An Extensive Guide to the GungHo Collab Pal Egg Machine

| Jun. 10, 2020 | 828 views |   0    

Introduction

Puzzle and Dragons frequently collaborates with other games within its own corporation in an event fittingly called GungHo Collab. During this event, a special Pal Egg Machine (a.k.a PEM, not to be confused with the Rare Egg Machine/REM) becomes available. This PEM is worth rolling in because you can get unique and notable cards not found anywhere else, unless you already have all the cards from previous reruns.

A common problem with this PEM is that it suddenly gives many new cards and people can become confused and overwhelmed with what to do with them. This guide is written for earlier players in mind and therefore will explain some elementary concepts in PAD. However, it also references late game examples as well as niche cases when relevant for those curious and eager for enrichment, which newer and unfamiliar players may feel lost on. For these earlier players, try not to focus on the details too much but rather just know there’s a tangible purpose for the cards you’re keeping.

How much to keep?

  • For diamonds, keep all “Card” monsters.
  • For Arthur , Brunhild , and Bahamut , keep as much as 5.
  • For Sargatanas and Yoshino , keep at least 1 of each.
  • For golds, all “Card” monsters are recommended to keep multiple copies of, as much as 5 of each.
  • For silvers, keep one Mini Sun Quan , Nobuno Sanada , and Red Earth Golem .
  • All other monsters are generally not notable and can be sold.

General Information and Advice

Specific Cards in this PEM

  1. Do NOT skill up Typhon , Helen , Heracles , or Hakuryu cards unless you urgently need the skill for a specific team build and purpose (other “Card” monsters in this PEM cannot skill up). Cards with the Awoken Assist awakening can be assisted on to any base monster. In most situations, you mainly want the transferred awakenings of the assist but may still want the active skill of the base. Skilling up an assist can be bad for this because it will have a lower cooldown, so it’ll take less turns before the skill of the assist replaces the skill of the base, and overall you will have less turns to work with to use the skill of the base. Once the skill of the assist is charged, you will only be able to use that skill, and not the skill of the base.
  2. Feeding an exact dupe of a card to itself will unlock an awakening. If you have excess dupes from PEM rolls, you may opt to do this to save Tamadras. Do NOT do this for Typhon, Helen, Heracles, or Hakuryu cards as they may skill up from doing so!

Assists

  1. The ability to use the assist system is unlocked at rank 130.
  2. You may want to keep excess amounts of assist cards so you can have them on multiple teams at once and not having to waste coins moving them around as often. Putting on an assist costs 1 million coins. Despite coins being plentiful, PAD strongly encourages you to adjust your teams a lot and some players do run out of coins as a result.
  3. In most cases, maxing out the level and plusses of an assist is negligible in benefit and not worth the investment. The only purpose to this is providing 10% HP, 5% ATK, and 15% RCV of the assist’s stats to the base when the main attributes of both monsters are the same. Extra stats from the assist’s plusses will also be transferred with these percentages only if the assist is fully plussed (+297).

Monster Box

  1. It’s advised to keep high rarities monsters from this PEM even if they are lackluster since they’re so rare, in case they ever become appealing. GungHo buffs old cards often and anything has a chance of getting buffed in the future. Mini Sun Quan is notable now because he was buffed. Alternatively, new situations and content are constantly being added to PAD and sometimes older cards gain uses from these new changes.
  2. If you find yourself short on box space from this PEM, it’s recommended to not be stingy with your stones and to just expand for more box space as needed. You’ll inevitably get more and more cards the more you play the game and it’s arguably more harmful to get rid of potentially useful cards for box space.
  3. Earlier players may still want to temporarily keep non-notable cards from this PEM if they can provide some sort of use that nothing else in their box can do yet (e.g. Mini Lu Bu if you don’t have a skill to boost damage from devils yet), but don’t bother wasting resources like exp or evo mats on them. Do skill them up with other dupes pulled from the PEM though.
Click on the icon to jump to the card:
Diamond (7 Stars)

Diamond (6 Stars)

Gold (5 Stars)

Silver (4 Stars)

Diamond (6 and 7 Stars)

Typhon, Avatar of Destruction Card

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Stat Lv.99 +297
HP 3072 4062
ATK 1966 2461
RCV 162 459

[4712]Typhon, Avatar of Destruction Card
破滅の化身テューポーンのカード

Devil

Active Skill: (18 ➧ 13) Inheritable
Deal 200000 fixed damage to all enemies; Charge all allies’ skills by 2 turns

  • Active skill can be used to clear a weak floor and haste up other skills, notable for farming and potentially ranking setups. 200,000 damage is actually pretty high for an all target laser, currently only exceeded by skills that can deal 300,000 damage such as Melissa .
  • One of the few SFUA assists in the game. While SFUA requires a lot of heart orbs (9) and therefore aren’t very practical to use, they provide many functions. They can be used to finish off resolve enemies, kill low hp enemies with high defenses, or boost damage especially when also using active skills generating bicolor boards with hearts.

