Living Character Highlight: Commanding Hibiscus Starfairy, Rosalyn

Living Character Highlight Series

Living character highlights mean they will be updated and noted when the last update was. Readers are welcome to leave comments or message the author directly. This keeps the highlight relevant for current content and players interested in the character as they evolve in the meta. Also, it lets us (Hyperion) rush a publish when a character is first introduced in case the content is time sensitive with the expectation that the highlight will continue to be improved. The order of information in these highlights will always be an fluffy introduction, general overview, team building suggestions and finally dungeon guides. Thank you Tsubaki Bot for the image card sources! Art and icons are owned by GungHo Online Entertainment, Inc.

Updated 2021, November 19th – Added Lumon’s MD1 Guide, embedded videos

Updated: 2021, October 7th – Added MD1 Template and 17-min clear video.

Updated: 2021, August 13th – Added Optimal (Gileon) build video.

Updated: 2021, August 4th – Changed guide to support the new optimal SR3 build with Gileon. Added clears by MantasticPAD and WetTheSystem.

Updated: 2021, August 2nd – Small corrections, and added more details to Fenrir Viz, Senri, Gremory and Grandis encounters for Shura 3.

Intro: Transform Meta & Starfaeries

Rosalyn is one of three new faeries in the Star-Twined Faeries event to break into the “S-tier” lead scene competing with Nautilus and Royal Oak. They are also part of the new double-transform trend that reduces the emphasis on massive amounts of skill boosts and challenges team builders to come up with creative ways to survive early floors in dungeons with shields, hastes and delays.

What are transforms? Transforms were introduced with Fagan Rai, and more notably, Fasca and Nelle and were a way to provide a potent 7×6 leader skill that would transform into a new card with a better leader skill after meeting the skill boost requirements. Other cards were introduced that provided very powerful team building tools such as Norza who had a ridiculously low cooldown of 2 turns to generate 3 water orbs, 3 heart orbs, an RCV buff and a time extend buff. The meta progressed with the introduction of Sin Dragons & Key Heroes (and later Mystics & Specters) by having uber powerful cards but extreme skill boost requirements to offset them (25-30 turns).

And then the submarines arrived…

Nautilus and Royal Oak progressed the meta with crazy scaling damage amp actives that also make their primary color orbs AND hearts on a two-turn cooldown. Not only that but they pack an incredible 4x effective HP (eHP). What’s the downside? You can’t (easily) transform them on turn 1 because they take two active skills to reach their final form. They were not the first cards to have this mechanic, but they are the first to have a significant impact on the meta. Nautilus and Royal Oak require 25 turns for first transform, then 6 to transform the second time. This emphasized packing large amounts of skill boosts and then you only needed a reasonable solution to survive the remaining 6 turns.

Rosalyn, Natsuru and Phillis have flipped that a bit. They provide absolutely nothing in their first form, but they take a measly 12 skill boosts to transform the first time. However, you are stuck with an awkward 10 turns before reaching your full power and survivability! The first transform leader skills are luckily just serviceable in end game content. This can be very challenging to team build for as the meta is still mostly influenced by the era of Sin Dragons & Key Heroes and Mystics & Specters where cards were tuned to have huge amounts of skill boosts that now are mostly wasted on the new fairy teams.

All Things Rosalyn

[metaslider id=469 cssclass=””]

PROS AND CONS

PROS

  • 11.11x eHP (91% shield) with self-pair.
  • All eHP is through shield, so immune to gravities and has 11.11x eRCV as well.
  • No need for RCV solution if bringing a heal-stick. Heal-stick isn’t even needed except for the most difficult content.
  • Shield is activated by hitting 9C and does not have a color matching requirement.
  • Active skill scales of fire combo enhance (takos) awakenings and thus double-dips for insane damage. (Think Nautilus.)
  • Rosalyn synergizes well with all kinds of damage approaches: combos, rows, VDPs, Ls and even crosses!
  • Rosalyn easily damage caps off of just doing combos, so her VDP awakening is a very nice option just for dealing with annoying void shield spawns.
  • Built-in 7×6

CONS

  • Mediocre attack multiplier: 256x with self-pair
  • Bindable in all forms
  • Does not provide skill bind resist
  • Awkward 10-turns of weakened leader skill after first transform.
  • Failing to hit 9C is instant death in almost every situation.
  • Damage controlling can be hard due to red combos scaling VERY quickly.
  • Her active does not make hearts.
  • Weak to full heart board and full red board changes which do exist in the current meta: Senri, Parvati, Wisp.

TEAM CONCEPTS

Rosalyn is a combo-based leader relying on a flood of red orbs from her fire skyfall buff.  Her team should stack red combo enhance (tako) awakenings to scale her active skill and improve her damage output. Common team templates damage-cap Rosalyn with just 3 red combos, so players should practice conserving excess red orbs. Most team templates cannot afford a heart generator so players should also learn what hit combinations they can survive through and conserve heart orbs as needed. Players will be challenged to survive the 10 turns in between the first transform and second transform.

For most content her sub-pool is very versatile, but extreme requirements and lack of some JPN only options limit her team building for new dungeons like SR3.

Below is a list of cards fulfilling various sub archetypes. This doesn’t cover all archetypes, most notably passive damage support (red takos, red rows, etc). You can easily filter passive damage support cards in PADDB or Ilmina.com. If you see cards with good passive awakenings on the lists below that means they have that double value (or sometimes triple if they are in multiple lists) for covering multiple roles.

Asymmetric Pairings

[7343]

[5641]
[7517]

Damage Dealers

[7286]
[4636]
[5425]
[6198]
[4703]
[6589]
[5316]
[7469]
[6537]
[6395]
[6590]
[6835]
[5641]
[6584]
[5931]
[5187]
[6540]
[7217]
[7536]
[7386]

Mechanics Coverage

[7286]
[5427]
[7115]
[7052]
[5425]
[7289]
[6540]
[5936]
[5991]
[5931]
[6819]
[7054]
[6584]
[7032]
[7386]
[6834]
[6862]
[7536]
[7227]
[7469]

Shield Actives

[5187]
[6787]
[6353]
[5596]
[7115]
[6589]
[7052]

Critical Assist Equips

[5875]
[5619]
[6472]
[6179]
[7344]
[7324]
[6547]
[7205]
[7235]

Team Templates

Rosalyn MD1 Build (Can struggle with Blue Albrecht)

Rosalyn SR3 Optimal Build

Optimal SR3 build for Rosalyn as of Aug. 2021

Low-Cost Team Build for General Play

Fairly Easy to Build Rosalyn for General Use

Dungeon Guides

MD1: Dimension Guide

WetTheSystem – 17 Minute Clear

Shura 3: Stellar Stage of the Supreme

Old Guide not running Gileon can be found here: Rosalyn SR3 No Gileon

This dungeon guide assumes you are using the optimized Gileon build. Deviation from the build will need to re-evaluate damage and HP checks. HP Checks are noted in RED.

Comment on 2 double-damage cap cards: All of the calculations done are based on a single double-damage cap. Several floors have potential to troll you with 2 double caps, and so it is best to not even waste the resources. With good skyfall luck it will save you at MOST 5-6 turns.

Floor 1: Baby Carbuncles

Have ~fun~ occasionally being trolled here. You need to stall at least 2 turns here, but preferably 3+ turns, and sometimes skyfall doesn’t care. Focus down the dark carbuncle, then focus the blue one. Do not mass attack under any circumstances until Misty Rain on Belial is ready for F2 (and the Dark and Blue carbuncle are dead). Keep cascading to a minimum and break up pairs left on the board. You can use Misty Rain this floor if you screw up, but it makes F2 very difficult. If you DO need to use Misty Rain you must stall on F1 until Rosalyn is transformed. Gileon gets bound here, but it does not matter.

Floor 2: Golems

Use Misty Rain to delay and clear debuffs. Attack hard until you break super resolve. The suggested approach is mass attack until all 3 super resolves are broken. Saving for one turn to hit more combos the next turn is dramatically more damage efficient. You must kill one golem if you have 63521+ HP, and both of the outside golems if you have less than that. The optimal build does NOT have enough HP to survive 2 golem strikes so kill both of the outside golems. It is possible to get here early enough that you cannot transform before the center golem executes you. In this case you have to go hard, save up red orbs on the board because you will need to rely on red tako scaling to clear the golems.

Floor 3: Evil Death Dryad

Dryad Skip Strat:

64,935+ HP is required for this strategy to survive the Dark Knight preempt of F4. Kill this floor in two turns. Mass attack fire plus one additional combo is usually enough, and 3 total red combos is always enough. Save extra red orbs to avoid orb troll since your board is flooded with unmatchable hearts.

Non-Skip Strat or Late Transform:

Use Belial to clear heart unmatchable, then do minimum damage possible to attempt to stall Belial up for the next floor. You can survive one turn on the next floor so you need to spend at least 4 turns here. (Two hits to kill dryad, 1 hit to knock one puppet golem, 1 hit to knock other puppet golem, 1 hit to kill puppet golem, 1 hit to kill other puppet golem = 5 turns).

Dryad has red absorb:

Don’t forget to dump Rudra, or he will over charge before Minerva/Parvati. Clear heart unmatchable with Belial, target the dryad and carefully keep yourself alive. You can’t easily control red skyfall due to Rosalyn’s skyfall buff, so this isn’t often successful. If you happen to mass attack at this point consider using Boar Head to potentially save the run. If you do have to use Boar Head then stall as much as possible. On the Dark Carbuncle floor (F6) kill the Flamie, then very carefully single target the Bubblie. As long as you don’t deal too much damage you will not break the Bubblie’s defense and can stall the turns needed to get Boar Head back up.

