Heroines REM Review
Featured Image by touki_ikuot on Twitter
Heroine makes a long awaited return, but with surprisingly few additions. Many of the older cards got nice buffs though, especially the updated leader skill on Ilmina and the devil killer on Sheena. On a whole this machine still has good value, but players who already rolled the useful gold eggs in the past will not have much incentive to roll again.
See here for more info about the machine.
New Cards
Cherun(Base)
Stat | Lv.99 | +297 |
HP | 5002 | 5992 |
ATK | 3488 | 3983 |
RCV | 310 | 607 |
[4996]Disciple of the Great Witches, Cherun
大魔女の弟子・チェルン
Devil / Attacker
Active Skill: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (18 ➧ 13)
Leader Skill: 5x ATK when matching 6 or more connected Fire, Wood, Light, Dark, Heal, Jammer, Poison, Mortal Poison or Bomb orbs; 4x ATK and reduce damage taken by 25% when matching 5 or more connected Water orbs [1/400/1, 43.75%]
Base Cherun’s leader skill has some potential, but lacks sub/active synergy at the moment. The leader skill has 2 parts: matching 5 blues, and 6 non-blues (which includes even hazard orbs). A similar leader skill is found on Nidhogg . While Cherun’s multiplier is much higher and she has defense in the form of a small shield tied to matching 5 blues, there’s no blue equivalent of a Nidhogg system so activating her takes a bit more work.
As a sub base Cherun’s double combo orb awakenings is interesting, but end up redundant when used with other cards (such as on a Ryune team) with combo orb given the “maximum 3 combo orbs on the board” limitation. Her main appeal is the powerful blue + heart bicolor active, paired with unlock and +1 combo. While it’s not quite as strong as her mentor Zela , the lower cooldown makes having the active ready on time a lot easier.
Cherun(Ult)
Stat | Lv.99 | +297 |
HP | 7702 | 8692 |
ATK | 2588 | 3083 |
RCV | 60 | 357 |
[4997]Witch of the Ice Fists, Cherun
氷拳の魔女・チェルン
Devil / Physical
Active Skill: For 1 turn, increase combo count by 1; Unlock all orbs; Change all orbs to Water, and Heal orbs (18 ➧ 13)
Leader Skill: [No skyfall]; 10x ATK when there are 6 or fewer orbs remaining; 3x ATK for each cross of 5 Water orbs [1/8100/1]
Ult Cherun is an incredibly powerful cross leader: as long as board has 6 or less orbs remaining, 1 blue cross grants 900x mult while 2 cross is 8100x mult. She has no HP, RCV, or shields in her leader skill, but a total of 4 team HP from 2 leaders grants 1.2x HP. Aside from being an interesting cross lead, Cherun could be used as a farming leader since a full board swipe is an automatic 100x, but any more than that requires complicated board setups that takes more moves than turning a full board + double row into 7 combos for Amen .
As a sub, Cherun can be compared to Summer Yog . Both are FUA subs with bicolor blue/heart actives, but while BYog has at least some offensive awakenings, Cherun has nothing but team support awakenings. Cherun is an excellent movetime and HP stick, but don’t expect much damage from her.
Which Cherun do I make?
Keep base form for an easier leader, or make evolved for a nice FUA sub and fun cross lead.
Oria
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 5108 (6098) | 5874 (6864) |
ATK | 2064 (2559) | 2374 (2869) |
RCV | 530 (827) | 610 (907) |
[4995]Witch of the Burning Flowers, Oria
灼華の魔女・オリア
Devil / Balance
Active Skill: Change Heal orbs to Fire orbs; For 1 turn, void damage absorb shield and att. absorb shield effects (30 ➧ 25)
Leader Skill: 3.5x ATK and reduce damage taken by 25% when 6 or more combos; 4x ATK when matching 4 or more colors; Increase orb movement time by 2 seconds [1/196/1, 43.75%]
Oria is the Heroine version of Reeche . Her leaderskill is essentially a watered down version of Ult Reeche, but her variation of the damage absorb and color absorb null active is better in someways.