Helen the Tragic Princess Card

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Stat Lv.99 +297
HP 3394 4384
ATK 1430 1925
RCV 386 683

[4713]Helen the Tragic Princess Card
悲劇の姫ヘレネーのカード

Balanced

Active Skill: (17 ➧ 12) Inheritable
Delay enemies’ next attack by 2 turns; For 3 turns, Water orbs are more likely to appear by 15%

  • 80% or more HP Enhanced provides a 1.5x damage multiplier that you can assist on to any base monster as long as you can keep your health high enough. This can be impractical late game when you’re constantly taking large hits, but otherwise it’s a nice lazy way to get more universal damage.
  • Orb Enhance awakenings can provide respectable amounts of extra damage.

Heracles Demigod Hero Card

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Stat Lv.99 +297
HP 3602 4592
ATK 1581 2076
RCV 235 532

[4714]Heracles Demigod Hero Card
半神の英雄ヘラクレスのカード

Balanced

Active Skill: (9 ➧ 4) Inheritable
For 2 turns, reduce damage taken by 30%

  • Grants decent bulk of 1000 HP as well as a damage reduction skill across two turns. However, bulk is primarily covered by leader skills nowadays. Underwhelming for a high rarity card overall but should probably still keep because it’s rare.
  • Also offers an extra 200 ATK in stats but this isn’t notable for most cases. If general damage is the primary concern then you can probably find a different assist with a more powerful awakening. What this can be notable for are base monsters with active skills that deals immediate damage, as their skills scales directly from the raw attack stat (most modifiers do not directly affect the attack stat but rather merely extrapolate from it). Brunhild , Bahamut , and Arthur within this PEM are examples of such monsters.

Hakuryu Card

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Stat Lv.99 +297
HP 3931 4921
ATK 1661 2156
RCV 86 383

[4715]Hakuryu Card
白竜のカード

Dragon

Active Skill: (13 ➧ 8) Inheritable
Deal 1000000 Light damage to all Fire Att. enemies

  • An assist-able Balanced Killer means you can make any base monster really hurt balanced type enemies. Some notable balanced type enemies late in the game include Bigfoot, Hashihime, Genie, Fama, Scheherazade, and Brahma.
  • 20% Jammer and Poison Resistances. This is well appreciated because team building can be very constrained when trying to cover many hazard resistances.
  • Active skill can be used in some farming or ranking builds but otherwise take great care NOT to charge it up. Once charged, the skill can NOT be used at all if there are no fire enemies, meaning you will NOT be able to reset its charge to regain the use of the base monster’s skill.
  • Consider rolling in the Shaman King collab if you desire but fail to get this card. Horohoro is a low rarity roll that also provides a balanced killer assist with a usable skill. Other low rarity rolls in the Shaman King REM also provide other assist-able killers.

Aphrodite Card

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Stat Lv.99 +297
HP 3233 4223
ATK 1663 2158
RCV 307 604