Floor 4: Swordsmen

Use Belial to clear the F4 awoken bind AND F3 heart unmatchable. Clear when ready. For spinners, target the blue knight and prioritize heart TPA and 2 red combos. Gileon comes up around this floor. Do not forget to transform to take advantage of him.

Floor 5: Big Carbuncles Part 1

Trivial. Clear when ready, and mass attack so you don’t forget to kill them within 1 turn of each other.

Floor 6: Big Carbuncles Part 2

Your Boar Head will get delayed 2 turns. Use these 2 turns to hammer down the Flamie and Bubblie with single target damage. Do not mass attack. You must hit hard with Lakshmi to knock down the Bubbly, so do not hold back once you are going for the kill on the dark carbuncle.

Floor 7: REMDras

Optimal build runs a leader-swap latent awakening. Your HP with Leader Swap Resist must be 58,447+ to survive Diamond REMDra. If you are shielding check with your swapped lead that your eHP is 649,401+. Delaying works well too if you can fit it. The old build linked at the start of this guide used Misty Rain.

Floor 8: Parvati -or- Minerva

Parvati:

If you have 2 Double Damage Cap Latent cards that can hit 4B then use Rudra (who also clears the RCV debuff from Parvati) and kill in one shot. This requires a very good board (~5 red combos) to get enough damage out of Rudra, but it’s possible to conserve orbs from the previous floor. Otherwise, use Rudra and do 1 heart TPA, 2 red combos and one other combo. DO NOT CASCADE ANY ADDITIONAL COMBOS. Parvati damage control is 100% consistent because she gives you 10 turns of no skyfall. Alternatively, it is possible to get a ~40% hit with a red VDP + 1 red combo if your only VDP subs are Rosalyn, but make sure you can survive Parvati’s 0% RCV debuff (via NY Horus or Wedding Trailo buffs).

Minerva:

Do not try to one shot Minerva. Follow the same 2 turn strategies used on Parvati for Minerva.

Floor 9: Tsukuyomi -or- Andromeda

NOTE: This is the last floor that you must make sure you do not have any residual jammers or poison orbs for any reason. F10 Ameno will execute you if you have hazards on the board. Also try to save 4 hearts leaving F9 to prepare for Baldin and recover from Belial self-nuke.

Tsukuyomi:

3-4 red combos one-shots Tsukuyomi. 3 red combos is a bit close. 4 is absolutely safe.

Andromeda:

3 red combos twice two-shots. Trivial floor.

Floor 10: Ameno -or- Baldin

Ameno:

3 red combos twice two-shots. Trivial floor unless you get trolled by orb locks. Save extra red orbs past 3 combos and do not try to one-shot because it’s not possible. Make sure you dump Belial.

Baldin:

Clear awoken bind with Belial and use your hearts you saved from the previous floor to recover. 3-4 red combos three-shots. You might get squeamish on Baldin if blind skyfall from Tsukuyomi is trolling you. You can carefully stall with 2 red combos plus 1 more combo and stay under Baldin’s 1M defense. You can optionally manually 9C for your shield, but some accidental red skyfall will quickly end you.

Floor 11: Gremory -or- Grandis -or- Ilm

NOTE: F12 has Senri. If you are using Dark Lakshmi/Akantor/Gileon make sure you are prepared (use Dark Lakshmi premptively -or- make sure your board change is ready).

NOTE: F12 has Dark Metatron, and you will need to use Belial or Mushroom equip to survive the heart unmatchable.

Gremory:

Absolute nightmare if you don’t have a readily accessible time extend. She’s dies easily, but if you don’t have a great board (enough to hit 2 double damage caps) you will just put her into the execute range. 3 red combos twice two-shots her. Clearing the time extend is optional, but it really makes the next floors harder. Gremory into Albrecht is terrible, so be ready for that. If you are using Dark Lakshmi to overwrite the time extend it is safer to use her on the second turn to lock the board in preparation for Senri.

Grandis:

Free. Blow his home up with double cap hit. If you’re screwed on red orbs use Lakshmi here to make some extras. It takes 3 red combos and a total of 14C to break Grandis’s defense with Lakshmi. Note it takes 3 red combos and a total of 16-17c to consistently hit double cap on Lakshmi. You can also survive Grandis hits if you have Lakshmi shield active.

Ilm:

Use the spinners to overcome the full light board. Wait until the orbs are red/hearts and use Rosalyn active, then swipe a TPA of hearts out of the spinners and solve the reds. If you can fish another red combo you can trivialize the damage calculations on this floor because 3 red combos twice two-shots. Be careful attempting to one-shot as his 16 billion health pool is the perfect range to troll yourself into an execute even with two double cap hits. He’s trivial except for spinners.

Floor 12: Senri -or- Albrecht -or- Fenrir Viz -or- Dark Metatron

Note: Make sure to check Belial/Misty Rain cooldown, because Belial must be available for <50% on F14.

Senri:

If you’re using Wedding Trailo or NY/SR Horus then swipe and pray. The best way to fix this is to run Akantor (shield+board) or Gileon. Another good alternative is using GH Dark Lakshmi on the previous floor to lock your board and save yourself some orbs. Clean three-shot even with 2 double capped cards. It is possible to knock Senri into execute if you attempt to 2 shot her and you don’t hit cap on Rudra both times. (So don’t try it.)

Albrecht:

His mechanics are annoying, but just overcome his mechanics and two-shot him in between awoken binds. 3 red combos twice will two-shot him, but its very close. 3 red combos when he’s light attribute hits him for ~10M with 16ish total combos. It’s safer to do 4 red combos for the second hit.

Fenrir Viz:

Free. Two-shot him below 50% using 3-4 red combos, then do a red VDP + 1 combo to finish him off. Be careful with 2 double caps subs and attempting to two-shot him, because if you are running one sub that deals no damage (like Belial) you will certainly push him into execute range.

Dark Metatron:

Free. Use Belial to clear unmatchable status. 3 red combos twice two-shots. If you have 61,975+ HP you can safely wait one turn to use Belial if you do not have enough hearts on the board to heal from the Belial self-nuke. If you made a mistake and let Misty Rain over charge you’re going to be forced to use Mushroom here if its up. If neither is up yet you do get ONE free turn on the next floor (no preempt) and another if you can one shot F13, but its not likely because your board will probably start to flood with hearts.

Floor 13: Raphael 😦 -or- Gorfeis -or- Gorkaos

Raphael:

Free with the optimal build, but scary without a way to guarantee 4 red combos. Use Gileon or Lakshmi to get you up to 4+ total red combos and destroy him. Consider saving orbs on the previous floor if possible, to plan for Raphael if you won’t have an active ready.

Gorfeis/Gorkaos:

Mostly free because neither has red absorb but can take 4 red combos to get a good hit unless you full combo the board. Be aware that sub attribute pings will prevent you from killing him through his resolve. They don’t have HP based executes so don’t worry about it too much.

Floor 14: Kyonzansai -or- Ryuunsaai

Use Rudra ASAP and hit as hard as possible. Keep in mind the blue one will make red unmatchable below 50%. Clear unmatchable with Belial with the blue one and make sure you save a heart combo when knocking him below 50%. Chip down any remaining HP. These don’t have HP based executes either, but they do have Turn-10 executes so don’t hold back. Even with Rudra active and 4 red combos you only hit for 6-7B (a little over 20%). You will often need to VDP to reliably get good hits without Rudra’s active. You can ALMOST two-shot the red dragon with 4 red combos twice, so you can easily chip him down once Rudra active is gone.  

Floor 15: Light Hexazeon -or- Dark Hexazeon -and- Augites

Augite 10th turn w/3 revives: 64,459+ HP

Notable health check with 50% shield active: Light Hexazeon 50% execute – 46,053+ HP

Kill Light Augite then mass attack and kill both then mass attack again and kill both. If the green one trolls you take your time a bit and try to get the final kill on them at the same time. Dark Augite easily dies. At any point during the augite phase burn your Misty Rain on Belial if it over charged if you are against Dark Hexazeon to prepare for his awoken bind. Otherwise save Misty Rain for its nice time extend/RCV buff or use it if you are cutting close to the 10-turn augite pseudo-execute. Optimal build has enough HP to use Lakshmi (Gileon brings big HP), but most teams will need to use a bigger shield like Mushroom equip. Use the shield at about 75% (if its a 5 turn one) on Hexazeon and begin burning him down hard. That means if your shield is not up you must combo conservatively but still manage to farm hearts onto your board (which can be very luck-based). If you get Dark Hexazeon make sure to save a heart combo if possible so you can heal from the self-nuke. Otherwise, you must attempt to survive the next hit after the awoken bind. Get him low and begin conserving a few extra red orbs per board or prep our Gileon when he is getting near the kill zone. Wait for him to turn green and blast him with a 5+ red combo hit to finish him off. Having two damage cap cards here really pays off, but being able to cap or nearly cap the Rudra with a Gileon active is just as good. With only one double damage cap 4 red combos hits Hexazeon when he’s green attribute for 6.5% (vs a 7.5% hit with 2 doubles). 3 red combos hits for about 6%. Damage can be significantly less without the color advantage, and its abysmal at blue (capping out at a 3% hit which is only 1% above his execute).

Question Time with Mantastic – August 2021

Introduction

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

download 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?
x 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. Happy Puzzling!
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Star Weaving Fairies REM Review – July 29th, 2021

Introduction

The Star Weaving Fairies make their debut in North America and features a REM that shares a similar format as Sin Dragons/Mystics as the Event cards will be lumped together with other REM monsters.

Furthermore, there is no Monster Exchange option for any of the cards which means players will have to repeatedly pull in order to acquire any of the Event cards. As such, many Magic Stones will need to be spent but I would advise not rolling until we see the rolling rates for a special 9-Magic Stone Super Godfest that goes live on Saturday, July 31st.