An active that nulls the damage absorb and color absorb has yet to become required for any spawn, but it is useful in places like Gem Temple/A3 where Noahdra(color absorb) and Heradra(damage absorb) can spawn on the same floor. Oria’s secondary effect is changing hearts to reds which can considered “weaker” than Reeche’s unlock + rainbow board change, but it is more predictable in terms of number of orbs made and potentially useful for making a VDP board. From a farming perspective, 5 less cooldown and lack of board change makes Oria much easier to build around, but in the end there aren’t that many situations where a normal damage absorb null active is not sufficient.
As a sub, Oria is a powerful devil killer but usually an impractical one for farming due to her long cooldown. She also has 2 skill charge like Reeche, but running Oria as a sub (instead of an assist) in A3 will turn a team that could previously deal with Parvati without damage absorb null into one that must use an active there, since Oria does at least 18x damage to Parvati without any latents or leader skill multipliers. That said, speed teams that carry 3+ absorb void actives will appreciate her ability to sweep devil-type floors with minimal orbs and combos. Aside from killing devils, Oria can be a solo-only FUA sub or bring more damage/skillboosts depending on your choice of super awakenings.
Satsuki(Chrono Ma:gia)
Stat | Lv.99 | +297 |
HP | 4305 | 5295 |
ATK | 1693 | 2188 |
RCV | 6 | 303 |
[5040]Dark Night Moon Dragon Caller, Satsuki
闇夜の月龍喚士・サツキ
Dragon / Physical
Active Skill: Change Water, Jammer, Poison, Mortal Poison orbs to Dark orbs; Charge allies’ skill by 1 turn (12 ➧ 7)
Leader Skill: 3.5x ATK and 1.5x RCV for Physical, Dragon type; 3x ATK when matching 6 or more connected Dark orbs [1/110.25/2.25]
Although this Satsuki is technically from Chrono Ma:gia and not really an Heroine card, she’s obtained with farmable trading tokens from the Heroine dungeon.
There’s really not much to say about her, since her awakenings aren’t that great (though she is a farmable 3 time extend + combo orb card) and while her leader skill could be used for swipe farming, the type restriction rules out options like Satan .
7 Star
Red Ilmina
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 5485 (6475) | 6856 (7846) |
ATK | 3005 (3500) | 3756 (4251) |
RCV | 164 (461) | 205 (502) |
[3274]Phantom Demon of the Grimoire, Ilmina
魔導書の幻魔・イルミナ
Devil / Attacker
Active Skill: Deal 100000 fixed damage to all enemies; Change all orbs to Fire, and Light orbs (18 ➧ 13)
Leader Skill: 7x ATK and 2x RCV when matching Fire+Light; [Board becomes 7×6]; 1.5x HP & ATK for Devil type [2.25/110.25/4]
Since her initial release 2 years ago, Red Ilmina managed to stay relevant due to her excellent active and awakenings.
Ilmina has the the highest number of skillboosts of all 7×6 leaders. She also has a bicolor board + 100k true damage active that can button a floor while providing a board for the next. Plus her killers allows the team to hit the ranking dungeon damage cap (40mil) much easier. These traits makes her amazing for combo focused ranking dungeons. Since she’s a great sub as well, Ilmina can be used for 7×6 leader swaps with leaders like Kenshin . The new buff increased her multiplier and added a HP component for devil types. Compared to the light form, having an RCV multiplier is nice for taking poisons, but the shield on Light Ilmina lets the team tank bigger hits.
Besides the aformetioned skill boosts and killers, Ilmina has a great super awakening in VDP and a high base attack. Given the right target, Ilmina can deal massive VDP damage without needing to match 7 combos, make a row, and so on. All these traits combined makes her incredibly hard to replace for farming and ranking purposes.