[5832]Aphrodite Card
アプロディーテのカード

God

Active Skill: (1 ➧ 1) Inheritable
Lock all Fire and Heal orbs

  • Active skill has a 1 turn cooldown. This makes it very unfriendly to use as an assist since you only have one turn to use the active skill of the base before it is replaced by the assist’s skill.
  • Despite being an assist, you may consider using this card as a base sub to use its skill every turn. This can be useful for leaders that activate off of using an active skill, such as Anubis . However, beware that this skill cannot be used at all if all fire and/or hearts on the board are already locked or if there is just simply a complete lack of fire and heart orbs.
  • Locking orbs can be helpful against spinners/rotating orbs that are prevalent late in the game, such as from Rushana in her own descend (her “Western Vidyaraja Seal” move).
  • The ROM Cartridge exchange reward from the Samurai Shodown collab is a very similar monster to this: an assist that is able to be skilled up to 1cd with skill that locks orbs. The primary difference being that it locks all orbs and therefore is generally more useful, so consider it if you already have it or watch out for it if Samurai Shodown ever returns in the future, especially if you missed getting Aphrodite Card. Ultimately they’re still different cards and there may be a use for locking fire and heart orbs in particular someday.
  • 2 fire row awakenings provide a total of 30% more damage across the team when matching a row of fire orbs. This can be nice, but usually not  worth the inconveniences of the assist’s cooldown especially when there’s many alternative methods to boosting damage.
  • Heart Orb Enhance awakenings provide a 1.5x RCV multiplier upon the monster’s personal (not the team’s) RCV stat when matching 4 heart orbs. This effect stacks multiplicatively so this assist can be placed on monsters that already have a lot of heart OEs (such as Eir ) to greatly boost their healing, which is relevant for high HP but low RCV leaders. However as stated earlier, this card is very unfriendly to use as an assist. For alternatives, consider making a Valentine’s Day Box , Puu Bird , or Dorothy’s Shoes when you can.

Valkyrie, Chooser of the Slain Card

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Stat Lv.99 +297
HP 3439 4429
ATK 1454 1949
RCV 372 669

[5833]Valkyrie, Chooser of the Slain Card
死に寄り添う者ヴァルキリーのカード

God

Active Skill: (6 ➧ 6) Inheritable
For 1 turn, Poison orbs are more likely to appear by 20%; For 2 turns, recover 30% of max HP

  • 40% Jammer Resistance , making it complimentary with other 60% jammer resist assists such as Delphyne , Mystical Elf , and Paolumu .
  • Jammer resistances also prevent the generation of bomb orbs. Bomb orbs, if left unmatched, will deal damage and explode in a cross orientation across the board, deleting all orbs in this pattern before they can be matched. Resisting this is especially useful against enemies that generate only a single bomb orb that cannot be matched, such as the Will-O’-Wisp in Ras’ descend as well as Castor in Keela’s descend.
  • Active skill causes short poison skyfalls which can be used to overwrite greater hazard skyfalls from enemies. Hazard orbs from skyfalls cannot be prevented with resistances and can be very dangerous. Late in the game, Hinomitsuha on floor 7 of Arena 5 and Alt Arena 3 is the most infamous case of this, inducing 20% poison skyfalls for 15 turns. Be sure to farm to exchange for a Pumpkin Devil next Halloween for a similar card with blind resistance coverage. Gaslowe’s assist form is another farmable alternative that covers poison resistance but this is basically only available to players capable of farming Alt Arena 3.
  • Active skill cooldown is really short, making it unfriendly to use as an assist if you have no interest in using the active skill.

Divine Shieldmaiden of Paradise, Brunhild

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Stat Lv.99 +297
HP 3101 4091
ATK 2283 2778
RCV 50 347

[4716]Divine Shieldmaiden of Paradise, Brunhild
楽園の神武姫ブリュンヒルデ

Attacker / God

Active Skill: (20 ➧ 15) Not Inheritable
Deal 200x ATK Wood damage to all enemies

Leader Skill: [2.25/110.25/1]
1.5x HP for Attacker type; 3.5x ATK when 4 or more combos; 3x ATK when above 50% HP

  • Active skill is capable of dealing considerable damage and can be notable for farming or ranking teams. The skill cannot be assisted onto a stronger base monster, however.
  • Leader skill is actually very new player friendly as it has virtually no team building restrictions (the attacker restriction is only for more HP which is excessive for early game) and encourages basic comboing to boost your damage. Watch out for enemies with gravity attacks however, such as from Amon in Cauchemar’s descend, Awoken Hades in Zeus & Hera’s descend, and Zhu Bajie in Journey to the West.

Hell Brigadier, Sargatanas

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Stat Lv.99 +297
HP 4131 5121
ATK 1693 2188
RCV 6 303

[4717]Hell Brigadier, Sargatanas
地獄の旅団長サルガタナス

Physical / Devil

Active Skill: (13 ➧ 8) Not Inheritable
Delay enemies’ next attack by 1 turn; Reduce awoken skill binds by 2 turns

Leader Skill: [2.25/144/1]
1.5x HP for Physical type; 3x ATK when matching Dark and Water; 4x ATK when below 50% HP

  • Not a very notable monster overall. Should probably still keep because it’s rare.
  • Can function as an early game god killer. However, a single killer is only 3x damage and many monsters can out damage this with more universal methods. You can further put on god killer latents but at the point you’re able to acquire them, you will probably have more desirable monsters to consider instead of him.
  • The delay skill can be nice but is also a fairly common skill and many enemies in the game put up status shields that will resist this. If you need this particular skill, then also consider Mini Sun Quan who is far more common in this PEM.
  • Being able to clear awoken binds is a notable skill to have but 2 turns is insufficient for most cases. Eurydice Card is more common to get from this PEM and is more versatile and usable for this purpose.