With that being said, the Star Weaving Fairies features many powerful cards along with new top-tier leaders who will be able to tackle all content currently available.

Due to continuing wrist pains, I have only done Pros & Cons for each card and did skip over underwhelming Weapons.

Video commentary


Overview

Star Weaving Fairies REM Pros & Cons – July 2021
Pros
Cons
  • All cards have a Weapon Assist
  • 16 free rolls for all players over the duration of the event
  • Debut event
    • All Event cards will be New
  • 7* rarity features new top-tier leaders
  • No Monster Exchange
  • Frustrating rolling rates
    • 75.5% rolls will be non-Event cards
      • 4.5% for any Event 7*
      • 24% for Event 6*
        • 5.25% for 7* GFE
        • 5.25% for 6* GFE

Check the Official GHNA post to see the full rotating line up for the Faries event HERE as the GFE featured will change each week.

Star Weaving Fairies REM
7 Star base
(4.5% total)
6 Star base
(24% total)
Icons show Base form/form they come out in
Star Weaving Fairies – July 2021
S
A
B   
C
D

Order within each tier is random and not reflective of ranking Continue reading Star Weaving Fairies REM Review – July 29th, 2021

Upcoming Events in July – P&D Pass Bonus, Heroine, [Fairy] Title Challenge, & Fairies Event

Introduction

GungHo NA has been releasing News Update videos for the past 2 months which is fantastic as we are better able to plan out our play time and Magic Stone usage. As such, here is a recap of the upcoming North American news for July 2021 along with  screenshots of the notable news points in case watching videos is not ideal.

On a different note, there will be a maintenance on Wednesday evening from 18:00 – 2:00 (UTC-8) which will grant 9 Resets including Rank 150-1000 Memorial pulls, Present, and Best Friend selection. If you wish to read more about Best Friends, check out my other article HERE. I will release an update video after Patch Notes go live.

Mantastic summary


Continue reading Upcoming Events in July – P&D Pass Bonus, Heroine, [Fairy] Title Challenge, & Fairies Event

GungHo Collab NA 7/2021

GungHo Collab is back with an almost a complete renewal. There are as many new cards as there are re-shows. This re-run premiers some powerful subs, usable leaders and cards that fit into tight niches. Analysis is provided by WetTheSystem with some light-hearted commentary for each 7-STAR provided by BattleCorgi. The Score Diamond is generated by 0.0-3.0 scale scoring from select players. Each line on the diamond is equivalent to a 0.5 score. Very few cards will have a full diamond as most cards have certain niches in the game they fit into.

Some notes: Scroll over the images to get directional arrows to view additional evolutions on each card. Naming and spelling may vary due to localization changes when content comes to NA and so there may be some discrepancies in the names shown here. Monster IDs are provided to reduce confusion. This particular article is currently only discussing cards new to the REM. There are some notable buffs especially to Karin’s leader skill as a leader for new players and Elena’s awakenings making her a viable double damage cap sub.

Image cards are generated by Tsubaki bot, which you can find in many PAD community discords including Hyperion’s. You can find their Patreon here: https://www.patreon.com/tsubaki_bot

Summary: GungHo Collab NA Re-run 7/2021 is a strong renewal for a long time machine. Many of the new entries, even some of the gold eggs, are nice catches. However, there are some painfully useless cards on the bottom end which take up 45% of the odds in the REM and even a few diamonds (like Joker) might leave you feeling trolled. More conservative players might choose to just trade for Rudra and buy the Belial orb-skin bundle, especially considering the soon to arrive Faeries event. Don’t forget to farm the event dungeon for gold tickets as its easily the most efficient way to farm Pys.

Almighty Zeus [7283], [7284] & [7285]

[metaslider id=313 cssclass=””]

Almighty Zeus lacks a current good home in a team or as a tool in current endgame. Zeus [7283] is a 6 skill boost light blob/row farming sub and leader. His skill is useful in farming applications as it guarantees a row, can provide for SFUA and unlocks the board. His leader skill is good row based leader similar to Haohmaru from Samurai Showdown. [7283] has 20x attack with 6+ combos and a strong AutoFUA (5M) at 6+ light orbs. His leader skill is compatible with the newly buffed Ferule and creates a viable Light-blob Shura2 team. Also notable that this AutoFUA is perfect for tackling the 1% SR first floors of many of the new Extreme Annihilation difficulty descends. Dark Zeus [7284] has a strong cleric active that provides 5 lights, 5 darks and 5 hearts. Unfortunately it only reduces statuses by 7 turns so its not appropriate for the 10 turn status effects in Shura3 and clunky in A.Shura2. His 4 light Takos mostly go to waste due to our lack of Light-combo based leaders. Finally, Zeus Assist [7285] provides an impressive 4 light rows and 1 skill boost and his strong farming active as the active skill. This further cements this card as a great farming tool.

Almighty Zeus is an average card, but has some potential to greatly improve players boxes who lack good light blob farming tools and would like a good leader, SB stick or assist equip. His base form is compatible with Ferule and makes her more endgame viable.

Corgi Rating: Zeus comes off as the type of guy whose idea of a great first date is listening to Nickelback in a WalMart parking lot at 11:50PM. He drives a lifted truck and spits sunflower seeds into an empty Mountain Dew bottle. Sitting next to him means being consumed by a cloud of Axe body spray. 1/5 Corgis

Rudra the Destroyer [7286], [7287] & [7288]

[metaslider id=317 cssclass=””]

Rudra the Destroyer Is a very powerful and versatile fire sub. Rudra [7286] can pack an impressive FIVE red Takos providing fire combo teams huge amounts of passive damage. Most notably his awakening set will become useful when NA gets the Faeries event that introduces Rosalyn. Her active scales off red Takos in a way similar to Nautilus and Royal Oak. His active is a 10 turn cooldown 1/2 RCV and Void Damage Void for 2 turns. This is a very low cooldown for this active, and if RCV is adequate this is a good option for overwriting more serious RCV debuffs as well. Dark Rudra [7287] has 5 cross awakenings that give him absoutely insane personal damage on a single cross match. He also has a very powerful 2 turn active that creates 3 Fire and 3 Dark (over non-Heal) making him a potential sub choice for Fire/Dark leaders that need a potential orb system. Finally, Rudra Assist [7288] provides a Cross and Team HP+s. The cross gives other teams access to blind skyfall clear and the active skil provides a low cooldown assist for bypassing damage voids. This is a perfect card for cross teams that want to approach content with Void Damage shields.

Rudra the Destroyer is a powerful and versatile fire sub. He has current usability but will really shine when Rosalyn is released in North America in the near future. Don’t miss this card if you are planning to play Rosalyn.

Corgi Rating: Rudra’s abs hold almost as many secrets as his hair. He has a clearly beloved pet snake and multiple arms, meaning he’s not as emotionally stunted as Zeus and he probably gives great shoulder rubs. Rudra writes really bad poetry that he often shares on Instagram but his laugh is kind of cute. 4/5 Corgis

Tyrant Empress Belial [7289], [7290] & [7291]

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Tyrant Empress Belial, the newly introduced orb-skin, comes packing with 3 very useful forms. Belial [7289] is a critically useful heal-stick and FULL cleric for many teams due to her 5 heart orb enhances, high RCV stat, 100% poison resistance and stacked low-cooldown (5 turn) active. She packs an optional 4 SBs or cloud resist and can be an inherit base for critical early dungeon active skills like Red Shelling Ford. Belial [7290] has a 1 turn suicide that overwrites time debuffs and generates 3 Dark orbs which is a perfect active for archetypes popular in TA2 and TA3 dungeons. Her awakenings and leader skill accentuate her kit and make her a strong <50% sub and leader herself. Finally, her assist equip [7291] provides a diverse awakening set of Cloud, FUA and God Killer and her powerful full cleric active. The low cooldown means this card can be inherited and still have a lower cooldown than many other cleric options. Tyrant Empress Belial gets high marks in as a meta sub/assist and longevity due to her strong active and heal focused awakening set. She’s an important sub for several meta teams and meta teams in future content including Rosalyn. She’s also a notable farming tool.

Corgi Rating: Belial has an enviably adventurous fashion sense and a mysteriously stern expression. Belial will ghost you after the 2nd or 3rd date; however, you’ll always think of her fondly because of her sardonic sense of humor, as well as the impressive speed with which she scarfed down an order of mozzerella sticks when you took her to Chilis. She spends a lot on pedicures and also has a tail. 4/5 Corgis

Lance Princess Berte (Velte) [7292] & [7293]

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Lance Princess Berte (Velte) is a welcome sub expanding the available Nautilus roster. Berte [7292] provides full Blind resist and provides meaninful damage through 3 green rows, 10C and VDP (through SA). She may have a better home on Freyja/Nautilus pairing due to the increased +combo in her leaderskill, but even if not being used as a damage stick she provides so many things Nautilus may want with 4 skill boosts, the already mentioned rows and a rocking Wood/Heart generator with time extend and no skyfall overwrite on a 2 turn cooldown! Not only that this means that every 2 turns you can do very precise damage control setups because of the one turn of no skyfall guaranteeing your damage output or your ability to save orbs. You may find it difficult to fit her on team especially in Shura 3 due the the All Attr Required clause and her shared color set with Nautilus (G/B). Both forms have a good leader skill, but her chibi form will probably be the most useful of the two leader skills. Chibi Berte [7293] ‘s great leader skill is dampened by her mediocre active and low skill boosts. She still synergizes well with Nautilus: 3x eHP, 6x eRCV and 20x Attack.

Berte is a good addition to Nautilus teams. Her low cooldown active and general synergy makes her a great pick. Also a playable leader if you are looking to pair with Nautilus.

