, she is still a great candidate for the attack latent Tamadras as a means to further augment her TPA potential.
Water two prong attack teams are still not as popular as their row based cousin, and perhaps the best team fit for Scheat is Rukia . As a side note, a lack of skill bind resist can impose restrictions in team building if you wish to achieve 100% immunity.
Overall, Scheat is a fun card to own, but may remain a sleeping powerhouse due to a lack of viable teams she can sub on.
Australis Machine / God —-
+ 4 turn skyfall
10 turn CD
Upon first inspection, I thought Australis was a girl. Maybe it was those thighs, but regardless, Australisis pushing the idea that wood row based teams are viable by bringing a walloping 5 and no other awakenings. Australis can function on is a Sylvie / Freyja as Awoken Astaroth cannot use machine or god types. Row based teams benefit heavily from large scale orb changers as you want to make at least 2 rows when trying to burst a boss down and Australis will almost guarantee 2 unique rows worth of wood orbs. Building upon that, you can also use him on Bankai Perseus teams as his double skill bind resist and diverse awakenings help make up for Australis.
Stat distribution wise, he is quite evenly spread and has 780 weighted when max level. Unfortunately, you need to be careful using him as a sub because she offers no SBR , skill boosts , or time extend awakenings. This forces you to bring subs who provide these awakenings as you do not wish to become skill locked nor have to stall for too long for actives.
Overall, Australis is a valuable sub for wood row teams, but will require planning to safely accommodate on teams due to a lack of diverse awakenings.
Multiplayer/Coop has been live in NA for a modest period of time now and has given us numerous laughs, heart aches, and frustrations. Puzzle and Dragons was originally a solo game that could be picked up and put down at will. There was less pressure to perform or match quickly and you could even put aside your device mid dungeon and come back at a later time. These features combined with the whole match orb/collect pretty girls/puzzle process medium is probably the reason many of you are playing today. For the most part, PAD has been a solo game with only some interaction between other players. Then came the introduction of Best Friends, Ranking Dungeons, and finally Mutliplayer.
Best Friends gave new meaning to virtual partnerships as it granted players access to numerous benefits and access to more leads for prolonged periods of time. A smashing success overall. On the otherhand, Ranking Dungeons have probably been met with mixed reviews. Granted these are completely optional and only award a one time, varying reward and you do not need to attempt (but should at least for the participation rewards). Introducing the game’s only PvP (player versus player) component can be frustrating, especially given the limitations of the scoring system, but again it is completely optional and does not have too big of an impact in the long run. Another bad side effect is the feeling of not being good enough as you are given a (albeit inaccurate) percentage ranking based on a poorly designed scoring system.
Now we have the Multiplayer feature which has a diverse array of emotions from players of all progression and skill levels. Upon Coop’s initial release, I wrote a nice little post on my initial impressions if you care to take a look. However, after about two months of largely playing with myself, I have a much stronger opinion formulated on multiplayer. As a disclaimer, my alt account, Fantastic, is nearing rank 500 and is quite developed and I am able to form a very powerful Blue Sonia team between my two accounts. This allows me to excessively play with myself as I always have a partner who is ready to go. Continue reading My Perspective on Multiplayer→
Player’s Choice Godfest (PCGF) has been announced for North America and the polls are open from 5/18 – 5/22. Each player can vote only once and there is no way to cancel or change your choice once submitted, so please choose carefully. There is lots of different advice or strategies floating around as to how you should spend your vote and I want to provide some clarification:
Vote for what can benefit you the most. Just because Dark Kali is a dream sub for some people, does not mean you should be voting for her if it cannot benefit you.
Think about what is being released in the next month and how that may influence your team line up. For instance, Xiang Mei should go live soon and if you plan on using her, voting for Gadius and Uriel would be wise.
Sometimes, the bottom voted gods are only separated by a thin margin of votes and holding off on voting until the final day can help swing the tide in your favour.
You ideally want to have as many favourable gods featured and if your first choice is already winning by a landslide, vote for something else as this will help ensure your second choice gets in
6 star Godfest Exclusives have very low rates and if your primary goal is acquiring these, it would be best to wait until a 4x GFE event
This will be a common question on many player’s minds as these two event are arguably the best time to roll the REM. Before I go into more detail, take a look at the voting results of a 1,000+ pulls from the previous PCGF:
Granted this is a small sample size, but the rates of the coveted 6 star GFE are distressingly low. You can read more about the previous PCGF in my other post HERE.