Light Ilmina
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 9010 (10000) | 11263 (12253) |
ATK | 1505 (2000) | 1881 (2376) |
RCV | 4 (301) | 5 (302) |
[3513]Ash Phantom Demon of Deliverance, Ilmina
救書の灰幻魔・イルミナ
Devil / Physical
Active Skill: Deal 100000 fixed damage to all enemies; Change all orbs to Fire, and Light orbs (18 ➧ 13)
Leader Skill: 7x ATK and reduce damage taken by 25% when matching Light+Fire; [Board becomes 7×6]; 1.5x HP & ATK for Devil type [2.25/110.25/1, 43.75%]
Light Ilmina remains a great HP stick, but at this time she’s not as unique as her red version.
A 25% shield grants better defense than just plain RCV, and the 1.5x HP to devil type buff makes her the tankiest 7×6 leader currently available. Although her multiplier and bulk is much better, Ilmina is not as flexible as Diablos due to needing colors and devil typing. At the moment there’s no exceptionally good 6×5 red/light match and devil type lead, such that it may be better to pair with another Ilmina.
Light Ilmina’s 3 dark resists and high HP made her useful for tanking Divine Queen Hera’s preemptive back in the day, but leaders are tanky enough to do so naturally now. Light Ilmina shares VDP super awakening, but with only a single 7c her damage is lackluster compared to her Red version.
Which Ilmina do I make?
As a sub, Light Ilmina has some uses for her HP, but Red Ilmina is far more unique and often irreplacable. As leaders though, Light Ilmina has higher tankiness due to shield, though Red Ilmina’s awakenings can give her an edge in dungeons with high combo + VDP requirements.
Blue Uruka
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4525 (5515) | 5656 (6646) |
ATK | 1974 (2469) | 2468 (2963) |
RCV | 455 (752) | 569 (866) |
[3524]Aqualily Goddess of Bliss, Uruka
水華の喜女神・ウルカ
God / Dragon
Active Skill: Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield effects (29 ➧ 24)
Leader Skill: [Board becomes 7×6]; 8.5x ATK and reduce damage taken by 25% when matching Fire, Water, Wood, Dark, Heal at once [1/72.25/1, 43.75%]
Blue Uruka can be used as a sub on rainbow teams in need of a damage absorb void active, but most of the time she’ll be an assist.
DKali board + damage absorb void is nice for board change, but the amount of damage the board can have is low, due to orbs being distributed in all colors. While she’s a decent enough sub with choice of 2nd 7c or rainbow haste from super awakenings, but she’s very much outclassed by Reeche for rainbow teams and Blujin otherwise. Her niche is the 7×6 leaderskill which can be used for swaps, but rainbow teams rarely need 7×6 boards in the first place.
Dark Uruka
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3525 (4515) | 4406 (5396) |
ATK | 2974 (3469) | 3718 (4213) |
RCV | 155 (452) | 194 (491) |
[3525]Darkstar Goddess of Bliss, Uruka
冥星の喜女神・ウルカ
God / Dragon
Active Skill: Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield effects (29 ➧ 24)
Leader Skill: [Board becomes 7×6]; 8.5x ATK and 2x RCV when matching Fire, Water, Wood, Dark, Heal at once [1/72.25/4]
Dark Uruka is in a similar place as Blue Uruka, but worse off as both sub and lead due to trading bind clear + 7c for 2 TPAs and losing shield for RCV in the leaderskill. Only reason to make her is for inheriting on-color to dark cards.
Which Uruka do I make?
Unless you need the extra stats from inheriting Uruka on a dark sub, keep Blue Uruka.