Corgi Rating: Berte is clearly a librarian by day, but slayer of supernatural foes ala Madoka Magicka by night. With her sensible haircut and trusty fenic side-kick, Berte is the ultimate gal-pal. She’ll happily be your confidante–as well as a shoulder to cry on–after a bad date. The easiest way to make her blush is to quote Pride and Prejudice in her presence. She’s also absolutely not interested in you. 5/5 Corgis

Ceressa, the Resonance of Lost Gear [7294] & [7295]

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Ceressa, the Resonance of Lost Gear is a slightly late addition to Royal Oak teams. Ceressa [7294] packs plenty of Ls, 100% poison resist and 4 skill boost and a decently potent active on a 3 turn cooldown, but is out competed by the SamSho orb-skin: Hisame Shizumaru. The active skill overwrites no skyfall debuffs, gives a 2.5 RCV multiplier and creates an L of blue BUT it does not make hearts and can even overwrite existing hearts on the board. This doesn’t make her bad, she’s great, especially with access to Cloud and 10C through her Super Awakenings. However, you may find it difficult to fit her on team especially in Shura 3 due the the All Attr Required clause and her shared color set with Royal Oak (B/D). Chibi Ceressa [7295] is strictly less useful. Her guaranteed 10,10,10 board with 2 turns haste may see some use in farming but her utility focused awakening set does not work well with such a low impact active skill. Unfortunately this active skill (and her low SB) also impacts her usefulness as a leader, because Chibi Ceressa does actually have an excellent leader skill that synergizes with Royal Oak: 3x eHP, 6x eRCV and 20x Attack.

Ceressa is a good addition to Royal Oak teams especially if you are missing some of the other more meta options like Shizumaru, Mega Skuld and Kyori. Also a playable leader if you are looking to pair with Royal Oak. Her base form’s low cooldown active is a systemable water L if you happen to pull 3 of her.

Corgi Rating: Ceressa always makes a great first impression, but her cheery grace obscures a dark inner turmoil. Ceressa peaked in high school and now has a business on Etsy where she sells custom knock-off Starbucks tumblers. She’s in a massive amount of debt because of three failed attempts at profiting from MLM schemes. However, Ceressa does have great hair. 2/5 Corgis

Type 61 Battler: MeiXin [7296], [7297] & [7298]

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The introduction of War Tank Meixin adds another card to the roster that is desperately waiting for Rosalyn to arrive in North America. Both of her forms are useful for red teams in end game, farming and potentially even ranking tournaments. Meixin [7296] packs a ton of passive damage for red combo teams due to her 3 fire Takos. She also provides a bit of bulk with Team HP awakenings. She’s held back however by low skill boosts and bindable without SA. If you do have an equip with Bind Resist she can provide 100% Jammer resistance and overall is very useful. Meixin [7297] packs a 5 skill boosts and 31.25x personal multiplier with 10C+VDP. This multiplier sky rockets to 281.25x against Physical spawns which can be very appealing in certain dungeons (including ranking) that contain lots of Physical type spawns. Her leader skill is serviceable and can pair with the soon to come Rosalyn with 3x eHP, 2x eRCV +3 combo and 1M Auto FUA. Unfortunately she does have a low attack mutliplier at 14x. Finally, both forms of Meixin share the same active: 2 turns of 1.5x orb move, total defense void and a bottom row of fire. This is a greaat active for farming and even potentially ranking. It’s on low enough cooldown (6 turns) that it does not feel like a waste in other content as well. Lastly, chibi Meixin [7298] adds on to the huge amound of red row farming tools. Three chibi Meixins create a systemable red row generator with a total of 12 skill boosts, 9 red rows and 6 red takos. They also have meaninful damage when making a VDP on these farming teams for spawns with void damage shields.

Like Rudra, Meixin is primarily waiting for Rosalyn to hit North America. She has uses in all three forms and has great farming actives. Red row farmers may consider picking up 3 of these for her system.

Type 61 Battler Armor: XiaoXin [7299], [7300] & [7301]

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War Tank Xiaoxin [7299] and [7300] is very similar to her Fire sister Meixin except in her chibi form where she deviates. Please take a look at her synopisis for commentary on her awakenings and how they are used on teams. Xiaoxin’s differences are her killer kit is targeted towards Attacker, she has access to blind resist SA instead of jammer and she provides a different style active. Xiaoxin’s active is very “toolbox” She increases orb move time like her syster but provides a 3 turn 2x spike for blue and 2 turn delay. We used to scoff at these confusing actives saying “Why would you want a delay and spike on the same active?”. That is not the case anymore with the introduction of spawns with Super Resolve and giant HP pools. These kind of actives can now TOTALLY trivialize some content and make sure the active is very useful for the entire dungeon. Xiaoxin is a bit less versatile than her sister due to bad leader skills in both forms, but she is very useable now with leaders such as Hitagi from Monogatari collab. Xiaoxin REALLY stands out in her chibi evolution [7301]. She provides 4 skills boosts, significant healing through heart OEs and notable damage with 2 VDPs and 2 blue Takos. This is not what makes her so unique though as its her active skill that really stands out. On a 5 turn cooldown she fully recovers bind and awoken bind, but at the cost of making heart orbs unmatchable for one turn. This has some notable downsides if you can’t survive the turn on which you use the active skill, but keep in mind that this does overwrite other unmatchable debuffs with this short one turn unmatchable. This is quite excellent as it is, though gimmicky, a FULL CLERIC on a 5 turn cooldown.

Xiaoxin has some strong actives and possible applications as a farming/ranking killer stick. Most notable about her is her strange low cooldown pseudo full cleric active in her chibi evolution.

SO629c-Ballista [7302], [7303] & [7304]

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SO629c-Ballista [7302] and [7303] is very similar to her Fire sister Meixin except in her chibi form where she deviates. Please take a look at her synopsis for commentary on her awakenings and how they are used on teams. Ballista’s differences are her killer kit is targeted towards Healer, she has access to poison resist SA instead of jammer and provides a different style active. Ballista’s active is very “toolbox” providing 5 TURNS of 50% shield, 1.5x orb move time and 1 spinner. The cooldown is a bit long at 14 turns, but it does a lot and is very useful for busy or orb hungry teams as a spinner combined with long move time translates into a perfect board with enough player skill. Her leader skills are totally eclipsed by other cards currently available like Araragi and Mikage for both forms. Ballista’s chibi evolution [7304] is a low cooldown 2 turn “double Fujin” at the cost of 1 turn of voided RCV. This makes the active problematic in endgame, and the low cooldown (12 turns) isn’t especially notable, but it is rare. She is a great pull though if you lack other damage absorb and attribute absorb voids and can even be used as an assist. Notably she could be useful on speed farming teams for AShura1 because the one active is a low enough cooldown to be used on Sopdet, Another Crusader and also be your 2 turn solution for bad Menoas.

Ballista has useful actives and can be valuable to dark teams, especially orb hungry ones. She has possible applications as a Healer killer stick for farming/ranking.

Shakti, Mother of Mercy [7305] & [7306]

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Shakti [7305] is poor man’s Freyja. This card will only see use in niche situations where you want a similar active on a slightly shorter cooldown. Considering that Nautilus is 25 turns for his first transform this will likely not be a good replacement for Freyja due to one less turn of re-haste to get to form three faster and limitations on equips due to over-hasting. She even covers the same resistance as Freyja (jammer resistance). She has various other downsides as well like lower stats and only access to 6 slots on latents. Shakti’s most likely to be used form then is her card assist [7306]. It provides ribbon resist and a green Tako. Ribbon is not useful in the current meta, but it could be in the future and this equip does technically provide one effective skill boost.

Shakti looks like a bad SR Freyja, but her assist might be useful for newer players with less access to haste/skill boost equips.

Archangel of Music, Sandalphon [7307] & [7308]

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Not to be confused with the descended farmable, Archangel of Music, Sandalphon [7307] is good, though niche. He provides great personal damage to balanced and devils especially when matching a light cross. Both of his attributes are light which actually makes him a viable candidate for double damage cap awakening for the 8.4B damage hits. With SA’s he can even have 2 7Cs which means he’s still usable even against other spawns. He packs 4 skills boosts as well! His down side is lack of bind resist and awkward, though still usable active. Sandalphon’s active provides a 1 turn 100% shield which is great, but it also forces 99 turns of locked skyfall making him problematic for anyone but light teams. Take note that you cannot L-unlock your own locked skyfall buffs.His assist equip [7308] is quite good and fairly unique as it provides 60% jammer resists, 1 heart OE and the 100% active shield.

Sandalphon is niche, but useful for light based teams, especially if you’re looking for a useful shield active equip. Most likely he’ll be used to double-double damage cap against non-void shield Balanced/Devil spawns.

Blaze Lotus Night Rubel [7309] & [7310]

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Rubel [7309] is a mediocre killer stick with a decent farming active. She provides a column of Fire orbs, +2 combos and a shield on a low 9 turn cooldown. Her chibi evo [7310] is likely much more useful as she has notable personal damage for farming/ranking with her 4-5 >80% awakenings and 2 VDPs. She also provides a potentially useful ally delay + large spike which expands her farming usefulness.

Dark Green Brawler Apis [7311] & [7312]

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Apis [7311] and [7312] is a stinker of a card with almost no use in either form. Her chibi evo does have a 9 heart generator and damage debuff over-write on a 5 turn cooldown which is technically unique. She’ll likely only be useful in very lean monster boxes.