Which Godfest to roll?
PCGF
4x GFE
Frequency
2 times per year
Random
Benefits
who?
New accounts/less developed boxes
Great way to fill in the numerous gaps in your monster box
Those who are not chasing MP or 6* GFE
Veteran players
Focus is MP and 6* GFE
Those with very developed monster boxes
Conclusion
Keeping those points in mind, it is up to you to determine where to spend your hard earned stones. If you are missing numerous featured gods in the PCGF, this may be your time to shine and acquire numerous gods to round out your roster. Player’s Choice Godfests are ideal for the vast majority of the PAD population and is an exciting time of the year and hopefully the 25 voted gods are powerful and relevant so please be careful when voting.
I will also have an in-depth post covering the 25 featured gods once the results have been released. That post will have the same insight and information contained in my regular godfest analysis and will help you determine how to better use your new pulls.
*This was my post from the previous Player’s Choice Godfest and is mostly for your entertainment to see what was voted for and their roll rates based on 1,000+ pulls.*
Do note that I include the 5-star evolved forms of 4-star monsters in the 4-star / MP trash section. Everything else that has 5-stars as it’s lowest evolution form is placed into non-featured gods. This did lighten the work load on my end and I was more so curious as to the rates of the silver eggs that come out during a PCGF. I was unable to create a table via WordPress, so I had to take a screenshot of a table I made separately, so apologies for no clickable links to the characters above. *My subsequent post will be much more user friendly so stay tuned*Continue reading Player’s Choice Godfest Results 11/29-12/01→
Quick! Everyone grab your Shiva Dragons for a top 1% ranking and shiny hat. Wait…Awoken Horus , what are you doing here? Welcome to the 10 Million Downloads Ranking Tournament that features a pre-set rainbow team that somewhat evens the playing field as everyone is forced to use the same team. As such, there will be no theory crafting component, but instead I will do a brief run down of the dungeon and my strategies used to achieve a high score. All players should complete this ranking dungeon due to the ease due to the floors not attacking and having a full hypermaxed team. Lastly, you have a chance at acquiring a spirit jewel or an evolved Fagan and a hefty amount of rank experience.
Ranking dungeon scoring criteria
In these ranking dungeons, we are scored based on 3 criteria:
Average combos made: 5,000 points per combo
Time Remaining: 500 points per second remaining
Maximum damage: up to 10,000 points if you hit 40 million.
With these in mind, you want to plan/match as quickly as possible to score higher while sweeping every floor. A higher amount of combos will be favourable and needed to burst through several of the floors.
Your team at a glance
Each member of your team is max level, +297 and max skilled.
Awoken Horus(Leader) Enhance fire orbs & +2s orb movement
4 turn CD
16x ATK – 4 colours
20.25x ATK – 5 colours
1.5x ATK using an active 45.56x ATK – 5 colours + active
Subs
Antares
2,418 ATK
Alreshca 1,948 ATK
Spica
1,980 ATK
Castor
2,575 ATK
1 turn haste
7 turn CD
1 turn haste
7 turn CD
1 turn haste
7 turn CD
1 turn haste
7 turn CD
With Awoken Horus as your leader, you must be able to consistently match 4 different colours (ideally 5) to trigger your damage multiplier. Furthermore, using an active grants a significant damage boost and I will go into detail after the dungeon introduction as to where you should be using your actives. Your strongest element is fire because both Horus and Antares sharing the fire element. Dark is your second strongest due to the sub colour from Horus and the high attack on Castor. You can utilize fire and dark TPA for even more damage. Lastly, each of your subs convert the useless heart orbs into a usable colour while providing 1 turn of haste.
Dungeon at a glance
The dungeon consists of 6 floors that will not attack you and simply stare at your while you play.
Floor
Hp/defence
Active to use
1
1,225,486 / 376
2
1,225,486 / 376
3
188,889/*977,778*
4
1,225,486 / 376
5
4,031,042 / 376
6
4,968,040 / 653
With the exception of Meimei on floor 3, all floors simply have a specific amount of health you need to nuke down. Meimei has nearly 1 million defence, and you must use Antares to generate more fire orbs (they will be enhanced due to the countless awakenings on the team) and you simply need to match your 5 colours and fire TPA to pierce through. The rest of the floors are require an active of some sort to proc your additional damage, but try to use Spica on floor 2 to generate enough wood orbs to deal with the water based Karin. Horus used on floor 1 will be ready again for the boss.