Massacre Dragon, Bahamut

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Stat Lv.99 +297
HP 3723 4713
ATK 1903 2398
RCV 11 308

[4718]Massacre Dragon, Bahamut
猛激竜・バハムート

Dragon / God

Active Skill: (30 ➧ 25) Not Inheritable
For 1 turn, 4x ATK for Dragon type; Deal 250x ATK Light damage to all enemies

Leader Skill: [1/49/1, 75%]
2x ATK for Dragon type; Reduce damage taken from Water and Light Att. by 50%; 3.5x ATK when 5 or more combos

  • Active skill is capable of dealing considerable damage and can be notable for farming or ranking teams. The skill cannot be assisted onto a stronger base monster, however.
  • The long cooldown especially makes it difficult to use in solo but still not impossible. People have even managed to used this in the Xiu Min ranking long ago, but this was one of the more ridiculous compositions that most players could not make.

Yoshino of the Dreamy Meadows

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Stat Lv.99 +297
HP 3564 4554
ATK 1321 1816
RCV 392 689

[4719]Yoshino of the Dreamy Meadows
夢見草のヨシノ

Balanced

Active Skill: (10 ➧ 5) Not Inheritable
For 1 turn, 0.5x orb move time; Change the far left column to Heal orbs

Leader Skill: [1/64/1, 75%]
2x ATK for Fire Att.; Reduce damage taken from Fire and Wood Att. by 50%; 4x ATK when matching 2+ Heal combos

  • This card can be very appreciated early on in various ways but overall is very lackluster. Should still probably keep because it’s rare.
  • Can function as a FUA (Follow Up Attack/Bonus Attack) sub, used to handle enemies with Resolve which are common. However, other cards with FUA or leader skills that can do similarly are fairly common to find.
  • Active skill can be used to generate the hearts needed to activate FUA if the board doesn’t have enough of them but be careful of the lowered movement time.
  • 3 Time Extend awakenings provide 1.5 extra seconds of movement but if Yoshino doesn’t fit on the team, then consider just using several Shieldmaiden Cards from this PEM instead.
  • Covers fire and wood attributes for rainbow teams but be wary of how she is bindable. Eurydice Card from this PEM can be assisted on to this monster to make her unbindable.

Arthur

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Stat Lv.50 +297
HP 1355 2345
ATK 603 1098
RCV 200 497

[2120]Arthur
アーサー

Balanced

Active Skill: (14 ➧ 10) Not Inheritable
For 1 turn, 2.5x ATK for Balanced type; Reduce HP to 1; Deal 100x Light damage to all enemies

Leader Skill: [1/9/1]
3x ATK for Balanced type

  • Active skill is capable of dealing considerable damage and can be notable for farming or ranking teams. The skill cannot be assisted onto a stronger base monster, however.
  • Be wary of how this skill reduces your hp to 1. Watch out for preemptive attacks.

Onmyoji Seimei Card

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Stat Lv.99 +297
HP 3387 4377
ATK 1454 1949
RCV 381 678

[5834]Onmyoji Seimei Card
陰陽師セイメイのカード

Balanced

 

Active Skill: (10 ➧ 10) Inheritable
For 1 turn, increase ATK by 100% for each Resistance-Immobility awakening skill on the team

  • This card actually isn’t in the PEM as of this time of writing but rather is in the monster exchange. However it was in the PEM in a former rerun of the event.
  • Some enemies, such as Khepri and Azazel, can cause Immobility (informally called tape), in which they will cause a region at the perimeter of your board to be non-interactable from your orb movement. You can still arrange other orbs to align with those inside of the taped region to match them, and can also use orb change active skills to change orbs within the taped regions. However, the immobility status can prevent you from matching certain desired shapes. For example if a row was immobilized and all the orbs within that region do not contain any heart orb, you will be unable to activate FUA .
  • Immobility/Tape Resistance will completely prevent immobility/tape. Unlike blind, poison, and jammer resistances, you only need one of these on the team to have 100% resistance.