Dark Magician Olkis [7313] & [7314]

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Olkis [7313] has AMAZING farming and ranking potential. He provides a 500,000 damage laser and 10 orbs in a “big L” formation. This is notable because its a swipe-able COrb (combo orb) for cards with the Combo Orb awakening. This means it is one active that can cover 3-4 functions: laser, swipe-able board with + combo and finally provide combos for the next floor. His chibi evolution [7314] active is less useful but still good as it can overwrite no skyfall debuffs, time debuffs and spinners on a short 6 turn cooldown.

Olkis is a gold egg worth rolling for and a great addition to the monster box for any player that likes to participate in farming and ranking content.

Varuna, Blue Twin Dragon Scale [7315] & [7316]

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Varuna [7315] isn’t great, but he could see applications in descended dungeons where his low cooldown amp and board unlock might be useful. He can provide blind resist as well. but he otherwise is held back by a lot of trashy awakenings. His card assist [7316] has the same active which can be good or problematic because of the 3turn cooldown. It does have some applications in ranking due to it being a viable way to provide TPA style points, but there are likely better options.

Ushas, the Dawn Mother [7317] & [7318]

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Ushas [7317] and her card assist [7318] is painfully useless in a post-Muzan world. Any auto-heal teams now get plenty of healing by just pairing with a Muzan which is ubiquitous among the player base. On top of that you can farm an assist equip, [2105] Himi Udon, that does the job of providing 4 auto heals and 40% resist as well.

Wicked Dragon Asura [7319] & [7320]

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Asura [7319] is an interesting card. He can provide meaninful damage with his 10c and either the blue Tako or jammer blessing awakeing when activating his board which provides a tri-color blue, red, jammer. Tricolor boards can be a good way to setup other boards or ensure that you will get a decent amount of combos. On top of that the active bypasses damage void shields. This is on a low 10 turn cooldown because jammer creation counts as a “discount”. He also has built in poison resist and 4 skill boost. This card definitely has potential on niche descended content teams. His card assist [7302] provides the same interesting active as well as 40% jammer, 20% blind and 20% poison. This can be quite good and might be that perfect combination of awakenings you need to hit resistance caps.

Asura may have potential uses in both forms. While not good in lots of dupes, having a couple might be nice.

Deadly Sin Dragons & Key Heroes Review

Introduction

Hello everyone, Insomnia here, and the Deadly Sin Dragons and Key Heros(SDKH) are back with buffs and a new card after almost 10 months. The debut of SDKH brought multiple meta leads and many powerful subs and equips that still see use today. Although the power level of the event has fallen off a little over the last 9 months, SDKH still remains a very powerful collab that should not be overlooked, especially if you didn’t roll much in the previous run. Today I will break down everything you can get during this event, both REM and farmables. Different cards will be useful for different people, so I will try and give you as much information on everything as possible, so that you can decide if it is worth pursuing for your own purposes or not. 

Image cards are generated by Tsubaki bot, which you can find in many PAD community discords including Hyperion’s. You can find their Patreon here: https://www.patreon.com/tsubaki_bot

7-star REM

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Gileon was an incredibly powerful leader on debut and still remains extremely strong for Shura 1 and is capable of doing Shura 2 as well. Unfortunately Gileon didn’t get a super significant buff to his leader skill at all so for now he’ll remain as a decent lead. He is extremely tanky sporting a 4x HP and 57.75% shield when above 50% HP. His buff giving him a bonus 25% shield when matching 3 Fire combos isn’t really useful, nor does it do much to address his biggest issue as a lead, his RCV. The RCV issue can be addressed by using a healing stick sub such as Super Reincarnated Amaterasu Ohkami[5938]. To really take advantage of his max 75.99% shield, you’ll need to use a Gileon system, which means running double Gileon leads and a Gileon sub to take advantage of his 3 turn active skill. The constant board change will hopefully create 9 Fire orbs, but as it is a tri-color board change this isn’t very consistent. Gileon also doesn’t have auto-FUA built into his leader skill so you’ll have to manually FUA, which for the most part isn’t a problem. The problems come when you are trying to FUA and make a VDP match, it can be difficult to proc the 7c damage of your other subs depending on the board. I would’ve liked to see at least an add combo to his lead skill, instead they gave him a buff in his best department already, his tankiness. 

However, Gileon really shines as a sub. His 3 SB in pre-transform state alleviates some need of stalling and pressure of bringing a ton of SB on other subs. The 3 turn reduction from 30 to 27 turns to transform is also very nice, way better than his leader skill buff. Once transformed you have a tri-color board with Hearts and Fires on a 3 turn cooldown, as well as cleansing any RCV and Time Extend debuffs. His quad 7c awakenings also means he packs a serious punch. 2 of the best Fire leads in NA use him as a core sub, those being Seina[6660] and Tanjiro[6531]. If you run either of these 2 leads then you really should chase a Gileon if you don’t have, as he will continue to be a key sub on those teams and many future Fire teams to come. 

Gileon’s new equipment form is actually very powerful. Boasting a SB, OE for Fire, and Team HP awakenings alone already makes it a very strong equip, the powerful active it has is just icing on the cake. Full clearing binds and awoken binds and removing all unable to match orbs effects is a highly desirable set of effects in an active already. The board creation is just a bonus, and although it doesn’t create heals, the active recovers all your HP anyways. The only place where this would be a problem is if your lead doesn’t have auto-FUA (which ironically describes Gileon). Despite all this, if you already own a similar active equip, you may not find as much value in this one. It’s not an absolute must have, but it is nice to have. 

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Menuit is unfortunately not the most useful lead. The meta for heart cross lead was 4+ years ago, and they’ve never made a comeback after that. Considering that all your damage and shielding is set on matching the heart cross, it’s not very consistent. Although with dual Menuits you get guaranteed 5 heal orbs each turn, that’s considering that you don’t have locked orbs on the board. What you need to make Menuit work overall just isn’t worth it as a lead. 

As a sub Menuit is still a little awkward, but at least it’s more useful than Menuit as a lead. When transformed, Menuit is a high damaging Water sub and quick heart generator. This can be useful for some Water teams but for the most part there are better options. Where Menuit does shine as a sub is with farming. When transforming, her base form provides 3 turns of bypassing void damage shield and damage absorb shields. This is a unique combination of effects that no other card (except her equip form) has, and it is extremely useful for farming. Having an active that pierces through both damage void and damage absorb shields in one gives the rest of your team more flexibility, especially in dungeons where you can get different spawns each run on a floor. The fact that this effect lasts 3 turns is even more insane as there aren’t many actives for both damage void and damage absorb that last 3 turns. The transformed active unfortunately isn’t that useful for farming, unless for very niche scenarios. It is however only a 2 turn cooldown, so short cooldown inherits can be charged up. 

Menuit’s equip form will probably be the best for the majority of the player-base. It combines all 3 void style actives into one, and it lasts for 2 turns to deal with those pesky super resolve spawns. This equip is so insanely versatile it can go on practically any team that needs a 2 turn active for any of those mechanics. The cooldown isn’t even unreasonably high so it can definitely be up in time if you need it early in a dungeon. Highly recommend trying to pick up at least 1 Menuit for this equip. However, it’s not a big deal if you can’t as it’s quite unlikely that you’ll need all 3 effects at the same time. You can easily compromise with a combination of 2 actives for the specific scenario where you need all 3, or just use an active that only covers the one you need for the dungeon you are attempting. 

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Amlynea, or colloquially known as “Deer”, is an interesting lead. All of your damage and shielding is tied to matching 5 colors, which is extremely inconsistent without 7×6 boards, which is unfortunately something that newer dungeons seem to punish. Alternatively, Deer’s active provides 2 spinners that can be used to generate missing colors, and she unlocks the board first so you don’t have to worry about locked orbs. However, with a strong multiplier, a decent amount of great sub options, and great survivability, if you can deal with the challenges that come with matching all 5 colors, Deer can be a fantastic lead. 

As a sub, Deer is rather average. 10c and 7c awakening provides a lot of damage if you can hit 10c, and you get plenty of time, however her active is quite niche and there are probably plenty of other subs you could use. It’s difficult to pick a team where she would be the “ideal” sub, unless of course for niche scenarios where that quick spinner generator would be useful. Her only obvious place as a sub is on a Deer team where you are pairing her with a Fasca[5842] or some other 7×6 lead and you still want the system of spinner generators. 

Deer’s equip form is rather interesting, being 1 of only 2 cards in NA that gives 2 or more seconds of movement time (the other being LKali equip[7249] which gives 3 seconds but no skill boost). Overall it’s a potentially useful equip, but I wouldn’t label it as a “must have” card. 

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Ferule was one of the hottest leads back during the first run of SDKH, and slowly began to fall out as Shura 2, Shura 3, and their alt. dungeons got released. However, where Ferule shines the most is Shura 1 speed runs. She is one of, if not the fastest and most consistent lead for Shura 1, especially after her biggest weakness got addressed, her lack of shielding. With the new buff she gains a 57.75% shield with dual leads which keeps her healthy against gravity attacks. If you’re looking for fast and consistent Shura 1 runs, she can easily do ~12mins with practically complete consistency. If you are planning on doing Shura 1 with her, you will need to roll a second one to have a system with her 3 turn active in post-transform, otherwise you’ll lose out on consistency and/or speed due to not running an optimal team (which can be manageable especially if you don’t have a strong Shura 1 lead). 

As a sub, as I already mentioned she fits onto her own team the best. However, most Light based teams can benefit from her. Her active offers a rather quick orb generation and a short cooldown spike that can be helpful for killing some of the tankier spawns. Her awakenings offer great VDP damage when needed as well, which overall just makes her a solid sub. However, there are typically far better options than Ferule in many other Light teams, simply because they have better awakenings (Ferule could be doing a lot more damage if the SFUA awakenings were replaced with another 7c or VDP). 