Red Planar
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 5105 (6095) | 5871 (6861) |
ATK | 3305 (3800) | 3801 (4296) |
RCV | 550 (847) | 633 (930) |
[4195]Anamnesis Norn, Planar
回想の時女神・プレーナ
God / Machine
Active Skill: For 1 turn, increase combo count by 3; Change all orbs to Fire, Dark, and Heal orbs (24 ➧ 19)
Leader Skill: 4x ATK and reduce damage taken by 25% when matching 6 or more connected Fire or Dark orbs; 4x ATK and reduce damage taken by 25% when matching 2+ Heal combos [1/256/1, 68.36%]
Red Planar is a very orb hungry row leader that requires 12 orbs (6 red/dark, 6 hearts) for full activation. Her awakenings are also oddly distributed, and 2 rows in red and dark means one set of rows will end up being wasted. There’s not much merit to this version beyond on-color assist.
Dark Planar
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 8205 (9195) | 9436 (10426) |
ATK | 2305 (2800) | 2651 (3146) |
RCV | 220 (517) | 253 (550) |
Dark Planar gained relevence as a sub due to the release of DMeta , a strong god type restricted leader with no built-in movement time increase. Planar’s massive weighted stats, FUA support, and time extends are all great for DMeta teams, though ultimately a luxury. While a +3c tricolor board is useful for VDP, it’s often excessive and not worth given the cooldown and her 1 skillboost doesn’t help. On the flipside, Planar’s high cooldown makes her a decent base for assist equips with good awakenings but not neccesarily good active skills, such as Hakuryu .
As a leader, she’s a strong cross lead that has only RCV for defense, but the amount of HP just from leaders makes her more tanky than she appears. Her active is useful for ensuring enough combos and crosses, but like all cross leads Planar suffers from inability to utilize VDP well. Her cooldown makes 7×6 leader swaps impractical, but she can pair with Allatu for 7×6 in exchange for some damage.
Which Planar do I make?
Dark Planar is the better sub and a neat cross lead but you can keep Red Planar for on-color inherits.
6 Star
Elgenubi
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4345 (5335) | 5431 (6421) |
ATK | 2125 (2620) | 2656 (3151) |
RCV | 437 (734) | 546 (843) |
[3514]Judgehammer Steel Star Goddess, Elgenubi
裁槌の鋼星神・エルゲヌビ
Machine / God
Active Skill: Change Wood, Heal, Jammer, Poison, Mortal Poison orbs to Fire orbs; For 4 turns, Fire orbs are more likely to appear by 15% (15 ➧ 10)
Leader Skill: 1.5x all stats for Machine type; 9x ATK for matched Att. when matching 5 Orbs with 1+ enhanced [2.25/182.25/2.25]
Elgenubi is one of many red OE sticks available, but she’s notable for her excellent active. Double orb change combined with 4 turns of red skyfall guarenteeds a stream of red orbs for the next few turns is useful for clearing multiple weak floors and her color matches Madoo and to some extent, Shishio .
While she has one of the better leaderskills among 6 stars in this machine, the machine type restriction makes team building difficult.
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4275 (5265) | 5344 (6334) |
ATK | 1568 (2063) | 1960 (2455) |
RCV | 364 (661) | 455 (752) |
[3515]Pureshaft Steel Star Goddess, Meridionalis
浄弓の鋼星神・メリディオナリス
Machine / God
Active Skill: Change Dark, Heal orbs to Water orbs; For 1 turn, increase combo count by 2 (17 ➧ 12)
Leader Skill: [No Skyfall]; 2.5x ATK & RCV for Water Att.; 3x ATK when matching 6 or more connected Water orbs up to 4.5x at 9 orbs [1/126.5625/6.25]
Meridonalis is still usable for Blue swipe farming thanks to a no skyfall leader skill based on blue blobs, but she is largely replaced by newer blue no-skyfall row leaders and x orbs left type leaders . She’s still potentially useful for adding a bunch of rows to a team, but there are assists that also adds rows without lowering the team’s skill boost counts.