Gold (5 Stars)

The White Hare of Inaba Card

Demeter Card

Guardian Deva Card

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Stat Lv.99 +297
HP 1182 2172
ATK 566 1061
RCV 213 510

[5835]The White Hare of Inaba Card
因幡の白兎のカード

Healer

Active Skill: (10 ➧ 10) Inheritable
For 3 turns, 2x ATK for Fire Att.

Stat Lv.99 +297
HP 802 1792
ATK 768 1263
RCV 208 505

[5837]Demeter Card
デメテルのカード

God

Active Skill: (10 ➧ 10) Inheritable
For 5 turns, Heal orbs are more likely to appear by 15%

Stat Lv.99 +297
HP 2305 3295
ATK 343 838
RCV 0 297

[5839]Guardian Deva Card
金剛力士のカード

Physical

Active Skill: (10 ➧ 10) Inheritable
For 1 turn, reduce enemies’ defense by 100%

  • All three of these cards provide 20% of two different resistances and reduction of one attribute. If you don’t have any hazard resistance assists yet, then it’s highly recommended to keep at least 5 of each so you can reach 100% resistance for any two sets of hazards on a team. Even if you have better resistance assists, the combination of hazard resistances with attribute reduction is quite rare and therefore it’s recommended to keep at least 1 to 2 of each.
  • The attribute reductions are most notable if an enemy corresponding to the attribute performs a 100% gravity move when you have no other reduction or shield. In that scenario the gravity will be reduced to 93%, allowing you to survive. One possible early example of this is Yamatsumi below 20% HP, in which case having Guardian Deva Card assisted will ensure surviving. While overall this example is very niche and simplified, keep in mind gravities exceeding 100% exists (e.g. Machine Athena) and a similar situation may occur where even leader shields may be just short of preventing lethal.
  • Guardian Deva Card’s skill of nulling enemy defenses can have practical uses, as high defense enemies can be found in all levels of content in PAD, such as simple dungeons like Tamadra Village or advanced dungeons like Arena 6 (floors 4 and 12). It’s especially potent in Normal dungeons where its effect will persist and carry forward to other floors as long as you’re able to clear each floor without stopping (this especially applies to Training Arena).

Shieldmaiden Card

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Stat Lv.99 +297
HP 800 1790
ATK 1102 1597
RCV 0 297

[5836]Shieldmaiden Card
レディナイトのカード

Attacker

Active Skill: (6 ➧ 6) Inheritable
For 1 turn, reduce damage taken by 50%

  • Time Extend assist allows you to grant half a second of movement to any team, making this card versatile and usable in dupes.
  • 50% damage reduction from the active skill is a pretty hefty amount, and for one turn can be used against single instances of high damage such as infamous high preemptives from Divine Queen Hera and Goemon in various arenas, or even anticipated enemy executes if you can survive with it.
  • The active skill cooldown is really short, making it unfriendly to use as an assist if you have no interest in using the active skill.
  • Attribute reductions may potentially reduce lethal hits to non lethal ranges.

Nymph Card

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Stat Lv.99 +297
HP 1038 2028
ATK 567 1062
RCV 258 555

[5838]Nymph Card
ニュンペーのカード

Healer

Active Skill: (10 ➧ 10) Inheritable
For 5 turns, enhanced orbs are more likely to appear by 50%

  • One of the few farmable assists with Auto Recover awakenings. The only other currently being Skill Card: Dia from the Persona collab.
  • Auto Recover awakenings may seem weak but can actually be very powerful when stacking enough of them while using a leader or team that has low HP but a strong shield.
  • Auto Recover awakenings have also been used in the Courage Cup ranking long ago as an alternative means to heal when heal orbs were overwritten and unavailable. There’s always potential for similar scenarios in the future.
  • Orb Enhance awakenings can provide respectable amounts of extra damage.

Eurydice Card

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Stat Lv.99 +297
HP 1187 2177
ATK 630 1125
RCV 180 477