Ferule’s equip form is just overall a great and versatile equip. The SB and rows make her useful and Light based row teams, farming or general teams, and her active is great for any Light or Light + Heal match teams, as you are always guaranteed the 15 orbs so no need to be worried about orb troll. The SFUA and Combo Orb(Corb) awakenings have niche uses depending on the team, for example if used on a Ferule team, since she doesn’t have auto-FUA built into her kit, you can match a 3×3 Heart box with the active to trigger SFUA and kill through resolve spawns. The actual orb unlock and 15-15 Light and Heal orb part is not unique however, there is 5 star card in this event that does that, making it far more accessible if you only need the 15-15 board, that card being Egg of Pride[6419].

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Euchs is another lead that was considered extremely powerful during the debut of SDKH, and much like Ferule and Gileon, was slowly crept out over time. Also much like Ferule, Euchs’ is an amazing Shura 1 speed-runner that is also very consistent for relatively low effort. Euchs’ biggest issue as a lead that really prevents it from performing well in newer dungeons is the fact that you have to stay under 50% HP, or else you lose most of your damage. Being under 50% HP is always risky even with a 75% leader skill shield and 35% from the active if you are looping it like you would with Ferule. Getting to 50% HP typically isn’t the issue, if you can’t tank some hits from the first floor of a dungeon, there are plenty of HP reset actives (including your own equip) that can do that for you, but having enough healing to not just straight up die but not so much healing that you go above 50% HP each time is not something that is super consistent. Although you could use a card like Zaerog Core[5633] that can reset your HP each turn, that is just another active slot used, which really only leaves you with 2 sub slots to cover everything you need in a dungeon. Euchs performs extremely well in Shura 1, easily on par with Ferule in terms of speed and consistency, but begins to struggle outside of the dungeon as significant team adjusts may be needed depending on the dungeon, an issue that Ferule teams don’t really have. 

As a sub, Euchs is really only useful on his own teams. On his own teams he can get pretty close with just a VDP and another Dark match, which is why he performs so well in Shura 1. The below 50% HP awakenings make it so you can practically kill most spawns with just 2 Dark matches, don’t even need the VDP. To maintain the below 50% HP consistency, you should ideally run the no skyfall badge to prevent any accidental Heart skyfalls that can mess up your runs. Since below 50% HP teams are quite rare, Euchs struggles to find a home in other teams, despite having a perfectly great active. 

Euchs’ equip is absolutely incredible for farming purposes. A row make along with a damage and att. Absorb void is an incredibly powerful combination as it combines basically 3 actives into one, creating more freedom in teambuilding. This combination is also unique as nothing else like it exists in the game, for any color. The awakenings are just a cherry on top as it synergizes extremely well for dark row farming teams. Since you only need 2 Euchs, one as a lead and the other for a sub, any additional Euchs should be made into this form, as not only is it great for farming, it fits perfectly onto Euchs teams, and isn’t terrible for other Dark row teams due to the SB and rows it provides as well. 

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Miya is the new 7 star that was released with the return of SDKH, and she’s a pretty damn good lead if you can snag her. Your active loops with dual pairing, your 75% shielding is passive (which is pretty significant when compared to conditional ones), and you only need to match 4 combos, given that 2 of them is a Light and Heal to reach 8c with the added combos in your leader skill. Matching 6 combos will give you enough to trigger your double 10c awakenings outputting massive amounts of damage. Your Team HP awakenings give you some sense of HP as well even though you lack a HP multiplier. Miya also has a rather high RCV multiplier, letting you match through Poison and Mortal Poison orbs in peace, as you don’t have much raw HP to begin with. 

Miya as a sub also fits onto many other Light teams, as she straight up brings HP, damage, some utility in the form of L shield and unlock, and a quick orb generating active. Most light teams that have added combos to take advantage of her double 10c will be able to use her, making her extremely versatile. 

Overall Miya is just an incredible card to own, for any current and future Light teams. At the moment she is an incredibly powerful lead for Shura 2, but as with anything will eventually get crept out of favor, especially since Shura 3 is already a thing in NA. However, similar to Gileon in a way, it will still be a while before she gets crept out of favor as a sub, simply due to how much she brings. If you manage to get dupes, for now unfortunately they aren’t that useful, but she will almost definitely get an equip form the next time SDKH comes around, whenever that may be. 

6-star REM

**The equip form I will be referring to as the sin name(eg. Envy, Lust, etc.) while the reincarnated evolution I will be referring as the dragon’s name(eg. Jevi, Varias, etc.)**

**Another note, you pretty much never use the middle evolution of any of these cards outside of extremely extremely niche scenarios, so I will be talking about all the dragons in their max evo form**

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Envy is a rather nice equip, it provides a 2 turn damage void nullify active on top of a board change. The unbindable and 4 Water OEs are also great for water teams. The board is unfortunately not ideal for rainbow leads (typically the kind of teams that use this kind of active) which decreases the value of this card. However, it is still overall a great pull especially for those that don’t own a damage void nullify active yet, much less a 2 turn one. This is especially true now that the cooldown went down from 25 turns to only 18 now. Otherwise, for people with better damage void nullify active, Envy will serve only as an unbindable equip or for the Water OEs on Water teams. It’s long cooldown unskilled also lets it serve as a delay shield for the card it is inherited on top of. 

Jevi features an array of offensive awakenings and an incredible 6 SB as a sub. The active has the same issues as Envy in that it’s not the best for rainbow teams. Now that the cooldown has been reduced to 18 turns, you can more effectively inherit something on top of Jevi, if you want to still take advantage of the awakenings he provides. This however is rather situational and will heavily depend on the team and dungeon you are attempting, but it’s worth mentioning. As a lead Jevi does have a fixed 9 second orb move time, which can prove useful in certain pairings, but his multiplier is far too low to be significant as a general lead. (something that all the 6 and 5 star cards share)

Overall Envy line is nice to have, mostly for those without good void damage nullify actives. However the active itself is mediocre at best as it can create unwanted boards, especially since mono and dual color teams can typically just match a VDP, which for the most part is better than using an active. 

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Sloth is also a pretty decent equip, the active is perfect for any rainbow team and although super resists are more and more common nowadays, the 40% resist in blind and poison can still be helpful if you have other 60% resist equips. The unbindable is also a nice bonus. All this combined makes Sloth an overall useful equip in many scenarios. 

Feygoran attains the same useful active but also has a skill charge awakening, giving you access to the 14 turn active much quicker when used on a rainbow team. Combined with the other offensive awakenings makes Feygoran a great sub for many rainbow teams. Though it’s not the best overall sub for rainbow teams, most players will be able to find a place for him. 

Overall the Sloth line is a solid addition to any box, a utility active and awakenings will always have a use somewhere. Although a bind clear with the active would be nice, it’s not a necessity to make the active good. 

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Greed has one of the more rare actives combining damage absorb void and attribute absorb void, making this active both useful for farming and normal teams. Having unbindable and 60% poison resist is just a bonus for any team. As previously mentioned, the increasing popularity of super resists is beginning to make these kind of resists irrelevant, however the strength of the active makes up for it. 

Rhamamoa although has the same active as Greed, is not really used for his active ironically. He is mostly used for his triple dungeon boost awakening, each of these awakenings giving a 2% increase to rank exp, monster drop rate, monster exp, and coins when used in solo play. The only other card in the game with 3 is Xmas Saline[5772], a significantly rarer card to obtain. You will frequently see him being used in teams that run the int difficulty of many collab dungeons, and combined with the drop rate increase leader skill of Veroah[4649], lets you easily farm the collab exchangables. 

Overall the Greed line is an excellent line to own, having 4-5 in Rhamamoa form and a few in Greed form would be ideal. Even if you do not farm, this is a very easy to grasp concept as it pretty much just revolves around having Rhamamoa subs with lazers such as Awoken Ra[2012] inherited on him. 

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Wrath is a very powerful equip for any dark based row team, for farming or for general use. The SB along with the 3 rows while providing a cleric and burst in the active makes Wrath an all around amazing equip. The dual purpose nature of the active allows Wrath to find a use in a wide variety of different situations. 

Vald is also an absolutely amazing card as a sub. Capable of providing 6 SB to a team, while having the same incredible active as Wrath, and having great offensive awakenings makes Vald extremely valuable. If the SB isn’t necessary you even have the option to have super blind resist. Many Dark based teams, and even a couple Fire teams can utilize him quite well.

Overall the Wrath line is one of the best lines out of the 6 and 5 stars. Having such powerful uses in both egg and reincarnated form means having many dupes of him is highly desirable, whether it is to stack dark rows on a farming team, or to have different latent or super awakenings setups in Vald form, most players will benefit from having multiple of him. 

5-star REM

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Lust is an okay equip, it does provide a tape resist and a 2 turn haste for transforming teams, and can be used as a spike later on. A 12 turn cooldown is pretty decent for what you are getting so it’s definitely useable. 

Varias is unfortunately not that useful. It could be used for farming with 5 SB and a 2 turn haste, but farmable cards like Whaledor[2940] has 1 more SB and a significantly lower cooldown. As a traditional sub it has some 7c damage, but provides practically nothing else other than it’s somewhat useful active. 

Overall the Lust line isn’t too great, there’s not any need for dupes of them, but you’ll most likely get a couple if you roll a couple times in this event. 

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Pride has a unique 15-15 board, which for those that don’t understand the strength of this, means you can always match 10c from it. It also means you never have to worry about the board not giving you enough of 1 color. 15-15 boards are extremely powerful for ranking as you can get the fast solves while maintaining a high average combo. Although you do have the extra animation of the unlock orbs, unless you are going for a high .1% score, this won’t matter, especially now that crown cutoffs are at 5% instead of the old 3%. Owning multiple of Prides is ideal as a result. 

