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Evangelion Collab REM Review and Analysis – July 2020


The Evangelion Collab makes a return to North America after several years of absence. This means that all cards have received sizable changes in order to help bring them up to par with modern day options.

While there are Weapon Assists on all but one 5-star card and above, the 4-star cards comprise over half or the rolling pool and are lackluster overall. I am well aware that they all have a Super Resist ( ), the majority of them will be immediately replaced by other options as soon as they are acquired.

As such, it is a poor investment even for new players along with them having essentially no value beyond the usually questionable first copy.

As a whole, this event does feature several strong and valuable cards but there is far too much junk/filler heavily sprinkled in along with the Monster Exchange only being available for the single 7-star card.

Either way, this article will outline the pros and cons for each card within the Evangelion Collab event to give players a better understanding of what each monster can do.

Video commentary

—video coming Monday—


Evangelion Collab Pros & Cons – July 2020
  • 5 Magic Stones per roll
    • Bad rolls feel less painful
  • Weapon Assists on almost half of the cards
  • Only a few cards are truly valuable
    • These tend to be the rarer ones
  • Bottom rarity has quickly replaceable cards
    • Low value in rolling dupe 4-stars (51.5% of rolls)
  • Poor Diamond (6*+) rates
  • Cannot Monster Exchange for the 6-star cards
Evangelion Collab REM
7 Star base
(1.5% total)
6 Star base
(7.5% total)
5 Star base
(39.5% total)
4 Star base
(51.48% total)
Evangelion Collab REM Rankings – July 2020

Order within each tier is random and not reflective of ranking

Icon shows most evolved, non-Weapon Assist form regardless if it is their strongest evolution

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them
Bottom rarity quick summary

The bottom rarity should be the main motivation to roll in an event and here is a brief summary showcasing their awakenings and/or Weapon Assists if applicable. Awakenings in (brackets) are Super Awakenings.

Despite all of these cards having Super Resists, I view them as a gateway option for covering Jammer, Blind, or Poison and the lowest ranking ones will be immediately replaced as soon as almost any other option is acquired. While one could argue that a new account can technically fill in holes, it is not a viable long term solution and will be quickly replaced as more events are rolled in.

  • Water Row blue + orb Auto heal Auto heal TPA Skill Lock Resist ( Skill Boost) – B
  • Light Row +light orb Auto heal Auto heal Auto heal Skill Boost Skill Lock Resist ( ) – D
  • Wood Row Wood Row Wood Row Wood Row Enhanced Wood Orb ( ) – C
  •  Skill Boost Auto heal Auto heal Auto heal Auto heal Auto heal Auto heal ( ) – C
  • 45 TPA TPA TPA TPA Water Red Water Red ( 45) – D
  • Dark row Dark Orb Enhance Time Extend Time Extend Time Extend Skill Boost Skill Boost Skill Boost ( ) – D

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