[5840]Eurydice Card
エウリュディケーのカード

Balanced

Active Skill: (7 ➧ 7) Inheritable
Reduce binds and awoken skill binds by 5 turns

  • Being able to make any monster immune to binds with this assist is very potent and useful in dupes.
  • On the other hand, the active skill’s cooldown is really short and the skill can NOT be used if there are no binds or awoken binds to clear, overall making this card especially unfriendly to use as an assist if you’re not careful.
  • You may even assist multiple of this card across all bindable monsters on a team to make the team completely unbindable. However, doing so will cause the active skill of this assist to be mostly useless and all the more important to make sure it doesn’t come up.
  • A binded card will have its awakenings and leader skill disabled, and will not be able to attack or use its active skill. Because leader skills interact multiplicatively, having even one leader binded will drastically weaken your team’s performance (a team with a combined attack multiplier of 400x can suddenly drop down to 20x). Binds can also be devastating if an important sub becomes binded at a crucial moment, such as if you need to use their skill. Also be wary of losing key functionalities of the team when binded, such as losing color coverage for rainbow leader (the specific color must be “attacking” for it to count for leader activation), or not being able to use FUA because the card with the awakening is binded.
  • The active skill of this card can also clear awoken binds which are different from regular binds, with early examples of those being in Linthia and Khepri’s descends. Clearing 5 turns will be sufficient for most cases. For many early players, having this card would make acquiring Odin Dragon NOT necessary, who costs 300k monster points and was popularly picked up by many older players because awoken bind clear wasn’t as common back then. While there are cases of awoken binds longer than 5 turns, such as Hera-Sowilo in Alt Arena 1 (floor 18), you may consider using two Eurydice Card active skills, or just using one and stalling out the remaining turns before resorting to costlier alternatives.

Silver (4 Stars)

Mini Sun Quan

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Stat Lv.50 +297
HP 1157 2147
ATK 792 1287
RCV 321 618

[1813]sun quan
ミニ孫権

God / Healer

Active Skill: (18 ➧ 13) Not Inheritable
Delay enemies’ next attack by 2 turns; For 2 turns, 2.5x ATK for Healer type

Leader Skill: [1/225/4]
3x ATK and 2x RCV for Healer type when above 50% HP; 3x ATK when 3 or more combos up to 5x at 7 combos

Stat Lv.99 (+297) Lv.110 (+297)
HP 2236 (3226) 2907 (3897)
ATK 1183 (1678) 1538 (2033)
RCV 530 (827) 689 (986)

[1814]courageous divine general, sun quan
秘勇の将軍神・ミニ孫権

God / Healer

Active Skill: (18 ➧ 13) Not Inheritable
Delay enemies’ next attack by 2 turns; For 2 turns, 2.5x ATK for Healer type

Leader Skill: [1/225/4]
3x ATK and 2x RCV for Healer type when above 50% HP; 3x ATK when 3 or more combos up to 5x at 7 combos

  • Despite its low rarity and very lacking stats, the many Two Pronged Attacks and the 7C from its evolution makes it very capable of dealing high personal damage.

Nobuno Sanada

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Stat Lv.99 +297
HP 2178 3168
ATK 1338 1833
RCV 206 503

[4721]Nobuno Sanada
真田信乃

Balanced

Active Skill: (15 ➧ 10) Not Inheritable
Deal Fire damage equal to 10x of team’s total Fire ATK to an enemy; Change the 2nd row from the top to Fire orbs

Leader Skill: [2.25/2.25/2.25]
1.5x all stats for Balanced type and Fire Att.

  • Active skill has the effect of consistently creating a fire row that’s easy to swipe, making it very considerable for farming builds or dungeon strategies that involve specific board setups.

Red Earth Golem

Expand for card details.
Stat Lv.99 +297
HP 1779 2769
ATK 624 1119
RCV 0 297

[4730]Red Earth Golem
レッドアースゴーレム

Physical

 

Active Skill: (12 ➧ 7) Not Inheritable
Deal Fire damage equal to 25x of team’s total Fire and Dark ATK to all enemies; Unlock all orbs; Change the top row to Fire orbs

Leader Skill: [1/1/1, 36%]
Reduce damage taken by 20%

  • Active skill is capable of dealing considerable damage and can be notable for farming or ranking teams. Despite this monster’s awful stats and inability to be assisted onto a stronger base, note that its active skill scales off of the total attack of all fire and dark attributes on the team.
  • Active skill has the effect of consistently creating a fire row that’s easy to swipe, making it very considerable for farming builds or dungeon strategies that involve specific board setups.

Closing Statements

Hopefully this guide was able to give you a better idea of what to do with your PEM rolls. Of course, not every player is alike and all the possible uses described here won’t pertain to everyone. Keeping 5 of most cards may seem excessive but Puzzle and Dragons is a long term game of many wildly different scenarios and nobody knows how it will change, hence why the recommendations given were on the safer side. Players with greater box development will have less need for these PEM rolls if they already own other cards that covers their primary purpose. Ultimately, most if not all of these cards are still unique and serve some form of practical use, and therefore should probably be kept at some minimum quantity.

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