Fadelle has the same uses as Pride, for ranking. Both evos will find use as both still maintain the important awakenings, the 5 SB. In second evo form you only have a main attribute, which allows for faster animation (depending on length of the ranking dungeon, you can save almost an entire second), or in reincarnated form, if you need the VDP and SFUA for extra points. As a traditional sub Fadelle isn’t too great, therefore you’ll probably be better off leaving it in Pride form. 

Overall the Pride line is great if you’ve been shafted from some previous rankings due to the lack of 15-15 boards. Although there’s not much of a use for the line outside of ranking, considering how common it is to roll one, you might as well prepare for the future if you are going to do ranking. 

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Gluttony is a great below 50% HP equip for Dark teams as it actually cuts your HP with it’s active, and provides a non Heal board to prevent you from healing back up. Below 50% HP equips were quite rare back when SDKH, only in the single digits, and although there have been a few more added, Gluttony is still one of the more easily accessible options. 

Madjeh unfortunately isn’t too good. The 5 SB and multiple below 50% HP awakenings are nice, but his rather low base ATK decreases the value of those awakenings. You are much better off leaving it in egg form unless a super niche scenario for Madjeh comes up in the future. 

Overall the Gluttony line is really only useful for the egg form’s below 50% HP awakening. If you already have other more useful below 50% HP awakenings, it will practically make Gluttony line cards box cheerleaders, forever collecting dust. 

Sacred and Cursed Keys

There are 2 types of keys you can farm, Sacred and Cursed Keys. Sacred Keys all have their own unique active skill whereas Cursed Keys share the same active as existing Sin Dragons, but with different awakenings. Either can be bought for 100k MP and there is no limit to this. As such, you should make at least 1 copy of every key, and if you already made them last time, you won’t have to worry about them. 

In my opinion, there is not a single key that really warrants owning multiple, so one of each is fine. You will need these keys to farm the 3 other farmables in the collab. 

Sacred Keys:

Warrior Key is a nice 300x mass Fire button for farmers by killing multiple spawns, however since it also reduces your HP to 1, you won’t be able to use the same active twice, which is why there’s not a point to having multiple. 

Sage Key isn’t very good in any specific area. A short delay is nice for stalling and/or transforming. A 100% defense void is nice in dungeons like Training Arenas. The 20% resist in everything is pretty pointless, as it is not very valuable anymore. 

Tempest Key is actually a very nice damage absorb void option for those without. 13 turn cooldown is also very good for a damage absorb void. You get decent passive damage for Wood and Light as well. You should absolutely make this if you are lacking fast damage absorb options.

The awakenings of Blessed Key are heavily geared towards RCV, making it great on teams with naturally low RCV. However, although the active isn’t bad, it’s not very useful as a 3 turn bind and awoken skill bind clear is very lackluster nowadays. The 5 turn cooldown doesn’t help it in case you wanted to just use this for its awakenings. 

Angel Key has a board along with a 2 turn void for attribute absorb, which is nice to have. Although it’s actual usefulness depends on the dungeon and team, it doesn’t take away from this key’s value. 

Cursed Keys

Lust Key takes the same active as the Lust line, but with significantly more useful awakenings. The 1000 decrease on ATK on whoever Lust Key is inherited on can be impactful, but you can easily just inherit it on someone who isn’t one of the primary damage dealers. The SB and rows combination allows Lust Key to be used on traditional Fire row teams and Fire row farming teams. 

Envy Key takes the same active as the Envy line, but with interesting awakenings. TPA and L unlock in one card doesn’t necessarily synergize, but it’s not necessarily bad either. Although it does let you be versatile in how you want to use it, Envy Key is probably more for rankings, where all 3 of his offensive awakenings count for style points. Otherwise it’s the same slightly awkward nullify damage void active as the Envy line. Do be aware the 2500 decrease in HP awakening can be significantly impactful. 

Sloth Key takes the same great active from the Sloth line, but at the cost of a 2500 decrease in HP and 2000 decrease in RCV, gives you a guard break awakening. Although a guard break equip is extremely rare (the only other card in the game that has a guard break and it an equip is Dyer’s Story Equip[7116]), it’s honestly not worth the stat decreases. Sloth Key will find more value in ranking where there is an emphasis on the guard break awakening. Although some traditional rainbow teams could need a guard break awakening, this is extremely niche and you’re almost always better off using a sub that has it. 

Pride Key takes the same active as the Pride line, but provides a unique awakening in an equip, a super poison resist. There is no other equip currently that has this, the closest being equips with 80% poison resist. Although the 1000 decrease in ATK and 2000 decrease in RCV can be detrimental like Sloth Key, a super poison resist is far more valuable than guard break making Pride Key worth running for that purpose. Otherwise Pride Key functions the same as the Pride line, primarily used for rankings. 

Gluttony Key takes the same suicide active as the Gluttony line, but provides an incredible amount of HP bulk in the form of 4 Team HP awakenings, at the cost of decreased RCV and ATK. Though there are a number of equips with 3 Team HP awakenings, Gluttony Key is the only one with 4, making it unique. Although the value of it probably isn’t as much as a super poison resist, it can be more valuable depending on the situation. 

Dungeon Farmables: Gorfeis, Gorkaos, and New Gorkaos

These dungeon farmables are spawns that require specific things on your team to trigger their spawn. These are extremely powerful and I highly, highly recommend farming 2-3 for each, you’ll probably only need 1 of the new Gorkaos though. Farming means skilling them up too dont forget, they require many skillups(70 total for one) and it’s not really worth to use pys. However, with GungHo Collab going on, you can easily farm pys in it so you may opt to use that to farm skillups instead.

For Gorfeis to spawn, you need to have one of any key inherited on your team (the one on your friend’s lead does count). Gorfeis is a great sub for many Light teams, whether as a SB stick or for the active or for the VDP damage. It has amazing stats and a great active. It fits particularly well in Ferule[6401] teams but is extremely flexible and worth the investment. 

As a lead, lowering your HP isn’t really a good thing, but if you aren’t taking damage anyways, you basically get a 576x multiplier lead as long as you are matching 7 combos. Honestly, not really useful but not completely useless either. 

For Gorkaos to spawn, you need to have all the Cursed Keys inherited on your team (the one on your friend’s lead does count). Gorkaos is an amazing sub for many Dark teams, having potential for 6 SB or super poison resist, on top of a cleric active. In particular he fits very well on Euchs[6403], but many Dark teams and farming teams can utilize him. 

As a lead, it’s the same as Gorfeis, just for Dark and slightly more damage. Not much else to say about it. 

For the new Gorkaos to spawn, you need to have both Gorkaos and Gorfeis on your team with all the Cursed Keys inherited(the one on your friend’s lead does count). The new Gorkaos will drop as a gem, and you’ll need 5 of them to evolve a normal Gorkaos into this new one. 

Gorkaos is an incredible rainbow lead. You are extremely tanky and have incredible damage. For the best results, ideally pair with a 7×6 lead, such as Dark Sophie[6586]. This lets you reach the 5 colors for the maximum damage output, but even the 25x at 4 colors is already enough to kill most spawns. 

You also have strong offensive awakenings with the option to have super poison resist as a super awakening, or you can opt for more damage. Overall Gorkaos is just an incredibly powerful card. In base form it functions as a great sub for farming and traditional use, in evoed form functions as one of the best rainbow leads in the game. 

Final Thoughts

If you made it here, congrats, this was a long article for a pretty content heavy event. Overall the SDKH event is quite powerful, however due to only receiving minor buffs for the most part, isn’t the best thing to roll for the average player. If you are however, chasing the 7 stars, buying the bundles would probably be enough if you already rolled a ton during the last run. You’d probably be better off saving stones for upcoming content, such as the Star Weaving Fairies Event, which I will be reviewing soon and will hopefully get out before the official debut. Thank you for reading!

Hellish Training Arena – Farming with Double Anubis or Anubis + Resolve Orochi

Introduction

Hellish Training Arena (Training Arena 3 / TA3) is the newest Normal Dungeon released that features outrageously high health encounters, massive incoming damage, along with 50 million Monster EXP reward which greatly aids cards going trying to get to Level 120.

This 50 million Monster EXP is outrageously high for 120 stamina but this dungeon is not for the faint of heart as it features incredibly over-tuned HP, Attack, and Defense values on every spawn. You will be unsuccessful without careful planning.

With this in mind, I would like to share two of my teams that have found success by abusing Anubis through 7×6 Leader Swapping.

Dungeon info

Skyozora link HERE

Basically everything has outrageous amounts of Health and possibly Defense along with stupidly hard attacks. My approaches are either one shot every floor (requires a highly specific set up) or abusing Orochi’s Resolve and Delays. Continue reading Hellish Training Arena – Farming with Double Anubis or Anubis + Resolve Orochi

Sin Dragons & Key Heroes Overview – July 5th, 2021

Introduction

The Sin Dragons & Key Heroes event returns to North America and features one of the worst possible designed REMs to date. This is because the event cards are mixed in with the regular, non-GFE REM which means rolling a first evolution Pantheon card will happen far too often. Furthermore, most of the buffs/love this time around went into the 7-star rarity who all feature abysmal rolling rates. To top it off, players cannot Monster Exchange for any card along several of the 6-star cards being valuable.

To make matters worse, many of these cards no longer keep abreast with newer options which in turn makes it harder to justify rolling. Thankfully, all players will receive a total of 30 free rolls over the duration of the event. As such, I would not spend Magic Stones to roll until after all 30 freebies have been acquired as you may not need to roll any more afterwards.

With that being said, I will be continuing my shorter format articles due to my wrist pains in order to shed some light on what we can expect from this event.