Romia
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4080 (5070) | 5100 (6090) |
ATK | 1562 (2057) | 1953 (2448) |
RCV | 449 (746) | 561 (858) |
Romia is a great option for green combo teams, providing 2 extra seconds of movetime and damage against dragons. Her main downside is the mediocre active, but it is not a huge issue in longer dungeons given the assist system.
As a leader she’s a 7×6 lead with low multiplier yet orb hungry activeation and no defense. Unless you have no options, there’s not much reason to lead with her.
Navi
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4085 (5075) | 5106 (6096) |
ATK | 2309 (2804) | 2886 (3381) |
RCV | 292 (589) | 365 (662) |
[3517]Lightwing Ray Dragon Caller, Navi
輝翼の閃龍喚士・ナヴィ
Dragon / God
Active Skill: Change all orbs to Fire, Water, Wood, Light, and Dark orbs; Charge allies’ skill by 1 turn (14 ➧ 9)
Leader Skill: [Board becomes 7×6]; 5x ATK & RCV when matching 3 or more colors; Increase orb movement time by 5 seconds [1/25/25]
As the only card in the game with 4 SBR and 2 SB, Navi has great uses in farming for covering full SBR while keeping some skillboost. SBR equips make her less neccesary than before though.
SBR aside, Navi gained another 7c awakening such that she can now have 3x 7c in solo. Her leader skill was buffed as well, increasing the multiplier while lowering the activation requirements to just 3 color, making her useable for more than just rainbow teams. The high 5x RCV is nice for stalling, e.g. stalling up the leader swap active.
Barbara
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3217 (4207) | 4021 (5011) |
ATK | 2506 (3001) | 3133 (3628) |
RCV | 134 (431) | 168 (465) |
[3518]Hellbrand Mechdragon Technician, Barbara
獄刃の龍機工士・バーバラ
Dragon / Machine
Active Skill: Change all orbs to Fire, and Dark orbs; For 1 turn, 2.5x ATK for Dragon, Machine types (21 ➧ 16)
Leader Skill: [Unable to erase 3 orbs or less]; 2x all stats for Machine type; 4x ATK when matching Dark+Fire [4/64/4]
Barbara’s killers, 3 skillboosts, and powerful active earns her use in dark farming, such as the solo +99 dungeon where her healer killer is vital for killing Thumbalina. Don’t bother leading with her: match 4 aside, her subpool is tiny due to the machine type restriction.
Julie
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3812 (4802) | 4765 (5755) |
ATK | 1814 (2309) | 2268 (2763) |
RCV | 371 (668) | 464 (761) |
[3527]Radiant Mechdragon Technician, Julie
清杖の龍機博士・ジュリ
Dragon / Machine
Active Skill: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, reduce damage taken by 50% (16 ➧ 11)
Leader Skill: 1.5x HP & ATK for Water, Wood Att.; 5x ATK and reduce damage taken by 25% when matching Water+Wood [2.25/56.25/1, 43.75%]
Julie was once the best leader you could roll from this machine, but at this time her tankiness is not longer exceptional and her multiplier is on the low side. She is still occasionally used for her killer awakenings.
Erika
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4523 (5513) | 5201 (6191) |
ATK | 2270 (2765) | 2611 (3106) |
RCV | 583 (880) | 670 (967) |
[4198]Starry Cloud Dragon Caller, Erika
星月の雲龍喚士・エリカ
Dragon / Balance
Active Skill: Delay enemies for 2 turns; Change all orbs to Wood, Light, Dark, and Heal orbs (18 ➧ 13)
Leader Skill: 4x ATK and 1.5x RCV for Light Att.; 4x ATK and reduce damage taken by 25% when matching Wood, Light, Dark at once [1/256/2.25, 43.75%]
Erika got some nice buffs including unbindability and a choice of 2nd healer/attacker killer or a FUA from super awakes. Healer killer is great for boosting a light team’s damage against LMeta/LKali, as they already do 2x damage to DMeta/DKali, while attacker can be useful against Ibaraki-Doji. Erika’s leaderskill also got a damage buff to 256x with a 2.25x RCV component. This lets her focus on stacking high HP light subs with less worry about RCV.
