GungHo Collab 2nd Run Review
Featured Image from Merc Storia’s Summons Board Collab
GungHo Collab’s return is a mixed bag as you cannot roll some of the the useful 5 and 6 stars this time, and there’s no monster exchange offered for 7 Star REM either. It’s not all bad though, as this is another chance to obtain the various MP shop, rainbow medal, and PEM cards.
Reviews of cards from the last run of GH Collab can be found here and here. Once again, note that not all cards available last run is available this time.
New Cards
Flamme is an interesting 4x HP leader with 10x red counterattack. She’s quite capable as a leader and has useful applications in speedfarming.
As a 4x HP leader with access to some excellent RCV options , Flamme’s survivability is excellent. The attack multiplier is independant of orbs on the board, instead dependant on red attribute and being ≤ 50% HP. It can be easy to accidentally heal over, but that’s where her 5 CD 50% suicide active comes in. Her main drawback is the relatively low offensive multiplier, which makes it hard to recommend her over other 4x HP leaders.
In a speed farming context, Flamme’s 10x fire counterattack (20x with 2 leads) can clear a floor with preemptive 99% gravities just by having enough HP, easy enough through multiboost button bases and her own 4x HP lead skill. Saving an active in this manner allows previously impossible full button builds to be made and it’s also faster than pressing an active. Aside from counterattack, Flamme’s leaderskill offers a decent multiplier just for being under 50%, though Machine Noah has identical activation requirements, no type restriction, more skillboost, higher personal damage, and a stronger active.
孤島の大魔女・リーチェ
Active Skill: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield and att. absorb shield effects
(35 ➧ 30)
Leader Skill: 3x ATK when matching 3 or more colors (2+heal); 4x ATK and reduce damage taken by 25% when matching 5 or more connected Water orbs
[1/144/1, 43.75%]
Since she’s tradable, this reeche is not inheritable and her stats, awakes, and leader skill are all a bit worse than the REM base Reeche
. She’s still quite nice for a new player looking for an easy a3 leader though, as she comes with easy activation, a damage absorb void active, and can VDP off just 2 colors + 3×3 blue box.
Compared to other farmable damage absorb void options
, tradable Reeche’s stats are not quite as good but her active will come up faster if the rainbow haste is utilized. Plus she requires far less skillups.
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4395 (5385) | 5054 (6044) |
ATK | 2450 (2945) | 2818 (3313) |
RCV | 510 (807) | 587 (884) |
冥華の大魔女・リーチェ
Active Skill: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield and att. absorb shield effects
(35 ➧ 30)
Leader Skill: 4x ATK and reduce damage taken by 25% when 7 or more combos; 4x ATK when matching 4 or more colors; Increase orb movement time by 2 seconds
[1/256/1, 43.75%]
Aside from attribute, this Reeche is identical to the ult version of REM Reeche . Thus if you already have the normal verison, there’s pretty much 0 reason to go for this card.
Just about everything that applies to regular Reeche also applies to dark Reeche, so please see here for an in-depth review on the regular REM Reeche.
New: Dark Reeche got the same super awakenings as blue Reeche. They are all support oriented and won’t affect her usage much, but nice to have all the same.
Super Awakening Buffs
Noir, the Infinity of Lost GearSA:
Noir can now get a 3rd 7c or a 2nd VDP, allowing for some seriously high VDP damage either way. That said she still has trouble finding a home due to her typing and her own leaderskill remains orb hungry as ever, though 4x HP does allow for a Kuroyuri system.
Orage, the Burst of Lost GearSA:
Orage is mainly used as a coop swipe lead, so super awakenings aren’t super relevant. The additional skill boost is useful for select solo only dungeons like the +99 dungeon, and she’s a respectable HP stick with a 3rd team HP.
Karin ShindouSA:
Healer types received a powerful leader in Valk Ciel recently and Karin brings a strong burst active and either double 7c + VDP or triple 7c to Ciel teams. She functions well on other light teams, but her low base HP remains a concern.
Elena BrillianteSA:
Elena can now gain a 2nd god, dragon, or devil killer, greatly enhancing her damage against those spawns. She’s still a rather situational card, and her damage can be easily nulled if the rest of the team can’t match her output.
RaizerSA:
A 3rd ≤50% attack boost pushs Raizer’s personal multiplier to 8x. Cloud and scroll can be situationally nice but many other cards have those already.
DurandalfSA:
I still recommend any new players to pick up a few durandalfs use as a leader and for future farming uses, but there’s no point to limit breaking him when he’s just going to end up as an equip later on.
KriemhildSA:
Lv110 Stats: HP 5178 / ATK 3704 / RCV 432
Kriemhild’s stats double at lv110, giving her 3704 base attack (up to 4532 with +99 and atk+ latents). Sadly she has no multiboost, so her usefulness is limited to buttoning ranking dungeons and other solo-only situations.
Verdict
Roll the 10 stone machine if you want, since it’s essentially a normal godfest but with GH collab cards replacing most of the 6 Star GFEs.
For farming purposes it is now possible to get 5 Alastairs, and Durandalf makes a return as a powerful farmable nuke assist.
Reeche and Flamme are both one-time exchanges via farmable tickets. If you could only farm enough for one of the two, I would pick Reeche if you lack damage absorb void of any kind, and Flamme otherwise.
Lastly, you can buy the Kuroyuri autoheal system from MP shop and roll the PEM in hopes of Typhon/Hakuryu cards.
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