Video commentary


Overview

Sin Dragons & Key Heroes REM Pros & Cons – July 2021
Pros
Cons
  • All cards have a Weapon Assist
  • 30 free rolls for all players
  • Several powerful/unique cards at 6/7* rarity
  • No Monster Exchange
  • Terrible rolling rates
    • 50% rolls will be non-Event cards
    • 6% for 7*
    • 18% for 6*
  • Most cards have not aged well
  • Skippable event due to underwhelming odds
    • Especially if you rolled before
  • Bottom rarity cards (5*) have lost their edge
Sin Dragons & Key Heroes REM
7 Star base
(6% total)
      
6 Star base
(18% total)
  
5 Star base
(26% total)
  

Icons show Base form/form they come out in

Sin Dragons & Key Heroes – July 2021
S   
A
B
C   
D

Order within each tier is random and not reflective of ranking Continue reading Sin Dragons & Key Heroes Overview – July 5th, 2021

PAD Academy Overview & Who to Monster Exchange for – July 5th, 2021

Introduction

Due to my wrist (and other) pains, I have been struggling to find a way to do reviews and hopefully this shorter format provides some insight as a supplement to my YouTube video.

For PAD Academy, it is a top-heavy event which offers several powerful cards at the higher rarities. Thankfully, both the 8 and 9-star cards can be Monster Exchanged for which will be the best course of action as the bottom rarity has middling value despite owning a Weapon Assist . This is because their value is terribly low and will be replaced as soon as other options become available.

With this in mind, I will only be highlighting within this article the top major prizes to consider Monster Exchanging for.

Video commentary


Overview

PAD Academy REM Pros & Cons – July 2021
Pros
Cons
  • Can Monster Exchange for 8 & 9-stars
    • Trade-only, minimal/no rolls
  • All cards have a Weapon Assist
  • Questionable value at bottom rarity
    • Terribly low value overall
    • Comprises the majority of rolls
  • Terribly low rolling rates for 8/9*

Continue reading PAD Academy Overview & Who to Monster Exchange for – July 5th, 2021

Samurai Shodown Overview

We’re back at it again, this time with Samurai Shodown. I opted to skip a Fate overview, as I felt like nothing in that collab had any real staying power. That isn’t to say anything outside Shizumaru in this collab really warrants very much attention either. This is another case of Gung Ho’s recent obsession with re-running old collabs and just adding an extremely strong Orb Skin card. 

Starting from this collab onwards, I will be using a tier system. Instead of assigning numbers or letter grades, I will be breaking the cards into 3 separate categories: Chase, Potentially Useful, and Garbage. I should also say, I look at most cards through the lens of end game for the most part. So it may have some use outside of that, my knowledge in those areas is more limited, so my opinions on that will be less researched. I don’t want to provide anyone with an un-researched opinion if I can avoid it.

Cards in the Chase category will be units that I think are the most important to pick up, depending on what your box looks like. Potentially Useful cards will be cards that I think have very niche (but potentially important) use, or cards that seem useful, but currently don’t have a use. Garbage cards will either be skipped completely, or are just completely eclipsed by many other cards. It is more than likely I will just skip mentioning the garbage cards unless I feel like there is something noteworthy about them. 

This collab has only 1 card that I feel is a true chase, but a small handful of cards I would deem potentially useful. 

Shizumaru does everything Royal Oak could ever want. 2x RCV to help mitigate RCV debuffs, and he makes up for Royal Oak’s lack of any RCV multiplier. Shizumaru creates 3 of the 5 water orbs needed to activate Oak’s leader skill and 3 hearts which compliments the buffed RCV. The only very small downside to the active skill is that it replaces the 20 turn water orb skyfall that Oak gives on his first transform with a 1 turn fire orb skyfall. That being said, Oak’s active skill changes Fire into Water, so it isn’t like this really punishes you all that much. 

The awakenings add to this card’s strength. He boasts a 22.5x personal attack multiplier, not including the VDP awaken (56.25x if you do). Very few cards can even hope to match a personal multiplier this high. Having Full Blind Immunity as an added bonus really helps push this card over the edge as well. 

Outside of Shizumaru only one other strong Water card has Full-Bind Immunity attached to it, which is Bride Elsha –they are very similar cards. Bride Elsha offers the same Full blind coverage, a (Smaller) RCV Buff, 1 turn of VDP and 1.5x orb movement time. So where Shizumaru creates needed orbs, Bride Elsha gives time-extend as well as a 1-turn VDP active skill, so the choice of which to use comes down to the dungeon at hand. Sadly for Bride Elsha, her Time-Extend is almost completely eclipsed by Azure Dracoblader of the Split Sky, Kyori, however that is another review for another time. Ultimately, the damage awakenings on Shizumaru greatly benefit Royal Oak, far more than Bride Elsha. L-Unlock Awakens give consistent damage, where Takoyaki Awakens tend to not offer as much to a lead that wants to only make one L per board most of the time. 

To really ice this cake, the pre-transform offers you not only 5 effective Skill-Boosts, but 3 of those can be used at your discretion. You could transform Royal Oak and use Shizumaru to give you an extra 3 turns of Skill-Boost towards the second transformation of Royal Oak. This means you only require another 3 turn haste or delay active to get you to your last transform.

The final quick point to mention is that Shizumaru can also be used as an Asymmetric pairing for Royal Oak in Shura 3. It sacrifices the 5 million Auto-Fua, and .5x HP for a 1.5x RCV multiplier. It obviously is less consistent than Oak x Oak, but that’s not to say it can’t be done. Though if you own Royal Oak already, there is no reason to bother doing this. 

Amnesic Wanderer, Shiki – Potentially Useful

Shiki is in this category, more specifically her equip form, Nameless. The 2 base forms don’t seem useful. Nameless’ unique offerings make it a mainstay on Royal Oak and Ryumei teams. Its main competition comes in the form of Demonlord Crasher. Where this card gives 2 Ls and no other utility, Crasher offers Tape and a -50% awaken but 1 less L and a -HP awaken. However, in the context of Royal Oak teambuilding it does make you a near perfect board. 5 of each color orb does essentially mean 10 blue, as dark will be changed to blue orbs with Royal Oak’s active skill. The unlock is useful when Kyori is on cooldown, or if you are trying to charge an inherited active. It has also seen very niche use on Rainbow teams that need L-Unlock but can’t get it from a sub.

Yet another entry into the ever growing list of strong Green Clerics. Alynna makes this card somewhat obsolete for Shura 3, due to her sub attribute and better overall use on Nautilus teams (please see my Relic Dragon Overview for a more in depth breakdown of Alynna). That said, this card has seen a large amount of success in other end game dungeons. For Shura 2 Yashamaru is completely acceptable as a cleric. There, players are given far more time in between Awoken binds and unmatchable orb status to reliably charge up this active skill. With his newly added 10c Super Awakening, he can now have 20x personal damage, far out doing even Alynna’s damage. However, it comes at the cost of not being able to take the second SB+ Super Awakening. It’s more likely this card sees play on non-Nautilus Green teams, such as Nadeko, Guile or the newly released Joachimall three of which are consistent Shura 2 leads. 

His equip form Shanao is one of only two full-cleric Green equips and it also comes with 4 Jammer Resists attached to it. The main competition for this equip  would include TAMADRA Gift Box and Ippon Katana. In this case it offers the 4 jammers that none of these other cards do, so it would see use in those niche instances where the 4 jammers are required to get full coverage on teams. It’s also worth mentioning that equip stat transfers mean that on a green team, this will offer you some HP that those other 2 options will not. It also offers a board refresh, removing any locks or status orbs currently on your board. This can be a benefit or a detriment depending on the situation, but is most often a benefit. 

The newest evolution for this card, Heroic Outlaw, Yashamaru Kurama, also has some potential use as a sub on some green teams as well. That being said, no team has really needed or wanted what he offers as of yet. 31.25x personal damage, with Two (Potentially Three with Super Awakens) Cross-Awakenings makes for great utility and damage as well, not to mention the full Jammer immunity. It just happens that no team currently requires this specific combination of awakenings yet, though one may in the near future.

Galford – Potentially Useful

His awakenings offer exactly what is needed for a damage stick in Shura 2. The use starts and stops there though, as outside Shura 2 these awakenings tend to have far less use. It just so happens that the most important floors are either Devil or Attacker. A 1-turn delay active skill is also useful, though often this card will be used to hold an equip active skill until needed. A small note to add onto this card is that currently in NA there is an extreme lack of viable Light leads, which restricts this card’s usage even farther. 

Earthquake – Potentially useful

This card truly personifies cards that might be useful but just don’t have a home right now. The first evolution Wicked Colossal Ninja, Earthquake, has one of the most stacked actives in the game. It could be used to farm daily dungeons or farmables right now, as the active would make light work of most bosses and difficult spawns. Though as far as Shura goes, it just doesn’t have a place to call home. His leader skill doesn’t fit late game content at all and the active skill is just too long to be relied on, though with 6 Skill Boosts (after Super Awakens) it may see use in the near future. 

His equip form, Fujiyama, follows in the footsteps of its non-equip brothers. His equip has the same loaded active and a very strong set of awoken skills. However, while the awoken skills look great on paper, they end up not lining up the way almost any meta Red lead would want them to. A Skill-Boost is great, but tons of other equips offer this. 3 Red-Row awakens is strong no doubt, but many other great equips offer this too, especially Red Ney and Madoo’s equip. This card is worth the mention because while Japan has many better Red Row equips, we lack them (more than just one, as it’s 8 now at this point). 

I feel like most everything else in this machine is either not worth your time to read about, or just will never see any real meaningful use. So that ends this overview; I hope you found something useful. Stay safe everyone, take care until next time. 🙂

Puzzling those Dragons