5 Star
Kuvia
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3217 (4207) | 4021 (5011) |
ATK | 1516 (2011) | 1895 (2390) |
RCV | 590 (887) | 738 (1035) |
[3519]Cannon Sweeper Steel Star Goddess, Kuvia
掃瓶の鋼星神・クヴィア
Machine / God
Active Skill: Change Wood, Light orbs to Fire orbs; For 2 turns, Heal orbs are more likely to appear by 15% (14 ➧ 9)
Leader Skill: 3.5x ATK when matching 2 Fire combos, up to 5x at 3 Fire combos; Increase orb movement time by 3 seconds [1/25/1]
Kuvia is pretty useless at the moment, since numerous better red TPA cards exist. Her active is kinda interesting as it’s a rare heart skyfall + orb change deal, but there’s barely any situations where something like that is prefered over a straight board change with hearts.
Mel
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3824 (4814) | 4780 (5770) |
ATK | 2119 (2614) | 2649 (3144) |
RCV | 44 (341) | 55 (352) |
Mel is arguably the best card in this machine due to her unique role as the strongest heart OE based RCV stick in the game. Compared to active skill based RCV solutions , heart OE has the advantage of saving skill slots with the trade off being needing 4 hearts for healing and a greater vulnerability to awoken binds.
One thing to note about Mel is that, because her base RCV is so low, RCV latents have very little effect. Meanwhile, assists that grant a fixed amount of RCV like valentine chocolate box can nearly double her healing.
Mito
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 3015 (4005) | 3769 (4759) |
ATK | 1263 (1758) | 1579 (2074) |
RCV | 805 (1102) | 1006 (1303) |
Mito is a decent devil killer, but overshadowed by stronger devil killers . She may find niche uses for being unbindable and god type for no-skyfall DMeta but you won’t need more than 1 of her.
Momiji
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 2937 (3927) | 3671 (4661) |
ATK | 2025 (2520) | 2531 (3026) |
RCV | 369 (666) | 461 (758) |
Momiji was notable as one of the first easily obtainable FUA subs, but there are better farmable FUA subs available now. Momiji’s light/green/heart board is still uncommon (only two other cards have it ) and useful for Rushana teams.
Sheena
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4231 (5221) | 5289 (6279) |
ATK | 2428 (2923) | 3035 (3530) |
RCV | 40 (337) | 50 (347) |
After the buff, Sheena is now a solo VDP sub with 3 killers and a 7c. Dupes of her are very nice to have as she’s able to take latent killers for all 3 of her killer awakenings, and a L/D bicolor board with no extra animation is useful for ranking dungeons.
Runelis
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 4205 (5195) | 4836 (5826) |
ATK | 2145 (2640) | 2467 (2962) |
RCV | 158 (455) | 182 (479) |
Runelis gained a 7c plus a 2nd 7c or VDP from super awakenings, making her a decent choice for green OE sub. Her active creates many green orbs and buffs movement time, potentially useful for making a VDP.
Farmable
Grida is the rare invade from Heroine Dungeon. She’s not notably useful for anything, but at least she cute.
Melissa is Ilmina’s skillup fodder and one of the better budget buttons in terms of animation speed and damage, though her lack of SB is annoying. She doesn’t take many skillups so if you don’t already have Ilmina, try to max skill a few.
Verdict
DO I ROLL?
If you don’t have Mel or Sheena, definitely do a few rolls here as they are both common and valuable rolls.
If you already have most of the cards here, the new additions don’t really make the machine more worthwhile.
DO I TRADE?
Ilmina is a great card, but you need five 7* GFE or 8* Seasonals to trade for her and it’s hard to justify such a cost.