Do note that the actives listed per floor are simply a guideline, you may have to deviate if things do not go according to plan, but it helps to have a template to autopilot off of.
Strategy
The strategy is quite straightforward due to a lack of dungeon mechanics and is mostly a test of your rainbow matching skills. If you can follow the active usage chart above, you should be able to sweep every floor without too much difficulty. The key to scoring high is being able to plan and execute your matches quickly. You only have access to 2 time extend awakenings which may feel frustrating and requires you to be precise in your matching.
Video
My top 1.8% ranking play through that has some room for improvement but should at least give some inspiration for achieving a high score. There is no voice-over as there is not much to say and mostly consists of me rambling to myself or swearing. Upon reflection, I should have dropped the orb sooner on the first few floors to save a few extra seconds.
Conclusion
Maybe I will get a hat this time, but it is going to require a modest amount of RNG to score higher as the max damage is where a large portion of your points can come from. Perhaps if I can save Antares for a later floor, I may be able to burst higher, but will still require more runs to do so.
The Final Fantasy Collab is one of the most popular and powerful collaborations available in Puzzle and Dragons. The various cards feature unique actives along with powerful leadership potential. Furthermore, GungHo has significantly buffed many of these cards to keep them relevant in today’s meta along with introducing new characters.
This post will cover all the changes that have been implemented for November, 2016 along with my thoughts and commentary for each of the monsters.
On a different note, all players above rank 50 will gain a free roll in the Final Fantasy Collab and you may get lucky.
Rolls overview
Final Fantasy REM Overview
6 Star Rolls
5 Star Rolls
4 Star Rolls
MP Shop
Gift
Note about Skill Inheritance
Any card that comes out of a Collab REM or REM that can achieve at least a 5-star form is able to be used as an assistant for Skill Inheritance. This means all the Final Fantasy cards can be used as assistants and you should think twice before vendoring any of them. For more information about Skill Inheritance, feel free to check out my guide HERE.
Video commentary
—video goes here—-
6 Star Rolls
The following monsters are both the rarest and most powerful cards available from the Final Fantasy REM. However, each day of the Final Fantasy Collab will feature one 6-star having a higher than normal roll rate on a rotating basis:
The 10 Million Downloads Godfest comes on the eve before the Final Fantasy Collab and gives players a tough decision on where to spend their stones. To complicate matters further, a Player’s Choice Godfest should be in the near future and will most likely feature the most coveted monsters. However, the 10M Downloads Godfest features some powerful monsters that will come out with +10 to each stat and coincides with the highly favoured Midnight Gala.
When making the decision to roll or save your magic stones, you need to determine if the featured pantheons can benefit or compliment your teams. Chasing for one specific monster is unwise as you will most likely be disappointed and should ideally have Godfests that overlap with many target cards. Remember all monsters that come out of the REM will qualify for Skill Inheritance so do not be too hasty when selling dupes. For a more detailed team building help, please refer to my full list Popular Leader’s and their Full Sub List Post. Lastly, to find more information about a specific pantheon or monster, refer to my Master List to better refine your search.
Midnight Gala
jjj Day 1
Norse
Mechanical 1
jjj Day 2
Chinese Celestials
Mechanical 2
Day 1:
Day one features the highly sought after Norse Gods along with the modestly powerful Mechanical 1 series. The Norse Gods all have their awoken forms and grant 2x damage for their primary and sub elements along with forming powerful tank teams. They are mostly used on their respective mono-colour teams, but can sometimes play a role in rainbow teams due to enhancing two colours and providing double skill lock resist awakenings. Lastly, by boosting damage for two turns, you can use on the floor prior to the boss to ensure you sweep it while conserving your other actives.
The Mechanical 1 Pantheon is relatively new and features Machine / God type monsters. They have an interesting set of awakenings and provide 2 skill bind resist along with a powerful active that removes jammer and poison orbs. They can also form 16x leads with 51% damage reduction from 4 different elements. However, their main downfall is a lack of an ultimate evolution and will only be a matter of time before they gain strong potential.
As the title implies, my review for the Final Fantasy Collab REM is currently in the works and will be ready before the release on Monday. There is a lot to cover so just check back regularly or follow the various social media platforms below: