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Puzzle and Dragons Noir, the Infinity of Lost Gear UPDATED

Puzzle and Dragons Noir, the Infinity of Lost Gear

Introduction

The GungHo Collab makes a return to Due north America and features 6 new cards to an already massive rolling puddle. Every bit a event, many cards will undergo a "rotation" in which several will be absent from any given GungHo Collab effect.

This is probably to assist alleviate the stress of having so many different characters and it is of import to check the roster before rolling to ensure your central chase cards are nowadays.

With that being said, this is a split up 6-rock that features a lacking bottom rarity which will comprise over 50% of the rolls which is saddening to say the least. As a result, information technology makes it much harder to justify rolling equally duplicates are probably unwanted for the lesser rarity cards along with simply one having modest value.

Regardless, this article will outline the pros and cons for each bill of fare within the GungHo Collab Egg Car event to give players a ameliorate agreement of what each monster tin can do.

Video commentary

—video coming Monday—

Overview

GungHo Collab REM Pros & Cons – June v, 2020
Pros
Cons
  • 20.7% run a risk for 7-star carte du jour
    • Higher compared to virtually Seasonal/Upshot REMs
  • Collab will return on a regular ground
    • Cards should periodically receive buffs
    • No urgency to curlicue right now if zero is appealing
  • 51.3% for 5-star carte du jour
    • Only 1 is reasonable
    • Duplicates are unwanted
  • Middling value for virtually 6-star cards
  • Some powerful 7-star cards are absent-minded
GungHo Collab REM Rankings – June 5, 2020
S
A
B
C
D

Order within each tier is random and not reflective of ranking

Regardless of carte du jour's ranking, you should always keep it if information technology is your very first time acquiring them
Bottom rarity quick summary

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

Limit Breaking

Limit Breaking is the process of leveling a bill of fare beyond level 99. This will unlock more weighted stats forth with the potential to receive Super Awakenings. These additional awakenings can add together significant power, merely simply role in solo style.

Any carte that tin can authorize for Limit Breaking will have their level displayed in blue and feeding a Super Snowfall Globe will push them across the level 99 cap.

You tin can read more than about Super Awakenings HERE.

Monster Substitution

The Monster Exchange System has by and large eliminated the demand to ringlet in well-nigh events every bit players can simply trade in for a carte du jour of their choice. This is oft done during lackluster events to avert spending Stones on poor lesser rarity cards or to snipe a specific carte du jour if luck is non on your side.

Weapon Assists

Weapon Assists are a special development for select cards that will be used exclusively as inherits. This form retains the aforementioned base stats as the original course, but volition likewise transfer over all awakenings on the Weapon Assistance card and this occurs if the Awoken Assist  is present.

My arroyo to Collab/Seasonal rolling

Rolling any Rare Egg Machine is a take chances and it becomes a matter of maximizing your rate of returns in an event.

This translates into rolling when the bottom rarity has loftier value as those volition be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they volition significantly advance my progress. As such, I tend to expect well-nigh closely at the bottom rarity pool to determine if it is worth rolling in.

This is but my own personal approach and anybody has different goals/motivations and so accept this section with a grain of table salt.

7 Star base

Dazzling Beast Goddess, Tsukuyomi (New) – Southward

Tsukuyomi is the first new carte du jour 7-star menu to be released within the GungHo Collab and comes with solid personal damage, iv Skill Boosts Skill Boost, and a wonderful leader skill for pairing with the future Norza .

This pairing will yield 2/280/5/51.25% team that as well has +3 combos with a 5 or more Centre friction match and 500,000 Auto Follow Up Damage. While i signal is enough to impale Resolve spawns, 500,000 tin execute Latent Tamadras in A6/AA4. Furthermore, the two leaders lone bring wonderful utility which will make it easier to handle the various mechanics within end game content.

Sadly, this squad does have an active skill clause and while your friend'south Norza can be used every 2 turns, y'all will need to discover a carte du jour to fill up this gap. Naturally owning your own Norza would be ideal but disallowment that, evolved Yuri volition also piece of work. This is perhaps the biggest hurdle to overcome but is tremendously powerful when it tin exist achieved.

While all of this sounds wonderful, 1 must be aware that Tsukuyomi has no SBR Skill Lock Resist along with Hearts beingness unable to be matched being reasonably common in A6/AA4. As such, y'all must plan out your tea accordingly to have 100% SBR on floor 1 along with having an active to clear unable to match status.

Dazzling Animal Goddess, Tsukuyomi (Dark Colour)

Pros
Cons
  • Fast charging agile
    • Overwrites Time & RCV debuffs
    • Generates a row of Water
  • Strong VDP damage
  • LS features big multipliers
  • High opportunity price non keeping Base form
  • LS just has loftier multipliers, no 7×6, + combos, or Auto Follow Up

Tsukuyomi's Night form grants her impressive VDP potential forth with an active that can overwrite Time and RCV debuffs along with generating a row of Water on a blistering iii turn cooldown. This is meaningful as y'all can easily counter these two debuffs but will ever have an orb changer fifty-fifty if those metrics are non required.

This tends to have the most merits in higher end content where dungeons are riddled with Time and RCV debuffs and Tsukuyomi's Attacker typing means she can function on Lamp teams.

In addition to this, Dark Tsukuyomi features a leader skill with high multipliers when matching 9 connected Water orbs but quickly drop downward when merely vi are matched.

Sadly, Dark Tsukuyomi is overshadowed past her Base form who is a stronger leader as she includes a large Auto Follow Upward Attack forth with a much stronger pairing in the future Norza. As such, I would exist more inclined in keeping my but Tsukuyomi in her Base form as it will most likely provide more value overall.


Healing Archangel, Raphael (New) – B

Pros
Cons
  • High VDP impairment when above lxxx% health
  • Inefficient as a leader
    • Must remain higher up 80% HP
    • Essentially means they cannot take withstand much damage
  • Personal damage is largely tied to being above 80% HP
  • Dark class is superior

Raphael is some other new menu added to the GungHo Collab and features stiff personal damage when above eighty% health due to three >80% awakenings. These awakenings are inconsistent in Loonshit-manner content where your health will fluctuate and are better suited to dungeons where you lot tin can carefully plan out every floor.

As such, it will exist difficult to fully capitalize upon Base Raphael and his Leader Skill while boasting 75% Damage Reduction will but accept outcome when above 80% health.

This results in dual leaders existence unable to tank equally much damage every bit y'all would think equally his window for meaningful impairment is quite narrow. Thankfully, his Dark form grants him a more flexible Leader Skill.

Healing Archangel, Raphael

Nighttime Raphael features a Leader Skill that is similar however weaker compared to the former Tifa due to Raphael having less RCV but the aforementioned ATK and HP multipliers. This feels a little foreign as Tifa is an incredibly old card and having what is essentially a reskinned colour at this point in fourth dimension is less magical.

While a 7×vi board with reasonable multipliers is never going to exist a bad thing, it may be hard to stand out at this bespeak in time but at least gives Forest teams a viable pairing if you want to enjoy a larger board.

Perhaps one benign aspect for Dark Raphael is he embodies a more pure combo playstyle as his Leader Skill but requires 2 Woods combos which should be reasonably like shooting fish in a barrel to attain on a seven×half-dozen board. Sadly, does become more than orb hungry when you are required to form a VDP as y'all will at present crave 12 total orbs.

As a whole, I experience Dark Raphael is a reasonable card but not one that volition stand out at this indicate in time.


Reginleif, Bearer of the Slain – A

Reginlief is the terminal vii-star card added to the GungHo Collab Rare Egg Machine and comes with the highly prized Devil and Balanced typing. This enables her to fully enjoy Yugi and Nelle's full multipliers along with providing v valuable Skill Boosts Skill Boost. In fact, two Reginliefs tin form a Organization in which you will always relish the +15% Night Skyfall vitrify forth with regularily clearing 3 turns of Awoken Binds and Unable to Match Orb effects.

Furthermore, Reginlief has respectable personal impairment and reasonably high RCV. This would brand you remember she would be an instant sub for Yugi/Nelle teams only she does come with several faults. Firstly, we already have numerous Skill Boost solutions from the Yugi Collab only perhaps the bigger issue is a lack of orb generation from Reginlief.

Reginlief is able to produce +15% chance for Dark Skyfalls but in that location is no guarantee you volition have enough Night orbs on the following turn. This is further exasperated if using two Reginliefs as subs as you may lack sufficient orb changers and if you already own Hiei , both cards will be less effective. This is because Hiei provides +vii% Dark Skyfall chance for 99 turns merely will likewise produce a row of Dark at the top.

As such, I experience Reginlief is notwithstanding a strong card just possibly came besides late just at to the lowest degree she gives players a feasible alternative to Dark Wizard /Fortress Dragon if they missed the Yugi Collab.

Reginleif, Bearer of the Slain (Nighttime Color)

Pros
Cons
  • Big TPA TPA harm
  • 3 plow cooldown
  • Like shooting fish in a barrel to activate Leader Skill
  • TPA is even so bad-mannered

Nighttime Reginleif drastically changes her kit to become a powerful TPA TPA card due to having half-dozen of these awakenings (11.4x) along with uncommonly high base of operations ATK.

This translates into outstanding personal damage only at the same time, is awkward to fit on a team. This is because TPA only truly shines if the entire tea is build around this awakening as it does not provide additional damage if a match-4 is not achieved. As such, I feel Night Reginleif will primarily be used as a Farming solution as she can evangelize massive damage with a unmarried combo which has synergy with her high 484x ATK Leader Skill that fully activates from a single match-iv.


Great Witch of the Nighttime Flowers, Reeche – B

Dark Reeche has e'er been in a bit of an awkward place and is amusingly outclassed past their New year for who provides an boosted Skill Charge and seven Philharmonic 45. While GungHo Reeche is not a bad card, she is just not as strong as other options currently available which in plow makes information technology harder to discover usage as a sub.

Thankfully, her brand new Weapon Assist volition exhale some life back into her.

Weapon Assist (New)

GungHo Reeche's new Weapon Assist is able to provide Full Demark Amnesty forth with a single Skill Heave Skill Boost. At this point in time, in that location is simply one other card who can provide this exact combination only this will drastically alter when the Chinese Celestials gain their own Weapon Assists.

This is because these girls volition gain these exact awakenings which in turn makes Nighttime Reeche less unique. With that existence said, Dark Reeche has the advantage of both a stronger agile and ane that has a longer cooldown.

A longer cooldown means it is quite unlikely to accidentally charge up. Of course this can put a damper on actually existence able to access this agile simply at the same time, you probably only want this once per dungeon. As such, at that place is a strong likelihood you can nonetheless accept it accuse up partway through the dungeon if the Colour/Impairment Absorb Void is required.


Noir, the Infinity of Lost Gear – B

Noir is still a solid damage solution for any mono Dark team as she features triple 7 Combo 45 along with a VDP . This has been a reliable "template" for offensive cards as she volition provide 8x personal damage with regular matches and jumps to 20x with a VDP. Building upon this, her Balance typing means she can utilise any Killer Latent which in plow grants her additional killing potential. To summit it off, Noir's active has been buffed to now generate 6 Dark orbs forth with Enhancing them. This is a two-fold agile as you will take orb generation and damage augmentation only the main drawback is that information technology will not overwrite ATK debuffs.

While Noir has the template for a solid Damage solution, she does not stand up out in this day and age. This is because she only provides a single Skill Heave Skill Boost which hinders her sub potential on Transforming teams along with no Resists every bit her kit essentially revolves effectually her offensive potential.

Furthermore, her lone Balance typing does restrict her from many Transforming teams including Yugi and in turn will relegate her to subbing on teams such as Ina . While Ina is not a bad leader, she is not the same caliber equally Yugi.


Flamewinged Divine Beast, Ralg – C

Pros
Cons
  • Active has some Button potential
    • Also generates a pre-made Row
  • Sizable Passive Impairment via Rows Fire Row
  • Must use an active skill
    • Cannot overflow board and save orbs
  • Primarily an boilerplate Farming bill of fare
  • Lacks personal impairment

Ralg has the potential to exist a reasonable Farming solution equally his 324x ATK only requires half dozen connected Fire orbs along with an active skill being used.

This is relatively easy to attain damage merely the active skill clause can be a liability. This is because players cannot utilize someone like Sado Chad to generate 2 rows of Burn down and and then relieve one for the side by side floor. Small consequence but does restrict you overall.

In addition to this, Ralg lacks personal damage which means ii/6 cards volition only be providing Passive Damage and you will have to rely on your subs to do the heavy lifting. This is a far cry from someone like Shivnia or Dark Omega who are the heavy hitters for their corresponding teams.

Equally a result, Ralg feels underwhelming but can all the same office if you can work around his flaws.


Orage, the Outburst of Lost Gear – C

Orage returns one time over again to the GungHo Collab and comes with a modest buff to her agile skill as it volition now include a 1.5x ATK boost. These pocket-size bursts have go meaningful due to numerous ATK debuffs found in the college level Arenas and having information technology attached to a 10 Water orb generator will be helpful.

Furthermore, Orage provides four Skill Boosts, two Squad HP , along with a natural Deject Resist . This gives her a place on Transforming teams but I feel she is okay overall.

This is because with the advent of Super Resists ( ), the value of Cloud or Record has somewhat diminished considering they can be establish on Weapon Assists. Super Resists are never found on Weapons and I experience it is often best to try and apply Super Resists and and so find Cloud and Record via Weapons.

This is also because Weapons that grant Cloud or Tape can also come with a Skill Heave which in turn solves another trouble and Skill Heave via Weapons are in high demand. This is further exasperated past Fagan Rai'due south Weapon being widely available and arguably one of the best inherits in the game.

With this in mind, I experience Orage is not that special every bit she merely provides iv Skill Boosts which is dainty but not exceptionally high while besides not providing that much else overall.


Karin Shindou – A

Pros
Cons
  • Agile provides ATK & RCV vitrify
    • Like shooting fish in a barrel to actuate due to Skill Accuse
  • Reasonably personal impairment
  • Weakest class for Karin
    • Others offer more value
  • LS just has Damage Reduction when matching 4 colours

Karin'due south Base form has received modest buffs merely at the same time, does not brand her strong enough to justify using over her other forms.

This is because she only features modest personal impairment, an inconsistent Leader Skill, and while her agile can overwrite ATK and RCV debuffs, is not justification plenty overall.

Karin Shindou (Night Colour)

Night Karin was in one case considered a top tier leader due to her relatively easy activation requirement, bonus movement time, and the flexibility to asymmetrically pair with a wide variety of leaders. While numerous stronger leaders have been released, Dark Karin can nevertheless articulate plenty of content with relative ease and if anything, is "stronger" due to having access to pairings such equally Fasca .

If you are at a signal where you already have a solid roster of leaders to draw upon, Dark Karin can nonetheless be used every bit a sub to help in Transforming due to her 3-4 Skill Boosts Skill Boost while also retaining personal damage confronting Dragons and Devils who are mutual place in most dungeons.

Some other potentially helpful aspect is her active provides an ATK heave (overwrites debuffs) forth with 3 turns of fifty% Harm Reduction. This translates into 2x Effective Health which in plough could be used to gain an actress turn or two pre-Transform.

Weapon Aid

Karin's Weapon Assist has gained newfound value with the release of Loonshit six and AA4 due to the fact that both dungeons are riddled with ATK and RCV debuffs. Equally such, having a Weapon Assistance that tin overwrite both of these while also providing a single Skill Heave Skill Boost will be meaningful.

With that being said, this Weapon will have the most value for those dungeons and may feel less magical otherwise. This is because AA3 and below can exist usually done without either of these buffs equally it features less mechanics overall.

Taking this into consideration, the form of Karin y'all should pursue will be dependent on your current level of progression. If you are newer or not thinking most tackling Arena 6 and above, Dark Karin volition be your best bet as she can part as a solid leader for near content or as a potent sub.

On the other hand, if you lot are struggling with Arena half-dozen, this Weapon may exist just what you lot needed as it can solve three dissimilar aspects in a unmarried Weapon.


Zeta – B

Pros
Cons
  • You rolled a Zeta!
  • Other forms are superior

Base Zeta has received several buffs but does not change his overall viability equally his other forms are however significantly stronger and should be pursued.

Zeta (Dark Colour)

Pros
Cons
  • High personal impairment when <fifty% HP
  • An piece of cake to utilise leader
    • Builds a fast team with dupes
  • Tin can exist utilized as a impairment solution sub
    • Active cuts HP while generating 6 Dark, H2o, and Hearts
  • Must be below l% HP to achieve meaningful damage
    • Harder to exercise without proper setup

Dark Zeta was also one time considered one of the best leaders in the game when he was originally released. This is considering he could pseudo system himself by utilizing several dupes to continuously remain below 50% while each Dark Zeta could produce spectacular damage.

While this gear up will not work for the hardest content currently available, it will still sweep the vast bulk of dungeons. As such, Dark Zeta tin still exist used for time-sensitive content as his Leader Skill is fast and easy to use.

Moving beyond this, Dark Zeta can even so function as a solid Harm solution for mono Water teams provided you can keep your wellness below 50% and is made easier with dupes.

Dupes are a common trend with Zeta and if you just have a single carte, his overall authority is somewhat diminished every bit it may be harder to stay beneath fifty%. On the bright side, his Weapon Assist is quite powerful and may exist the best option for many players.

Weapon Assist

Zeta's Weapon Assist is able to grant the owning carte 60% Blind Resist Blind Resist along with two H2o Rows Water Row. This mix of law-breaking and defence force is meaningful along with Bullheaded Resist being 1 of the mandatory metrics yous must comprehend.

Every bit such, this Weapon has the most merit on mono-H2o teams who utilize Rows such as Lamp . In fact, Lamp teams with this Weapon is quite efficient as Transformed Lamp volition provide Super Poison Resist which in turn makes it easier to team build as you have almost covered 2 important metrics with a single bill of fare plus inherit.

While the Healer Killer Healer Killer is situational/niche, it comes at no additional cost and is some other benefit to an already powerful Weapon Aid.


Elena Brilliante – C

Pros
Cons
  • 8 turns of 15% Burn Skyfall vitrify
    • Bicolour board changer
  • 3 unique Killers
    • Can gain a duplicate Killer via SA
  • Balance typing
    • Can apply any Killer Latent
  • Situationally used as a sub

Elena has received a sizable buff to her active as information technology will now provide 8 turns of 15% Fire Skyfalls instead of iv turns. While any Skyfall vitrify has the potential to not always provide enough orbs, having this for viii turns will most certainly exist noticed.

In add-on to this, Elena also has the power to function as a potent solution against Dragon, God, or Devil spawns every bit she can gain admission to another of these Killers via Super Awakenings forth with being able to wield their Latents. This means she could exist used on various Farming or Ranking Dungeon teams and her bicolour board changer is almost always be helpful.

With that being said, if you practise not foresee yourself using Elena as a sub and instead wish to just use her active, yous may find her Weapon Assist to exist of not bad value.

As a slight tangent, when Elena was first released, she had the potential to be valuable for Ranking dungeons and was used a modest amount and so due to the combination of bicolour plus Skyfall buff. Sadly, the combination of Majic Lin (perfect xv-15 bicolour) plus a forced 4-colour Skyfall (eg. Xellos ) is a stronger combo booster despite taking 2 actives.

Elena Brilliante (Dark Colour)

Pros
Cons
  • 99 turn Fire Skyfall
  • Hard justifying equally a sub
    • Poor awakenings
  • Would have to inherit active
    • Receive no awakenings

Dark Elena trades her 8 turn, +15% Skyfall agile for 99 turns of +7%. As such, length of the dungeon will decide how valuable this volition be but at the same time, the secondary effect tied to her Nighttime form is underwhelming.

This is considering a +l% health heal over ii turns will often go to waste and she is not actually generating orbs the turn she is used, just a slightly higher adventure of Burn orbs appearing. Furthermore, Dark Elena's awakenings are lackluster along with a disappointing Leader Skill.

As such, it will exist difficult to justify using her outside of inheritance which will not provide any awakenings. Taking all of this into consideration, this is Elena's almost underwhelming form.

Weapon Assist

Elena's Weapon Assist is able to grant the owning card a unmarried TPA TPA and Residue Killer Balance killer while also retaining her Base form's active.

While TPA is an oftentimes underutilized awakening, information technology can still produce meaningful results on teams such as Grigory and being able to grant him an boosted TPA volition assist bolster his damage output. Furthermore, while a Balance Killer is more situational, information technology does take merits in A6/AA4 as several of the later spawns feature this typing forth with large health pools.

With that being said, this is yet a niche Weapon Aid.


Raizer – B

Pros
Cons
  • You rolled a Raizer
  • Does not achieve annihilation meaningful in this class

Raizer's Base course is underwhelming overall as he does not provide anything truly relevant beyond personal harm (with no VDP) when below l% health.

As such, he is best converted into his other forms as they will serve you lot better.

Raizer (Dark Colour)

Pros
Cons
  • two turn Damage Blot Void
    • 17 turn cooldown
  • Strong personal damage against Devil and Machines
  • So many cards now have 2 turn Damage Absorb Void
  • Lackluster equally an inherit

Once upon a time, Dark Razier was one of the mot desirable cards to own from the GungHo Collab as he was one of the only 2 turn Damage Blot Void cards.

While 1 should not actually require 2 turns to kill a single Absorption spawn, the fact that Arena 5 and Alt. Arena 3 take a 25% adventure to run into ii Absorption spawns dorsum-to-back. While the 2d one (Durga) is not lethal and is a great way to stall for actives, waiting ten turns elongates clear times. As such, having admission to an active that tin can counter both spawns was highly desired.

Fast forward to today and we at present have a whole host of unlike 2 turn Damage Absorption Void actives which in turn downgrades the unique value Nighttime Raizer provides. Furthermore, Raizer's Weapon Help does not feature this active so trying to inherit Dark Raizer will not provide any boosted awakenings.

This is not to say that Night Raizer is a bad card, it is just that he has lost his luster and unique part of being ane of the few 2 turn Harm Absorption Void actives.

Weapon Assist

Raizer'southward Weapon Assist is able to provide ii Team HP and an Assailant Killer 37. This can provide a small amount of added bulk but at the same time, will probably be unneeded for the vast majority of end game teams as yous will always have enough Effective Health to survive non-executes.

Furthermore, this Weapon does non provide any Resists and an occasionally helpful Attacker Killer awakening. This places information technology at the bottom of the theoretical inherit totem pole as having sufficient Resists is most important followed past reliable Passive Damage such as Rows or Orb Enhances.


Lilia – A

Pros
Cons
  • Can Lock orbs
    • Counters Spinners
  • Agile provides few benefits
  • LS requires 10 combos for full result
  • Dark course is suprior

Lilia's Base form is able to Lock all orbs on a half-dozen-plough cooldown which will counter all Spinners. This is meaningful nether the right circumstances as you can freely friction match without trying to time the changing of orbs.

With that being said, this is a pretty weak active overall and while her Leader Skill has potent multipliers, it is inferior compared to her Nighttime grade while also requiring 10 combos to truly shine.

Lilia (Dark Color)

Nighttime Lilia is significantly stronger compared to her Base form every bit she is able to savour solid personal damage due to triple 7 Combo 45 and VDP along with a stronger agile. While Nighttime Lilia will simply Lock Forest orbs, it will at to the lowest degree catechumen Water and Hazards and with smart planning, can place the Locked orbs into the Spinners.

Furthermore, with a 5-turn cooldown, Dark Lilia can bear some other inherit to help diversify her utility. As such, Dark Lilia can part as a reliable sub for mono Wood teams, especially if Spinners are present.

As a leader, Nighttime Lilia has potentially high ATK multipliers but must hit ten combos in order to do so. This will be inconsistent but at to the lowest degree she volition provide 1 indicate of Motorcar Follow Upwards Damage when matching 9 connected Forest orbs. While this will eat into your combo count, you do not accept to worry nearly Resolve spawns which in itself is meaningful.

Weapon Assistance

Lilia's Weapon Assist is able to provide both Cloud Resist and 3 Forest Rows Wood Row which can exist meaningful for mono Wood teams. Sadly, the active tied to this Weapon is lackluster/niche while also having shorter cooldown.

This ways it runs a higher risk of accidentally charging upwards at inopportune times and the effect when used is only helpful is Spinners are present.

With this in mind, I would more than inclined to non make this Weapon and instead utilise her Dark form as it will provide more value overall.


Omega – A

Pros
Cons
  • 1 plow cooldown
    • Easy to inherit over
    • Aids active skill clause LS
  • Strong personal harm confronting Gods and Devils
  • Lacks an ideal place to utilize
  • Night grade is a powerhouse farming card
  • LS requires 3 Fire combos

Base of operations Omega has the potential to exist a meaningful menu but he sadly lacks an ideal home to have advantage of his kit. His main appeals are his one-plow cooldown that will trigger any active skill clause Leader Skills along with his high personal damage against God and Devil spawns.

Together, these should make him a reasonable sub but there is no ideal identify to use him. Thankfully, his Dark form is i of the most efficient Farming leaders in the game.

Omega (Dark Colour)

Pros
Cons
  • Cocky sufficient Farming leader
    • Has double row maker
    • Cuts ain HP by 50%
    • High ATK multiplier
    • High personal impairment
    • Easy to activate
  • Can use any Fire sub
  • Tin stack Rows Fire Row
  • Fast and easy clears
  • Primarily used for Farming content quickly

Nighttime Omega is nevertheless one of the near efficient Farming leaders in the game due to his unabridged kit being relatively self-sufficient. This is considering he combines a double row maker, -50% HP cut, 324x ATK, high personal damage (three <50% ), and is incredibly easy to actuate as you simply take to exist beneath fifty% health. Furthermore, Nighttime Omega can abuse Fire Rows Fire Row for even more offensive potential and can make short piece of work of easier/predicatable content.

The idea of Farming a dungeon over and over over again is to do so in the fastest and efficient manner possible. As such, players can easily programme out their agile skill usage and somewhat swipe/minimal combo their manner to a speedy vicotry. While this will non reduce the amount of stamina spent, your clears will be faster and more mindless which becomes important if repeatedly farming the same dungeon.


Weapon Assist

Omega'southward Weapon Assistance is underwhelming overall and has a high opportunity cost as you lot will exist forgoing the adventure to use his wonderful Dark form.

The reason why this Weapon Assistance is lackluster is because of the vi -> 1 turn cooldown which volition accidentally accuse upwardly quite hands while only generating a single Fire orb. Low cooldown actives are peachy on subs/leaders but tend to be problematic on Weapon Assists for this reason.

While the Record Resist and 3 Fire Rows Fire Row are useful awakenings, the juggling of the low cooldown will tend to damage you more overall.


half dozen Star base

Weaver of Destiny, Urd – B

Pros
Cons
  • 4 SB Skill Boost
  • Huge personal damage vs Devils & Healers
  • Active cuts HP past 50% & generates 6 Fire
  • Easy to actuate 400x ATK
  • Primarily a Farming sub/leader
  • LS has to use Reincarnated cards

GungHo Urd features 4 Skill Boosts Skill Boost along with huge personal impairment when below l% health and facing a Devil or Healer spawn. This is valuable equally Training Arena 2 (TA2) as many spawns characteristic these typings and you only need to encompass Balance and yous are somewhat set.

With this in listen, GH Urd is a phenomenal damage solution for TA2 as either a leader or sub every bit she is somewhat self sufficient in the sense she can cut your health while also generating half-dozen Fire orbs.


 Creator of Destiny, Verdandi – B

GungHo Verdandi is blue which will eternally misfile me as the original Verdandi has always been greenish. Regardless, GH Verdandi comes with 4 Skill Boosts Skill Boost forth with potent personal harm against Gods while besides having a VDP . While I am commonly against cards who primarily feature Killers as a course of damage, God Killers are relevant for Loonshit vi/AA4.

As such, it would non be a terrible thing to have GH Verdandi on your team for these types of content and her 4 Skill Boosts volition help the future Norza Transform while too being able to generate Eye orbs.

On the other manus, GH Verdandi has the potential to atomic number 82 a reasonable team of Reincarnated cards as she avowal solid multipliers.


Witness of Destiny, Skuld – B

GungHo Skuld features a Gemstone-way active that provides additional ATK based on the number of SBR present. Assuming every card has one forth with Skuld'southward 4, you lot will bask 9*0.2 + 1 = two.8x ATK on a 4 turn cooldown. This is quite an efficient ratio simply mayhap more importantly is beingness able to overwrite any ATK debuff.

While I feel that having 4 SBR is excessive, it can exist used to assist mitigate a lack of SBR pre-Transform or when using cards such as Academy Valeria who lack their ain SBR.

As such, the value GungHo Skuld will bring to your Monster Box will swivel on how many non-SBR cards you want to bring on a given team along with whether you are playing through A6/AA4 where the ATK buff has significantly more than applications.


Flame Winged War Goddess, Urs Laguna – D

Pros
Cons
  • 4 unique Killers
  • None of the Killers overlap
    • Will result in underwhelming damage
  • Low value overall

Urs Laguna is a terribly disappointing carte du jour equally they characteristic four different Killers which will issue in an underwhelming amount of damage. This is problematic every bit Killer solutions are best when they focus on a single typing equally they can deal spectacular amounts of damage when needed.

As such, Urs Laguna volition not be able to accomplish this and will exist sidelined for essentially any other Killer carte every bit it will be difficult to find a triple typing spawn that features their Killers.


Brilliant Sea Creature, G Starster – B

Yard Starster makes a return this fourth dimension around and retains his ability to provide a wonderfully powerful agile on a fast eight-turn cooldown. This active has value because it is able to produce a tricolour board that includes Hearts along with a 5 plow Bind and Awoken Bind articulate.

This is compensated past the inclusion of Jammers which are obviously not ideal just perfectly manageable as you can hands clear them away along with your other combos. With that beingness said, this is works in our favour as we now take access to a powerful active on a much faster ground.

Furthermore, Grandstarster is able to provide Passive Damage via iii Enhanced Water Orbs blue + orb along with additional utility via their Super Awakenings.

While all of this is meaningful, Grandstarster faces plenty of competition when being selected as a sub and I experience they just sadly practice not brand the cutting for most teams if faced with other options. This is because I feel Granstarster's main appeal was when Colosseum 2 was released and their exceptionally low Team Price ensured they hit max level quickly.

Finally, yous should get out the Jammer Blessing unawoken as it will provide simply a tiny i.5x ATK for Grandstarster but at the aforementioned time, volition take up space on your board and volition be a hindrance overall.


Mercury – B

Mercury is a solid Ranking Dungeon or Farming solution when faced with numerous Dragon spawns. This is because she has access to 2 natural Killers Dragon Killer, the ability utilize Dragon Killer Latents, and two >80% awakenings. Furthermore, she can also acquire an Attacker 37 or Concrete physical killerKiller via Super Awakenings to further button her damage.

While also of this is wonderful, she is only truly efficient against Dragons and while also remaining above 80% wellness. As such, her value will be dependent on how much you value these game modes where speed and efficiency reign supreme.

With that existence said, Mercury is a footstep up above other Dragon Killing options every bit she will often out damage them while above fourscore% wellness.


Goddess of Purity, Artemis – C

GungHo Artemis has the potential for impressive Evolution or Devil Killing potential due to her power to accept ii natural awakenings of each along with being able to also wield their Latents.

As such, GungHo Artemis volition be a situational carte du jour for specific Ranking or Farming content equally she can evangelize tremendous damage to those corresponding spawns while also having a higher ATK stat. With that being said, I would probably lean more towards an Development Material counter every bit this role cannot exist performed by many cards whereas numerous Devil Killing solutions exist.


Kaguya, Princess of Tsukuyomi – Southward

Pros
Cons
  • Gentle introduction leader
  • Lacks Effective Health to survive
  • iii SBR Skill Lock Resist is wasteful
  • Using this for means missing out on her amazing Weapon

Tsukuyomi has a surprisingly loftier ATK multiplier when matching v colours while also matching 5 connected orbs. Sadly, she lacks Effective Health due to only having 25% Damage Reduction with a unmarried leader and will struggle to survive larger preemptives.

In improver, her awakenings are nothing special and having three Skill Bind Resist will often go to waste. Thankfully, she has an incredibly powerful Weapon Assistance.

Weapon Assistance

Pros
Cons
  • Full Demark Immunity
  • Astonishing active
    • ATK buff
    • Time buff
    • RCV vitrify
    • 7 plow cooldown
  • Have to curlicue, cannot trade for

Tsukuyomi's Weapon Aid is like fine wine, improves with time. In fact, this Weapon has quickly become one of near used equips due to the release of Arena 6 and AA4. This is because both these dungeons feature numerous ATK, motion time, and RCV debuffs and having a single agile that tin counter all 3 on a fast 7-plough cooldown is simply astonishing.

This is considering any buff will overwrite their corresponding debuff regardless of how much is actually buffed. In fact, for the Lite ATK buff, it still overwrites any ATK debuff regardless if you actually have Light cards on your team.

With this in mind, I like to inherit my Tsukuyomi Weapon on cards with already fast cooldowns in order to have regular admission to this wonderful utility active.

To top information technology off, this Weapon will also provide total Demark Amnesty which is incredible for cards such as Aten and Diaochan who both lack Bind Immunity and have fast charging actives. To be fair, even if a fast cooldown carte cannot benefit from the Bind Immunity, this is even so a solid Weapon Assist when playing through higher level content every bit it tin address 3 dangerous mechanics.

On a personal annotation, I ain both Umbrella and Tsukuyomi's Weapon and discover that these two are some of my most used equips when playing through challenging content.


5 Star base

Helen – D

Pros
Cons
  • Modest active
  • No identify to apply her

Helen is the first 5-star carte within the GungHo Collab REM and the fact that she is just chosen Helen should be indicative of how much dearest GungHo has for her. She is not Helen the Keen nor Changer of Fates, Helen, just Helen.

While that probably has no bodily bearing on her usability, it does non change the fact that she is a terribly outdated bill of fare with no truthful value at this betoken in time. Perhaps if she had a Weapon Assist form she might find some merits but without 1, it is harder to justify inheriting her.


Konohanasakuya – D

Pros
Cons
  • Cuter compared to Helen
  • Comically low value agile

Konohanasakuya is another underwhelming card who does not fulfill any relevant niche/function due to her abysmal awakenings, terrible Weighted Stats, and comically lackluster active. Healing 7,000 HP might have meant something in 2015 but nowadays that is barely anything and x% heal is never going to exist enough to work every bit a Healing solution.


Tenfuufa – D

Pros
Cons
  • ?
  • Does non contribute much overall

Tenfuufa gets a 0/10 as she will not find usage beyond brand new accounts every bit her offensive potential, utility, and Weighted Stats do not amount to much overall. This is sadly the tendency for bottom rarity cards who lack Weapon Assists.


Atalanta, Tempestuous Warrior – B

Pros
Cons
  • Make Weapon Assist
  • No reason to exit in Base form

Atalanta's Base of operations form has no relevance and should always be converted into their Weapon Aid evolution.

Weapon Assist

Atalanta's Weapon Help has the ability to grant a sizable amount of Passive Impairment to mono H2o teams due to the 3 Rows Water Row and 2 Orb Enhances blue + orb. As such, if you are able to cover all relevant Resists and take an open up inheritance slot, this can potentially be the manner to go.

With that being said, I want to stress that offensive Weapon Assists should not take priority over those that provides of import Resists equally being able to completely counter/ignore a mechanic via awakenings is incredibly valuable. This is considering it will directly save you active skills while also providing safer and more consistent clears.


Orpheus the Pining Poet – C

Pros
Cons
  • Higher stats in Coop Multiplayer Bonus
  • Tin can function as a Button Base
  • Base ATK is on the lower terminate
    • Results in lower Button damage
  • But viable in Coop

Orpheus comes with two Coop Heave Multiplayer Bonus awakenings which bolster his stats by two.25x when used in multiplayer. This profoundly patches upwards his other wise lackluster Weighted Stats only the but one that is truly important is his ATK.

This is because cards with higher ATK are often selected as Button Bases for Button farming. This process revolves effectually using an active that produces instantaneous damage when using the agile (at the push of a Button) and these abilities scale with ATK. As such, the higher the ATK, the bigger the Push/harm.

As a event, Orpheus can be a potential Button Base of operations if you enjoy this type of farming in multiplayer but at the same time, this may not exist for everyone. Furthermore, Orpheus has a much lower ATK stat compared to some other double Coop Boost options which in turn may sideline him. Thankfully, his Weapon Assist has claim.

Weapon Assist

Pros
Cons
  • Provides 1 Coop Boost Multiplayer Bonus
  • Merely useful in multiplayer

Orpheus's Weapon Assistance is able to provide a single Coop Boost Multiplayer Bonus enkindling which will grant 1.5x stats to the owning card when used in multiplayer. Equally mentioned above, Coop Boost is a way to inflate a bill of fare'due south ATK stat and if you have someone that naturally comes with a Button active (eg. Brachydios ), you can further boost their harm output.

This will be the principal application for Orpheus'south Weapon Assist and the amount of value information technology will bring to your Monster Box will depend on how much yous value this type of farming.


Delphyne the Dragon Princess – C

Pros
Cons
  • Viable Healer Killer Healer Killer solution
    • Tin apply Healer Killer latents
  • 4x ATK flare-up active
  • Merely effective confronting Healers

Delphyne is the last 5-star card featured this time in the GungHo Collab REM and comes with the ability to deal meaningful damage against Healer blazon spawns. This is because she comes with two Healer Killers Healer Killer along with the ability to use Healer Killer latents.

As such, she may be utilized in some Farming or Ranking Dungeon builds forth with her active providing a sizable 4x ATK flare-up for Dragon types. With that being said, Delphyne is still a niche carte du jour and may have more merits every bit a Weapon Assist if you already accept a viable Healer Killer solution.

Weapon Assist

Pros
Cons
  • 60% Jammer Resistance Jammer Resist
  • 4x ATK for Dragons
    • Tin too overwrite whatsoever ATK debuff
  • Jammers tend to exist a lower priority

Delphyne'southward Weapon Assist is able to provide 60% Jammer Resistance Jammer Resist along with the ability to boost ATK for Dragons by 4x for a single turn.

While information technology may not be flashy, this Weapon Assist tin be utilized past a multifariousness of teams provided other Resists are taken intendance of. This is because Jammers tend to be a lower priority as they are non "lethal" as they tin be matched away and practice non deal damage dissimilar Poison orbs. Equally such, I would only try to bring Jammer Resist if all other relevant/dangerous metrics are already covered.

On the other hand, while not every team uses Dragons, the ATK boost tin can exist used to overwrite any ATK debuff, even if no cards on your squad are Dragons.

Do I plan to scroll? & Dream rolls

I practise not plan on rolling inside the GungHo Collab Egg Machine as the bottom rarity is terribly disappointing along with me already owning the vi-star Tsukuyomi . As such, I would be rolling in hopes of acquiring a 7-star card and while the rates are really reasonably high, l% chance for a distressing 5-star is unappealing.

Regardless, I would love to pull a Tsukuyomi for my dream 7-star menu every bit she can perform wonderfully well every bit a leader or a sub and will give me an alternative to Lamp along with already owning Yuri for future Norza pairings.

For my half-dozen-star choice, I would commonly say the other Tsukuyomievery bit she features an incredible Weapon Assistance simply I am already blessed by her from a previous event then I will choose the wrong colour Verdandi as I already have a stiff Grooming Arena 2 farming team in Shivnia (squad can exist found Hither) which makes Urd less appealing.

Finally, Atalanta is my bottom rarity choice as he offers the strongest Weapon Assist of all the five-star cards and at least has a adventure of being used if I am able to cover all of import Resists.

My Dream Rolls
7*
6*
5*

The above chart are the cards I would love to larn from each rarity if I could cull one for my Mantastic account. This is my own personal stance based on my Monster Box, goals and whether or not I accept dupes.

Conclusion

The GungHo Collab makes another return to North America and has cut downward on the already massive rolling pool by rotating several cards out this time effectually. This does provide a higher risk of rolling what you want but at the same fourth dimension, it volition be challenging to actually roll one specific card.

While the 6 new cards added are unique and for the most part reasonably powerful, I practise not feel information technology is justification enough to curl at this point in fourth dimension every bit the bottom rarity is still lackluster and comprises over fifty% of the rolls.

Thankfully, this event will render on a regular basis which means we will always accept a chance to pull from it several times a twelvemonth forth with ideally timing our rolls when the cards have been further buffed or the bottom rarity is reworked/removed.

Let me know what you think most the GungHo Collab Rare Egg Machine and how much you program on rolling in the comments below.

Happy Puzzling!

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Puzzle and Dragons Noir, the Infinity of Lost Gear UPDATED

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